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class Despawn : MonoBehaviour -{ - public delegate void entityDespawnDelegate() ; - public entityDespawnDelegate entityDespawnEvent ; - - public void InvokeDespawnEvent() { - entityDespawnEvent?.Invoke() ; - } -} diff --git a/InsAsterix/Assets/Scripts/Dummy.cs b/InsAsterix/Assets/Scripts/Dummy.cs deleted file mode 100644 index d03c3c11..00000000 --- a/InsAsterix/Assets/Scripts/Dummy.cs +++ /dev/null @@ -1,20 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Dummy : MonoBehaviour -{ - Despawn despawn ; - void Start() - { - despawn = gameObject.GetComponent() ; - } - - void Update() - { - if (Input.GetKey(KeyCode.Space)) { - despawn.InvokeDespawnEvent() ; - Destroy(gameObject) ; - } - } -} diff --git a/InsAsterix/Assets/Scripts/Entities.meta b/InsAsterix/Assets/Scripts/Entities.meta new file mode 100644 index 00000000..1ee6da89 --- /dev/null +++ b/InsAsterix/Assets/Scripts/Entities.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 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OnCoinDespawn; + } + + void OnCoinDespawn(Despawn d) + { + // Incrementing UI coin count + _coinCountTextMeshPro.text = (int.Parse(_coinCountTextMeshPro.text) + 1).ToString(); + } + +} diff --git a/InsAsterix/Assets/Scripts/Entities/CoinEntitySpawner.cs.meta b/InsAsterix/Assets/Scripts/Entities/CoinEntitySpawner.cs.meta new file mode 100644 index 00000000..401d722b --- /dev/null +++ b/InsAsterix/Assets/Scripts/Entities/CoinEntitySpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa43d80b783e4f33b93f8dd67670ec4c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/InsAsterix/Assets/Scripts/Entities/Despawn.cs b/InsAsterix/Assets/Scripts/Entities/Despawn.cs new file mode 100644 index 00000000..162f8e26 --- /dev/null +++ b/InsAsterix/Assets/Scripts/Entities/Despawn.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Despawn : MonoBehaviour +{ + public delegate void EntityDespawnDelegate(Despawn d) ; + public EntityDespawnDelegate EntityDespawnEvent ; + + private int _entityIndex; + + public void SetEntityIndex(int index) + { + _entityIndex = index; + } + + public int GetEntityIndex() + { + return _entityIndex ; + } + + public void InvokeDespawnEvent() { + EntityDespawnEvent?.Invoke(this) ; + } +} diff --git a/InsAsterix/Assets/Scripts/Despawn.cs.meta b/InsAsterix/Assets/Scripts/Entities/Despawn.cs.meta similarity index 100% rename from InsAsterix/Assets/Scripts/Despawn.cs.meta rename to InsAsterix/Assets/Scripts/Entities/Despawn.cs.meta diff --git a/InsAsterix/Assets/Scripts/Entities/Dummy.cs b/InsAsterix/Assets/Scripts/Entities/Dummy.cs new file mode 100644 index 00000000..d8cde62d --- /dev/null +++ b/InsAsterix/Assets/Scripts/Entities/Dummy.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Serialization; + +public class Dummy : MonoBehaviour, IPointerDownHandler +{ + Despawn despawn ; + void Start() + { + AddPhysics2DRaycaster(); + despawn = gameObject.GetComponent() ; + } + + public void OnPointerDown(PointerEventData eventData) + { + despawn.InvokeDespawnEvent() ; + Destroy(gameObject) ; + } + + private void AddPhysics2DRaycaster() + { + Physics2DRaycaster physicsRaycaster = FindObjectOfType(); + if (physicsRaycaster == null) + { + Camera.main.gameObject.AddComponent(); + } + } +} diff --git a/InsAsterix/Assets/Scripts/Dummy.cs.meta b/InsAsterix/Assets/Scripts/Entities/Dummy.cs.meta similarity index 100% rename from InsAsterix/Assets/Scripts/Dummy.cs.meta rename to InsAsterix/Assets/Scripts/Entities/Dummy.cs.meta diff --git a/InsAsterix/Assets/Scripts/Entities/EntitySpawner.cs b/InsAsterix/Assets/Scripts/Entities/EntitySpawner.cs new file mode 100644 index 00000000..24079742 --- /dev/null +++ b/InsAsterix/Assets/Scripts/Entities/EntitySpawner.cs @@ -0,0 +1,51 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.Tilemaps; + +public class EntitySpawner : MonoBehaviour +{ + [FormerlySerializedAs("EntityToSpawn")] public GameObject entityToSpawn ; + [FormerlySerializedAs("NumberOfInstances")] public int nbEntityInstances ; + + [FormerlySerializedAs("SpawnPositions")] public Vector2[] spawnPositions; + [FormerlySerializedAs("TileGrid")] public GameObject grid; + private GameObject[] _instances; + private Transform _gridTransform; + + // EntitySpawnEvent is invoked by EntitySpawner upon spawning entity + public delegate void EntitySpawnDelegate(Despawn d) ; + public EntitySpawnDelegate EntitySpawnEvent ; + + void Start() + + { + _instances = new GameObject[nbEntityInstances]; + for (int index = 0; index < nbEntityInstances; index++) + { + SpawnEntity(index) ; + } + + } + + // GetEntityInstances returns the array of current instantiated entities + GameObject[] GetEntityInstances() + { + return _instances; + } + + // SpawnEntity spawns an entity at a random location in the provided locations array + void SpawnEntity(int index) { + Vector2 newPositionID = spawnPositions[Random.Range(0,spawnPositions.Length)] ; + _instances[index] = Instantiate(entityToSpawn, newPositionID, Quaternion.identity, grid.transform) ; + Despawn despawn = _instances[index].GetComponent(); + despawn.EntityDespawnEvent += OnEntityDespawn; + despawn.SetEntityIndex(index); + EntitySpawnEvent?.Invoke(despawn); + } + + void OnEntityDespawn(Despawn d){ + SpawnEntity(d.GetEntityIndex()) ; + } +} diff --git a/InsAsterix/Assets/Scripts/EntitySpawner.cs.meta b/InsAsterix/Assets/Scripts/Entities/EntitySpawner.cs.meta similarity index 100% rename from InsAsterix/Assets/Scripts/EntitySpawner.cs.meta rename to InsAsterix/Assets/Scripts/Entities/EntitySpawner.cs.meta diff --git a/InsAsterix/Assets/Scripts/EntitySpawner.cs b/InsAsterix/Assets/Scripts/EntitySpawner.cs deleted file mode 100644 index 8bde89e5..00000000 --- a/InsAsterix/Assets/Scripts/EntitySpawner.cs +++ /dev/null @@ -1,25 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Serialization; - -public class EntitySpawner : MonoBehaviour -{ - [FormerlySerializedAs("Grid")] public GameObject grid; - [FormerlySerializedAs("EntityToSpawn")] public GameObject entityToSpawn ; - [FormerlySerializedAs("SpawnPositions")] public Vector2[] spawnPositions; - - void Start(){ - SpawnEntity() ; - } - - void SpawnEntity() { - Vector2 newPositionID = spawnPositions[Random.Range(0,spawnPositions.Length)] ; - GameObject instance = Instantiate(entityToSpawn, newPositionID, Quaternion.identity, grid.transform) ; - instance.GetComponent().entityDespawnEvent += onEntityDespawn; - } - - void onEntityDespawn(){ - SpawnEntity() ; - } -} diff --git 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b/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/Assembly-CSharp.ref.dll index 46484352..60328844 100644 Binary files a/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/Assembly-CSharp.ref.dll and b/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/Assembly-CSharp.ref.dll differ diff --git a/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/Assembly-CSharp.rsp b/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/Assembly-CSharp.rsp index 9a201c0a..ab58b684 100644 --- a/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/Assembly-CSharp.rsp +++ b/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/Assembly-CSharp.rsp @@ -377,9 +377,10 @@ -r:"Library/Bee/artifacts/2400b0aEDbg.dag/Unity.VisualStudio.Editor.ref.dll" -r:"Library/Bee/artifacts/2400b0aEDbg.dag/UnityEditor.UI.ref.dll" -r:"Library/Bee/artifacts/2400b0aEDbg.dag/UnityEngine.UI.ref.dll" -"Assets/Scripts/Despawn.cs" -"Assets/Scripts/Dummy.cs" -"Assets/Scripts/EntitySpawner.cs" +"Assets/Scripts/Entities/CoinEntitySpawner.cs" +"Assets/Scripts/Entities/Despawn.cs" +"Assets/Scripts/Entities/Dummy.cs" +"Assets/Scripts/Entities/EntitySpawner.cs" -langversion:9.0 /deterministic diff --git a/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/post-processed/Assembly-CSharp.dll b/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/post-processed/Assembly-CSharp.dll index dc93fa69..ef732e92 100644 Binary files a/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/post-processed/Assembly-CSharp.dll and b/InsAsterix/Library/Bee/artifacts/2400b0aEDbg.dag/post-processed/Assembly-CSharp.dll differ diff --git a/InsAsterix/Library/Bee/backend_profiler0.traceevents b/InsAsterix/Library/Bee/backend_profiler0.traceevents index ec3c47ef..4ceec594 100644 --- a/InsAsterix/Library/Bee/backend_profiler0.traceevents +++ b/InsAsterix/Library/Bee/backend_profiler0.traceevents @@ -1,1938 +1,1956 @@ { "cat":"", "pid":12345, "tid":0, "ts":0, "ph":"M", "name":"process_name", "args": { "name":"bee_backend" } } -,{ "pid":12345, "tid":0, 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"ts":1682957386135442, "dur":13, "ph":"X", "name": "OutputFilesMissingFor", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682957386135457, "dur":39, "ph":"X", "name": "CheckInputSignature", "args": { "detail":"MovedFromExtractorCombine Library/Bee/artifacts/2400b0aEDbg.dag/Unity.VisualScripting.Shared.Editor.dll.mvfrm" }} +,{ "pid":12345, "tid":8, "ts":1682957386135496, "dur":16, "ph":"X", "name": "OutputFilesMissingFor", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682957386135513, "dur":192, "ph":"X", "name": "WaitingForWork", "cname":"thread_state_sleeping", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682957386135705, "dur":490758, "ph":"X", "name": "WaitingForWork", "cname":"thread_state_sleeping", "args": { "detail":"" }} +,{ "pid":12345, "tid":0, "ts":1682957386628707, "dur":1671, "ph":"X", "name": "ProfilerWriteOutput" } , \ No newline at end of file diff --git a/InsAsterix/Library/Bee/backend_profiler1.traceevents b/InsAsterix/Library/Bee/backend_profiler1.traceevents index 23dbe3b0..570e3ec4 100644 --- a/InsAsterix/Library/Bee/backend_profiler1.traceevents +++ b/InsAsterix/Library/Bee/backend_profiler1.traceevents @@ -1,2630 +1,1954 @@ { "cat":"", "pid":12345, "tid":0, "ts":0, "ph":"M", "name":"process_name", "args": { "name":"bee_backend" } } -,{ "pid":12345, "tid":0, "ts":1682783122050327, "dur":1296, "ph":"X", "name": "DriverInitData", "args": { "detail":"" }} -,{ "pid":12345, "tid":0, "ts":1682783122051642, "dur":98, "ph":"X", "name": "Tundra", "args": { "detail":"RemoveStaleOutputs" }} -,{ "pid":12345, "tid":0, "ts":1682783122051786, "dur":48, "ph":"X", "name": "Tundra", "args": { "detail":"PrepareNodes" }} -,{ "pid":12345, "tid":0, "ts":1682783122051834, "dur":254, "ph":"X", "name": "Tundra", "args": { "detail":"BuildQueueInit" }} -,{ "pid":12345, "tid":0, "ts":1682783122052106, "dur":3931, "ph":"X", "name": "EnqueueRequestedNodes", "args": { "detail":"" }} -,{ "pid":12345, "tid":0, 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Library/Bee/artifacts/2400b0aEDbg.dag/post-processed/Unity.InternalAPIEngineBridge.001.dll (+pdb)" }} +,{ "pid":12345, "tid":8, "ts":1682953018677787, "dur":113, "ph":"X", "name": "OutputFilesMissingFor", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682953018677903, "dur":406, "ph":"X", "name": "CheckInputSignature", "args": { "detail":"ILPostProcess Library/Bee/artifacts/2400b0aEDbg.dag/post-processed/Unity.2D.IK.Runtime.dll (+pdb)" }} +,{ "pid":12345, "tid":8, "ts":1682953018678309, "dur":61, "ph":"X", "name": "OutputFilesMissingFor", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682953018678377, "dur":6, "ph":"X", "name": "CheckInputSignature", "args": { "detail":"MovedFromExtractor Library/Bee/artifacts/mvdfrm/Unity.2D.IK.Editor.ref.dll_A8FEE05752F247CE.mvfrm" }} +,{ "pid":12345, "tid":8, "ts":1682953018678384, "dur":17, "ph":"X", "name": "OutputFilesMissingFor", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682953018678403, "dur":7, "ph":"X", 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+,{ "pid":12345, "tid":8, "ts":1682953018686408, "dur":19, "ph":"X", "name": "StoreTimestampsOfNonGeneratedInputFiles", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682953018686434, "dur":1215196, "ph":"X", "name": "Csc", "args": { "detail":"Library/Bee/artifacts/2400b0aEDbg.dag/Assembly-CSharp.dll (+2 others)" }} +,{ "pid":12345, "tid":8, "ts":1682953019902299, "dur":243, "ph":"X", "name": "CheckInputSignature", "args": { "detail":"ILPostProcess Library/Bee/artifacts/2400b0aEDbg.dag/post-processed/Assembly-CSharp.dll (+pdb)" }} +,{ "pid":12345, "tid":8, "ts":1682953019902934, "dur":25, "ph":"X", "name": "StoreTimestampsOfNonGeneratedInputFiles", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682953019902969, "dur":300739, "ph":"X", "name": "ILPostProcess", "args": { "detail":"Library/Bee/artifacts/2400b0aEDbg.dag/post-processed/Assembly-CSharp.dll (+pdb)" }} +,{ "pid":12345, "tid":8, "ts":1682953020204860, "dur":39, "ph":"X", "name": "CheckInputSignature", "args": { "detail":"CopyFiles Library/ScriptAssemblies/Assembly-CSharp.dll" }} +,{ "pid":12345, "tid":8, "ts":1682953020204904, "dur":0, "ph":"X", "name": "StoreTimestampsOfNonGeneratedInputFiles", "args": { "detail":"" }} +,{ "pid":12345, "tid":8, "ts":1682953020204913, "dur":160, "ph":"X", "name": "CopyFiles", "args": { "detail":"Library/ScriptAssemblies/Assembly-CSharp.dll" }} +,{ "pid":12345, "tid":8, "ts":1682953020205079, "dur":228, "ph":"X", "name": "WaitingForWork", "cname":"thread_state_sleeping", "args": { "detail":"" }} +,{ "pid":12345, "tid":0, "ts":1682953020207681, "dur":1046, "ph":"X", "name": "ProfilerWriteOutput" } , \ No newline at end of file diff --git a/InsAsterix/Library/Bee/buildprogram0.traceevents b/InsAsterix/Library/Bee/buildprogram0.traceevents index 96067dfa..607f8cab 100644 --- a/InsAsterix/Library/Bee/buildprogram0.traceevents +++ b/InsAsterix/Library/Bee/buildprogram0.traceevents @@ -1,10 +1,10 @@ { "pid": 35942, "tid": -1, "ph": "M", "name": "process_name", "args": { "name": "netcorerun.dll" } }, { "pid": 35942, "tid": -1, "ph": "M", "name": "process_sort_index", "args": { "sort_index": "-1" } }, { "pid": 35942, "tid": 1, "ph": "M", "name": "thread_name", "args": { "name": "" } }, -{ "pid": 35942, "tid": 1, "ts": 1682783120988836, "dur": 735021, "ph": "X", "name": "BuildProgram", "args": {} }, -{ "pid": 35942, "tid": 1, "ts": 1682783120990479, "dur": 90733, "ph": "X", "name": "BuildProgramContextConstructor", "args": {} }, -{ "pid": 35942, "tid": 1, "ts": 1682783121582805, "dur": 3895, "ph": "X", "name": "OutputData.Write", "args": {} }, -{ "pid": 35942, "tid": 1, "ts": 1682783121586703, "dur": 137128, "ph": "X", "name": "Backend.Write", "args": {} }, -{ "pid": 35942, "tid": 1, "ts": 1682783121587430, "dur": 101449, "ph": "X", "name": "JsonToString", "args": {} }, -{ "pid": 35942, "tid": 1, "ts": 1682783121728423, "dur": 1235, "ph": "X", "name": "", "args": {} }, -{ "pid": 35942, "tid": 1, "ts": 1682783121728016, "dur": 1671, "ph": "X", "name": "Write chrome-trace events", "args": {} }, +{ "pid": 35942, "tid": 1, "ts": 1682953017622515, "dur": 738447, "ph": "X", "name": "BuildProgram", "args": {} }, +{ "pid": 35942, "tid": 1, "ts": 1682953017623905, "dur": 89361, "ph": "X", "name": "BuildProgramContextConstructor", "args": {} }, +{ "pid": 35942, "tid": 1, "ts": 1682953018236543, "dur": 5034, "ph": "X", "name": "OutputData.Write", "args": {} }, +{ "pid": 35942, "tid": 1, "ts": 1682953018241580, "dur": 119359, "ph": "X", "name": "Backend.Write", "args": {} }, +{ "pid": 35942, "tid": 1, "ts": 1682953018242473, "dur": 94472, "ph": "X", "name": "JsonToString", "args": {} }, +{ "pid": 35942, "tid": 1, "ts": 1682953018365893, "dur": 1751, "ph": "X", "name": "", "args": {} }, +{ "pid": 35942, "tid": 1, "ts": 1682953018365405, "dur": 2274, "ph": "X", "name": "Write chrome-trace events", "args": {} }, diff --git a/InsAsterix/Library/Bee/fullprofile.json b/InsAsterix/Library/Bee/fullprofile.json index 03faa1f7..cf09eeee 100644 --- a/InsAsterix/Library/Bee/fullprofile.json +++ b/InsAsterix/Library/Bee/fullprofile.json @@ -9,1951 +9,1969 @@ { "pid": 0, "tid": -1, "ph": "M", "name": "process_name", "args": { "name": "BeeDriver" } }, { "pid": 0, "tid": -1, "ph": "M", "name": "process_sort_index", "args": { "sort_index": "-2" } }, { "pid": 0, "tid": 1, "ph": "M", "name": "thread_name", "args": { "name": "" } }, -{ "pid": 0, "tid": 1, "ts": 1682788306590668, "dur": 379731, "ph": "X", "name": "Build ScriptAssemblies", "args": {} }, -{ "pid": 0, "tid": 1, "ts": 1682788306592808, "dur": 184713, "ph": "X", "name": "WriteBuildProgramData", "args": {} }, -{ "pid": 0, "tid": 1, "ts": 1682788306777825, "dur": 182139, "ph": "X", "name": "Run Backend", "args": {} }, -{ "pid": 0, "tid": 1, "ts": 1682788306959989, "dur": 10408, "ph": "X", "name": "Finish", "args": {} }, -{ "pid": 0, "tid": 1, "ts": 1682788306973115, "dur": 854, "ph": "X", "name": "ChromeTraceHeader", "args": {} }, -{ "pid": 0, "tid": 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a/InsAsterix/Library/StateCache/PrefabStageHierarchy/75/7589d6d971ac59016b9f000959f61b34.json b/InsAsterix/Library/StateCache/PrefabStageHierarchy/75/7589d6d971ac59016b9f000959f61b34.json new file mode 100644 index 00000000..788eab00 --- /dev/null +++ b/InsAsterix/Library/StateCache/PrefabStageHierarchy/75/7589d6d971ac59016b9f000959f61b34.json @@ -0,0 +1 @@ +{"m_ScrollY":0.0,"m_ExpandedPrefabGameObjectFileIDs":[],"m_LastClickedFileID":1261290536216742845} \ No newline at end of file diff --git a/InsAsterix/Library/StateCache/SceneView/03/0300d78fa4270cc110dfdecb26c19e0f.json b/InsAsterix/Library/StateCache/SceneView/03/0300d78fa4270cc110dfdecb26c19e0f.json new file mode 100644 index 00000000..253d82ac --- /dev/null +++ b/InsAsterix/Library/StateCache/SceneView/03/0300d78fa4270cc110dfdecb26c19e0f.json @@ -0,0 +1 @@ +{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading 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a/InsAsterix/Library/StateCache/SceneView/8e/8e7a37e8280d7b9584f91bf1f0abfe78.json b/InsAsterix/Library/StateCache/SceneView/8e/8e7a37e8280d7b9584f91bf1f0abfe78.json new file mode 100644 index 00000000..253d82ac --- /dev/null +++ b/InsAsterix/Library/StateCache/SceneView/8e/8e7a37e8280d7b9584f91bf1f0abfe78.json @@ -0,0 +1 @@ +{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":true,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":10.0,"orthographic":true} \ No newline at end of file diff --git a/InsAsterix/Library/StateCache/SceneView/96/96477fe98b00520701d01f27d5ee1150.json b/InsAsterix/Library/StateCache/SceneView/96/96477fe98b00520701d01f27d5ee1150.json new file mode 100644 index 00000000..253d82ac --- /dev/null +++ b/InsAsterix/Library/StateCache/SceneView/96/96477fe98b00520701d01f27d5ee1150.json @@ -0,0 +1 @@ +{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":true,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":10.0,"orthographic":true} \ No newline at end of file diff --git a/InsAsterix/Library/StateCache/SceneView/99/9913631f613cdecc8880ffd3acdabc20.json b/InsAsterix/Library/StateCache/SceneView/99/9913631f613cdecc8880ffd3acdabc20.json new file mode 100644 index 00000000..253d82ac --- /dev/null +++ b/InsAsterix/Library/StateCache/SceneView/99/9913631f613cdecc8880ffd3acdabc20.json @@ -0,0 +1 @@ +{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":true,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":10.0,"orthographic":true} \ No newline at end of file diff --git a/InsAsterix/Library/StateCache/SceneView/b3/b37e45c4373559be5189a5bbded6a324.json b/InsAsterix/Library/StateCache/SceneView/b3/b37e45c4373559be5189a5bbded6a324.json new file mode 100644 index 00000000..253d82ac --- /dev/null +++ b/InsAsterix/Library/StateCache/SceneView/b3/b37e45c4373559be5189a5bbded6a324.json @@ -0,0 +1 @@ +{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":true,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":10.0,"orthographic":true} \ No newline at end of file diff --git a/InsAsterix/Library/StateCache/SceneView/c8/c8b7c99f13d59b1fdcc80a8faabe5027.json b/InsAsterix/Library/StateCache/SceneView/c8/c8b7c99f13d59b1fdcc80a8faabe5027.json new file mode 100644 index 00000000..9dc1375b --- /dev/null +++ b/InsAsterix/Library/StateCache/SceneView/c8/c8b7c99f13d59b1fdcc80a8faabe5027.json @@ -0,0 +1 @@ +{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":false,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":true,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":10.0,"orthographic":true} \ No newline at end of file diff --git a/InsAsterix/Library/StateCache/SceneView/fa/faeefec41bdc41095bd3090501566e14.json b/InsAsterix/Library/StateCache/SceneView/fa/faeefec41bdc41095bd3090501566e14.json new file mode 100644 index 00000000..9dc1375b --- /dev/null +++ b/InsAsterix/Library/StateCache/SceneView/fa/faeefec41bdc41095bd3090501566e14.json @@ -0,0 +1 @@ +{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":false,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":true,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":10.0,"orthographic":true} \ No newline at end of file diff --git a/InsAsterix/Library/com.unity.ide.rider/PersistedState.asset b/InsAsterix/Library/com.unity.ide.rider/PersistedState.asset index 15a483e3..77876bac 100644 --- a/InsAsterix/Library/com.unity.ide.rider/PersistedState.asset +++ b/InsAsterix/Library/com.unity.ide.rider/PersistedState.asset @@ -12,5 +12,5 @@ MonoBehaviour: m_Script: {fileID: 0} m_Name: m_EditorClassIdentifier: Unity.Rider.Editor:Packages.Rider.Editor:RiderScriptEditorPersistedState - lastWriteTicks: -8585188231654584590 + lastWriteTicks: -8585186539092197116 manifestJsonLastWriteTicks: -8585188367519482288 diff --git a/InsAsterix/Library/expandedItems b/InsAsterix/Library/expandedItems index a349251a..067b6736 100644 Binary files a/InsAsterix/Library/expandedItems and b/InsAsterix/Library/expandedItems differ diff --git a/InsAsterix/Logs/AssetImportWorker0-prev.log b/InsAsterix/Logs/AssetImportWorker0-prev.log index 2e1099c0..75c8f1d5 100644 --- a/InsAsterix/Logs/AssetImportWorker0-prev.log +++ b/InsAsterix/Logs/AssetImportWorker0-prev.log @@ -9,8 +9,8 @@ Architecture: x86_64 Available memory: 7652 MB Using pre-set license Pro License: YES -Gtk-Message: 17:48:40.549: Failed to load module "canberra-gtk-module" -Gtk-Message: 17:48:40.551: Failed to load module "canberra-gtk-module" +Gtk-Message: 03:41:07.656: Failed to load module "canberra-gtk-module" +Gtk-Message: 03:41:07.658: Failed to load module "canberra-gtk-module" Desktop is 1920 x 1080 @ 60 Hz Initialize udev device monitor. @@ -26,7 +26,7 @@ AssetImportWorker0 -logFile Logs/AssetImportWorker0.log -srvPort -40717 +38241 Successfully changed project path to: /home/toastee/Repositories/InsAsterix/InsAsterix /home/toastee/Repositories/InsAsterix/InsAsterix [UnityMemory] Configuration Parameters - Can be set up in boot.config @@ -58,11 +58,11 @@ Successfully changed project path to: /home/toastee/Repositories/InsAsterix/InsA "memorysetup-temp-allocator-size-cloud-worker=32768" "memorysetup-temp-allocator-size-gi-baking-worker=262144" "memorysetup-temp-allocator-size-gfx=262144" -Player connection [139822537839232] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 2522997496 [EditorId] 2522997496 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... +Player connection [139730731147904] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 1735404752 [EditorId] 1735404752 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... -Player connection [139822537839232] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 2522997496 [EditorId] 2522997496 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... +Player connection [139730731147904] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 1735404752 [EditorId] 1735404752 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... -Refreshing native plugins compatible for Editor in 262.78 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 180.69 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Initialize engine version: 2021.3.17f1 (3e8111cac19d) [Subsystems] Discovering subsystems at path /home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/Resources/UnitySubsystems @@ -78,95 +78,95 @@ int_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program L_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewpor t_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_framebuffer_fetch GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_t exture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_INTEL_shader_atomic_float_minmax GL_INTEL_shader_integer_functions2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fragment_shader_interlock GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc -OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle 1720281136 +OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle -406500928 Initialize mono Mono path[0] = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/Managed' Mono path[1] = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit-linux' Mono config path = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/MonoBleedingEdge/etc' -Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56315 +Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56215 Begin MonoManager ReloadAssembly Registering precompiled unity dll's ... Register platform support module: /home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/PlaybackEngines/LinuxStandaloneSupport/UnityEditor.LinuxStandalone.Extensions.dll -Registered in 0.010070 seconds. +Registered in 0.013399 seconds. Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 247.36 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 284.56 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 1.589 seconds +- Completed reload, in 1.381 seconds Domain Reload Profiling: - ReloadAssembly (1589ms) - BeginReloadAssembly (134ms) + ReloadAssembly (1382ms) + BeginReloadAssembly (169ms) ExecutionOrderSort (0ms) DisableScriptedObjects (0ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (2ms) - EndReloadAssembly (1243ms) - LoadAssemblies (131ms) + CreateAndSetChildDomain (1ms) + EndReloadAssembly (1021ms) + LoadAssemblies (167ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (253ms) + SetupTypeCache (181ms) ReleaseScriptCaches (0ms) - RebuildScriptCaches (79ms) - SetupLoadedEditorAssemblies (799ms) + RebuildScriptCaches (92ms) + SetupLoadedEditorAssemblies (650ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (18ms) - SetLoadedEditorAssemblies (0ms) - RefreshPlugins (247ms) + InitializePlatformSupportModulesInManaged (21ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (285ms) BeforeProcessingInitializeOnLoad (2ms) - ProcessInitializeOnLoadAttributes (423ms) - ProcessInitializeOnLoadMethodAttributes (108ms) + ProcessInitializeOnLoadAttributes (279ms) + ProcessInitializeOnLoadMethodAttributes (62ms) AfterProcessingInitializeOnLoad (0ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) AwakeInstancesAfterBackupRestoration (0ms) Platform modules already initialized, skipping Registering precompiled user dll's ... -Registered in 0.008244 seconds. +Registered in 0.018822 seconds. Begin MonoManager ReloadAssembly Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 256.74 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 190.99 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. UpdateMenuTitleForLanguage: 10 Mono: successfully reloaded assembly -- Completed reload, in 2.692 seconds +- Completed reload, in 2.237 seconds Domain Reload Profiling: - ReloadAssembly (2693ms) - BeginReloadAssembly (178ms) + ReloadAssembly (2238ms) + BeginReloadAssembly (150ms) ExecutionOrderSort (0ms) DisableScriptedObjects (9ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (34ms) - EndReloadAssembly (2207ms) - LoadAssemblies (211ms) + CreateAndSetChildDomain (37ms) + EndReloadAssembly (1907ms) + LoadAssemblies (108ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (539ms) - ReleaseScriptCaches (2ms) - RebuildScriptCaches (255ms) - SetupLoadedEditorAssemblies (1079ms) + SetupTypeCache (486ms) + ReleaseScriptCaches (1ms) + RebuildScriptCaches (130ms) + SetupLoadedEditorAssemblies (1081ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (15ms) - SetLoadedEditorAssemblies (1ms) - RefreshPlugins (257ms) - BeforeProcessingInitializeOnLoad (192ms) - ProcessInitializeOnLoadAttributes (471ms) - ProcessInitializeOnLoadMethodAttributes (133ms) - AfterProcessingInitializeOnLoad (10ms) + InitializePlatformSupportModulesInManaged (8ms) + SetLoadedEditorAssemblies (0ms) + RefreshPlugins (191ms) + BeforeProcessingInitializeOnLoad (200ms) + ProcessInitializeOnLoadAttributes (520ms) + ProcessInitializeOnLoadMethodAttributes (150ms) + AfterProcessingInitializeOnLoad (11ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (5ms) + AwakeInstancesAfterBackupRestoration (6ms) Platform modules already initialized, skipping ======================================================================== Worker process is ready to serve import requests -Launched and connected shader compiler UnityShaderCompiler after 0.05 seconds -Refreshing native plugins compatible for Editor in 1.46 ms, found 1 plugins. +Launched and connected shader compiler UnityShaderCompiler after 0.02 seconds +Refreshing native plugins compatible for Editor in 1.70 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5553 Unused Serialized files (Serialized files now loaded: 0) -Unloading 59 unused Assets / (1.1 MB). Loaded Objects now: 5988. +Unloading 5554 Unused Serialized files (Serialized files now loaded: 0) +Unloading 59 unused Assets / (1.1 MB). Loaded Objects now: 5989. Memory consumption went from 209.6 MB to 208.5 MB. -Total: 9.878000 ms (FindLiveObjects: 0.789833 ms CreateObjectMapping: 0.719903 ms MarkObjects: 6.608253 ms DeleteObjects: 1.757850 ms) +Total: 8.046390 ms (FindLiveObjects: 0.582964 ms CreateObjectMapping: 0.761866 ms MarkObjects: 5.259435 ms DeleteObjects: 1.440237 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> @@ -178,63 +178,216 @@ AssetImportParameters requested are different than current active one (requested custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> ======================================================================== -Received Import Request. - Time since last request: 13120.888029 seconds. - path: Assets/Scripts/EntitySpawner.cs - artifactKey: Guid(1413d9a11f269e28fbcc43187848b3b0) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scripts/EntitySpawner.cs using Guid(1413d9a11f269e28fbcc43187848b3b0) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '350d3f6d1bc8dde60273ac50920c20d5') in 0.039218 seconds -======================================================================== -Received Import Request. - Time since last request: 548.861143 seconds. - path: Assets/Scripts/EntitySpawner.cs - artifactKey: Guid(1413d9a11f269e28fbcc43187848b3b0) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scripts/EntitySpawner.cs using Guid(1413d9a11f269e28fbcc43187848b3b0) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '60fab2dfa4aba4818a321508c2d2f52d') in 0.009043 seconds +Received Prepare +Registering precompiled user dll's ... +Registered in 0.012535 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.46 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.977 seconds +Domain Reload Profiling: + ReloadAssembly (1978ms) + BeginReloadAssembly (257ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (21ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (95ms) + EndReloadAssembly (1545ms) + LoadAssemblies (130ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (414ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (107ms) + SetupLoadedEditorAssemblies (805ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (3ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (135ms) + ProcessInitializeOnLoadAttributes (489ms) + ProcessInitializeOnLoadMethodAttributes (148ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (12ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.02 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5992. +Memory consumption went from 200.7 MB to 199.5 MB. +Total: 16.144371 ms (FindLiveObjects: 0.858917 ms CreateObjectMapping: 0.617358 ms MarkObjects: 13.301402 ms DeleteObjects: 1.364464 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> ======================================================================== Received Prepare Registering precompiled user dll's ... -Registered in 0.018491 seconds. +Registered in 0.007672 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.05 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.322 seconds +Domain Reload Profiling: + ReloadAssembly (2324ms) + BeginReloadAssembly (518ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (45ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (194ms) + EndReloadAssembly (1650ms) + LoadAssemblies (390ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (478ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (86ms) + SetupLoadedEditorAssemblies (756ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (118ms) + ProcessInitializeOnLoadAttributes (443ms) + ProcessInitializeOnLoadMethodAttributes (169ms) + AfterProcessingInitializeOnLoad (9ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (9ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.75 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5995. +Memory consumption went from 200.7 MB to 199.5 MB. +Total: 8.619464 ms (FindLiveObjects: 0.545390 ms CreateObjectMapping: 0.484947 ms MarkObjects: 5.124245 ms DeleteObjects: 2.463342 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007259 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.74 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.881 seconds +Domain Reload Profiling: + ReloadAssembly (1881ms) + BeginReloadAssembly (153ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (55ms) + EndReloadAssembly (1597ms) + LoadAssemblies (78ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (417ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (122ms) + SetupLoadedEditorAssemblies (816ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (24ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (202ms) + ProcessInitializeOnLoadAttributes (442ms) + ProcessInitializeOnLoadMethodAttributes (132ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (12ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 2.93 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5998. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 15.166563 ms (FindLiveObjects: 0.406710 ms CreateObjectMapping: 0.401415 ms MarkObjects: 11.832388 ms DeleteObjects: 2.524459 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007607 seconds. Begin MonoManager ReloadAssembly Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 2.45 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 1.32 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 3.809 seconds +- Completed reload, in 1.980 seconds Domain Reload Profiling: - ReloadAssembly (3813ms) - BeginReloadAssembly (738ms) + ReloadAssembly (1982ms) + BeginReloadAssembly (171ms) ExecutionOrderSort (0ms) - DisableScriptedObjects (47ms) + DisableScriptedObjects (12ms) BackupInstance (0ms) - ReleaseScriptingObjects (1ms) - CreateAndSetChildDomain (344ms) - EndReloadAssembly (2864ms) - LoadAssemblies (466ms) - RebuildTransferFunctionScriptingTraits (1ms) - SetupTypeCache (809ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (65ms) + EndReloadAssembly (1644ms) + LoadAssemblies (87ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (486ms) ReleaseScriptCaches (5ms) - RebuildScriptCaches (240ms) - SetupLoadedEditorAssemblies (1289ms) + RebuildScriptCaches (120ms) + SetupLoadedEditorAssemblies (819ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (33ms) - SetLoadedEditorAssemblies (2ms) - RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (203ms) - ProcessInitializeOnLoadAttributes (774ms) - ProcessInitializeOnLoadMethodAttributes (259ms) - AfterProcessingInitializeOnLoad (16ms) - EditorAssembliesLoaded (1ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (127ms) + ProcessInitializeOnLoadAttributes (526ms) + ProcessInitializeOnLoadMethodAttributes (137ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (17ms) + AwakeInstancesAfterBackupRestoration (10ms) Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 5.99 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 3.29 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5991. -Memory consumption went from 200.6 MB to 199.5 MB. -Total: 11.007548 ms (FindLiveObjects: 0.740239 ms CreateObjectMapping: 0.510066 ms MarkObjects: 7.834733 ms DeleteObjects: 1.919590 ms) +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6001. +Memory consumption went from 200.8 MB to 199.7 MB. +Total: 9.727462 ms (FindLiveObjects: 0.430476 ms CreateObjectMapping: 0.412886 ms MarkObjects: 5.439032 ms DeleteObjects: 3.442511 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> @@ -248,103 +401,48 @@ AssetImportParameters requested are different than current active one (requested ======================================================================== Received Prepare Registering precompiled user dll's ... -Registered in 0.008401 seconds. +Registered in 0.006968 seconds. Begin MonoManager ReloadAssembly Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 1.52 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 2.02 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 2.975 seconds +- Completed reload, in 2.100 seconds Domain Reload Profiling: - ReloadAssembly (2977ms) - BeginReloadAssembly (405ms) + ReloadAssembly (2101ms) + BeginReloadAssembly (202ms) ExecutionOrderSort (0ms) - DisableScriptedObjects (33ms) + DisableScriptedObjects (10ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (134ms) - EndReloadAssembly (2359ms) - LoadAssemblies (311ms) + CreateAndSetChildDomain (58ms) + EndReloadAssembly (1751ms) + LoadAssemblies (128ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (802ms) - ReleaseScriptCaches (4ms) - RebuildScriptCaches (157ms) - SetupLoadedEditorAssemblies (1013ms) + SetupTypeCache (438ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (112ms) + SetupLoadedEditorAssemblies (940ms) LogAssemblyErrors (0ms) InitializePlatformSupportModulesInManaged (23ms) SetLoadedEditorAssemblies (1ms) RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (177ms) - ProcessInitializeOnLoadAttributes (613ms) - ProcessInitializeOnLoadMethodAttributes (182ms) - AfterProcessingInitializeOnLoad (15ms) - EditorAssembliesLoaded (0ms) - ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (16ms) -Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 3.74 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5994. -Memory consumption went from 200.6 MB to 199.5 MB. -Total: 11.206225 ms (FindLiveObjects: 0.834904 ms CreateObjectMapping: 1.236092 ms MarkObjects: 5.117525 ms DeleteObjects: 4.011209 ms) - -AssetImportParameters requested are different than current active one (requested -> active): - custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> - custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> - custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> - custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> - custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> - custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> - custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> - custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> -======================================================================== -Received Prepare -Registering precompiled user dll's ... -Registered in 0.011335 seconds. -Begin MonoManager ReloadAssembly -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll -Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 1.44 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Mono: successfully reloaded assembly -- Completed reload, in 2.901 seconds -Domain Reload Profiling: - ReloadAssembly (2903ms) - BeginReloadAssembly (199ms) - ExecutionOrderSort (0ms) - DisableScriptedObjects (13ms) - BackupInstance (0ms) - ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (64ms) - EndReloadAssembly (2465ms) - LoadAssemblies (106ms) - RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (697ms) - ReleaseScriptCaches (3ms) - RebuildScriptCaches (155ms) - SetupLoadedEditorAssemblies (1341ms) - LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (27ms) - SetLoadedEditorAssemblies (1ms) - RefreshPlugins (1ms) - BeforeProcessingInitializeOnLoad (235ms) - ProcessInitializeOnLoadAttributes (897ms) + BeforeProcessingInitializeOnLoad (182ms) + ProcessInitializeOnLoadAttributes (553ms) ProcessInitializeOnLoadMethodAttributes (165ms) - AfterProcessingInitializeOnLoad (14ms) + AfterProcessingInitializeOnLoad (12ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (15ms) + AwakeInstancesAfterBackupRestoration (14ms) Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 3.50 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 3.58 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5997. -Memory consumption went from 200.6 MB to 199.5 MB. -Total: 6.776210 ms (FindLiveObjects: 0.441622 ms CreateObjectMapping: 0.444589 ms MarkObjects: 4.642779 ms DeleteObjects: 1.245698 ms) +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6004. +Memory consumption went from 200.9 MB to 199.7 MB. +Total: 11.233489 ms (FindLiveObjects: 0.583567 ms CreateObjectMapping: 0.612686 ms MarkObjects: 5.624113 ms DeleteObjects: 4.410536 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> @@ -358,48 +456,48 @@ AssetImportParameters requested are different than current active one (requested ======================================================================== Received Prepare Registering precompiled user dll's ... -Registered in 0.008452 seconds. +Registered in 0.010224 seconds. Begin MonoManager ReloadAssembly Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 1.59 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 2.21 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 2.011 seconds +- Completed reload, in 1.665 seconds Domain Reload Profiling: - ReloadAssembly (2012ms) - BeginReloadAssembly (201ms) + ReloadAssembly (1665ms) + BeginReloadAssembly (171ms) ExecutionOrderSort (0ms) DisableScriptedObjects (11ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (76ms) - EndReloadAssembly (1662ms) - LoadAssemblies (122ms) + CreateAndSetChildDomain (53ms) + EndReloadAssembly (1359ms) + LoadAssemblies (105ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (449ms) - ReleaseScriptCaches (2ms) - RebuildScriptCaches (97ms) - SetupLoadedEditorAssemblies (878ms) + SetupTypeCache (377ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (98ms) + SetupLoadedEditorAssemblies (696ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (26ms) + InitializePlatformSupportModulesInManaged (16ms) SetLoadedEditorAssemblies (1ms) RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (144ms) - ProcessInitializeOnLoadAttributes (547ms) - ProcessInitializeOnLoadMethodAttributes (142ms) - AfterProcessingInitializeOnLoad (15ms) + BeforeProcessingInitializeOnLoad (120ms) + ProcessInitializeOnLoadAttributes (415ms) + ProcessInitializeOnLoadMethodAttributes (130ms) + AfterProcessingInitializeOnLoad (10ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (13ms) + AwakeInstancesAfterBackupRestoration (10ms) Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 4.97 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 2.96 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6000. -Memory consumption went from 200.6 MB to 199.5 MB. -Total: 16.423414 ms (FindLiveObjects: 1.047230 ms CreateObjectMapping: 1.413722 ms MarkObjects: 10.625191 ms DeleteObjects: 3.334281 ms) +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6007. +Memory consumption went from 200.9 MB to 199.7 MB. +Total: 9.272832 ms (FindLiveObjects: 0.423885 ms CreateObjectMapping: 0.531928 ms MarkObjects: 4.791974 ms DeleteObjects: 3.523464 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> @@ -411,51 +509,246 @@ AssetImportParameters requested are different than current active one (requested custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> ======================================================================== +Received Import Request. + Time since last request: 34292.460206 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'f49c02de9a2646ae968c6c4245e43902') in 0.043626 seconds +======================================================================== +Received Import Request. + Time since last request: 185.933927 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '8fae5512ea5be3eb40ac0a634d893568') in 0.006310 seconds +======================================================================== Received Prepare Registering precompiled user dll's ... -Registered in 0.026565 seconds. +Registered in 0.008477 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.18 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.666 seconds +Domain Reload Profiling: + ReloadAssembly (1667ms) + BeginReloadAssembly (155ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (10ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (62ms) + EndReloadAssembly (1370ms) + LoadAssemblies (83ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (407ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (84ms) + SetupLoadedEditorAssemblies (688ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (123ms) + ProcessInitializeOnLoadAttributes (409ms) + ProcessInitializeOnLoadMethodAttributes (129ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (10ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.31 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6011. +Memory consumption went from 200.9 MB to 199.8 MB. +Total: 16.105908 ms (FindLiveObjects: 0.672880 ms CreateObjectMapping: 0.651188 ms MarkObjects: 8.029566 ms DeleteObjects: 6.749780 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 74.318415 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '8fae5512ea5be3eb40ac0a634d893568') in 0.051781 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007162 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.14 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.787 seconds +Domain Reload Profiling: + ReloadAssembly (1788ms) + BeginReloadAssembly (161ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (10ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (59ms) + EndReloadAssembly (1481ms) + LoadAssemblies (87ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (471ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (85ms) + SetupLoadedEditorAssemblies (726ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (142ms) + ProcessInitializeOnLoadAttributes (423ms) + ProcessInitializeOnLoadMethodAttributes (129ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (10ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.67 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6014. +Memory consumption went from 200.9 MB to 199.8 MB. +Total: 10.510321 ms (FindLiveObjects: 0.531392 ms CreateObjectMapping: 0.544314 ms MarkObjects: 5.720909 ms DeleteObjects: 3.711305 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 9.397083 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '56873d1f3606d96491e7021a5c99010c') in 0.044597 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008117 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.02 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.437 seconds +Domain Reload Profiling: + ReloadAssembly (2438ms) + BeginReloadAssembly (187ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (72ms) + EndReloadAssembly (2067ms) + LoadAssemblies (104ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (566ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (132ms) + SetupLoadedEditorAssemblies (1034ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (29ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (251ms) + ProcessInitializeOnLoadAttributes (583ms) + ProcessInitializeOnLoadMethodAttributes (155ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (16ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.90 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6017. +Memory consumption went from 200.9 MB to 199.8 MB. +Total: 10.403309 ms (FindLiveObjects: 0.608258 ms CreateObjectMapping: 0.610047 ms MarkObjects: 5.629675 ms DeleteObjects: 3.553292 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 8.940600 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '67aee039129d93cc6dc2fa877f93f222') in 0.052497 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.014195 seconds. Begin MonoManager ReloadAssembly Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 1.62 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 1.29 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 6.019 seconds +- Completed reload, in 1.738 seconds Domain Reload Profiling: - ReloadAssembly (6036ms) - BeginReloadAssembly (1119ms) + ReloadAssembly (1739ms) + BeginReloadAssembly (191ms) ExecutionOrderSort (0ms) - DisableScriptedObjects (100ms) + DisableScriptedObjects (13ms) BackupInstance (0ms) - ReleaseScriptingObjects (1ms) - CreateAndSetChildDomain (462ms) - EndReloadAssembly (4598ms) - LoadAssemblies (852ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (70ms) + EndReloadAssembly (1392ms) + LoadAssemblies (106ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (1227ms) + SetupTypeCache (395ms) ReleaseScriptCaches (3ms) - RebuildScriptCaches (175ms) - SetupLoadedEditorAssemblies (2390ms) + RebuildScriptCaches (85ms) + SetupLoadedEditorAssemblies (709ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (29ms) + InitializePlatformSupportModulesInManaged (16ms) SetLoadedEditorAssemblies (1ms) - RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (221ms) - ProcessInitializeOnLoadAttributes (1577ms) - ProcessInitializeOnLoadMethodAttributes (528ms) - AfterProcessingInitializeOnLoad (31ms) - EditorAssembliesLoaded (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (122ms) + ProcessInitializeOnLoadAttributes (429ms) + ProcessInitializeOnLoadMethodAttributes (130ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (40ms) + AwakeInstancesAfterBackupRestoration (13ms) Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 7.48 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 3.34 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6003. -Memory consumption went from 200.6 MB to 199.5 MB. -Total: 21.851061 ms (FindLiveObjects: 0.960640 ms CreateObjectMapping: 0.638607 ms MarkObjects: 15.705053 ms DeleteObjects: 4.535068 ms) +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6020. +Memory consumption went from 200.9 MB to 199.8 MB. +Total: 8.872364 ms (FindLiveObjects: 0.630666 ms CreateObjectMapping: 0.420743 ms MarkObjects: 4.404580 ms DeleteObjects: 3.414685 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> @@ -468,31 +761,1357 @@ AssetImportParameters requested are different than current active one (requested custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> ======================================================================== Received Import Request. - Time since last request: 471.031891 seconds. - path: Assets/Scenes/Spawners/coin-animation.asset - artifactKey: Guid(b59d24a842c8f0dd784e502e99d71cd9) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scenes/Spawners/coin-animation.asset using Guid(b59d24a842c8f0dd784e502e99d71cd9) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '5f8c1cdd2e4f1cf1f68cc7492e6351a1') in 0.033224 seconds -======================================================================== -Received Import Request. - Time since last request: 0.000071 seconds. - path: Assets/Scenes/Spawners/EntitySpawner.prefab + Time since last request: 808.483569 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scenes/Spawners/EntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '95c6edbec82892918533fd96da1d93fe') in 0.024679 seconds +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '67aee039129d93cc6dc2fa877f93f222') in 0.038203 seconds ======================================================================== Received Import Request. - Time since last request: 44.886352 seconds. - path: Assets/UI Toolkit/PanelSettings.asset - artifactKey: Guid(cb3cccaa6a65fda4e9c0523d85de1d3d) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/UI Toolkit/PanelSettings.asset using Guid(cb3cccaa6a65fda4e9c0523d85de1d3d) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'aca603e1df5fbd2d491d7fa0a54f927b') in 0.038843 seconds + Time since last request: 577.334739 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '78231be3db29bb16d1fe8e24e2ab9129') in 0.939307 seconds ======================================================================== Received Import Request. - Time since last request: 14.795160 seconds. - path: Assets/UI Toolkit/UnityThemes - artifactKey: Guid(c9bc2cb37e4b2f342bbb25f09759468d) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/UI Toolkit/UnityThemes using Guid(c9bc2cb37e4b2f342bbb25f09759468d) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '224920d7350870cea65615d31622f5b3') in 0.020868 seconds + Time since last request: 2.997311 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'f21ef4b5093f7850d2309068160e8188') in 0.012189 seconds ======================================================================== Received Import Request. - Time since last request: 0.073979 seconds. - path: Assets/UI Toolkit/UnityThemes/UnityDefaultRuntimeTheme.tss - artifactKey: Guid(76fc15408087a43429419fdab9d5a05c) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/UI Toolkit/UnityThemes/UnityDefaultRuntimeTheme.tss using Guid(76fc15408087a43429419fdab9d5a05c) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '7d37e451193394464dd578a33367a417') in 0.312353 seconds + Time since last request: 86.012068 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '6282ce2e2c4ee8d7a5339391bbec80e3') in 0.012744 seconds +======================================================================== +Received Import Request. + Time since last request: 507.529189 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '1945e55330dc67da78d9985069c2b658') in 0.017944 seconds +======================================================================== +Received Import Request. + Time since last request: 2.900662 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'c0db5c9d539a02b76608c22663aaa47d') in 0.015822 seconds +======================================================================== +Received Import Request. + Time since last request: 25.416841 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '1d11e67fe716947e108c0613dd0eaa6a') in 0.010069 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.014719 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.56 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.010 seconds +Domain Reload Profiling: + ReloadAssembly (3012ms) + BeginReloadAssembly (664ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (77ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (283ms) + EndReloadAssembly (2181ms) + LoadAssemblies (469ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (585ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (90ms) + SetupLoadedEditorAssemblies (985ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (27ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (196ms) + ProcessInitializeOnLoadAttributes (569ms) + ProcessInitializeOnLoadMethodAttributes (172ms) + AfterProcessingInitializeOnLoad (18ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (31ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 5.31 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6074. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 13.819792 ms (FindLiveObjects: 0.772981 ms CreateObjectMapping: 0.639761 ms MarkObjects: 9.148524 ms DeleteObjects: 3.255549 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 104.353321 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'f21ef4b5093f7850d2309068160e8188') in 0.050946 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.011114 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.34 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.768 seconds +Domain Reload Profiling: + ReloadAssembly (1769ms) + BeginReloadAssembly (187ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (75ms) + EndReloadAssembly (1418ms) + LoadAssemblies (91ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (371ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (83ms) + SetupLoadedEditorAssemblies (725ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (129ms) + ProcessInitializeOnLoadAttributes (441ms) + ProcessInitializeOnLoadMethodAttributes (127ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (20ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.69 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6077. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 14.487633 ms (FindLiveObjects: 0.658657 ms CreateObjectMapping: 0.688715 ms MarkObjects: 6.475016 ms DeleteObjects: 6.662770 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 10.805178 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'cbe2d12b5264fa779dc91df3c17e8a61') in 0.071488 seconds +======================================================================== +Received Import Request. + Time since last request: 103.597140 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'b6437a61e11acfcb5deb701fe38b3720') in 0.004198 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007458 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.34 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.859 seconds +Domain Reload Profiling: + ReloadAssembly (1860ms) + BeginReloadAssembly (218ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (93ms) + EndReloadAssembly (1479ms) + LoadAssemblies (99ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (424ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (87ms) + SetupLoadedEditorAssemblies (717ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (128ms) + ProcessInitializeOnLoadAttributes (414ms) + ProcessInitializeOnLoadMethodAttributes (145ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (21ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.45 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6080. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 7.303033 ms (FindLiveObjects: 0.463970 ms CreateObjectMapping: 0.337021 ms MarkObjects: 3.842109 ms DeleteObjects: 2.658355 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007626 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.40 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.809 seconds +Domain Reload Profiling: + ReloadAssembly (1813ms) + BeginReloadAssembly (210ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (59ms) + EndReloadAssembly (1466ms) + LoadAssemblies (193ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (381ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (81ms) + SetupLoadedEditorAssemblies (706ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (126ms) + ProcessInitializeOnLoadAttributes (431ms) + ProcessInitializeOnLoadMethodAttributes (121ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (17ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.22 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6083. +Memory consumption went from 205.7 MB to 204.5 MB. +Total: 8.932066 ms (FindLiveObjects: 0.585236 ms CreateObjectMapping: 0.430909 ms MarkObjects: 4.499580 ms DeleteObjects: 3.413985 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.009684 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.79 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.657 seconds +Domain Reload Profiling: + ReloadAssembly (3659ms) + BeginReloadAssembly (758ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (58ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (319ms) + EndReloadAssembly (2503ms) + LoadAssemblies (535ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (690ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (113ms) + SetupLoadedEditorAssemblies (1113ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (33ms) + SetLoadedEditorAssemblies (2ms) + RefreshPlugins (3ms) + BeforeProcessingInitializeOnLoad (223ms) + ProcessInitializeOnLoadAttributes (635ms) + ProcessInitializeOnLoadMethodAttributes (206ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (30ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.35 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6086. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 17.838692 ms (FindLiveObjects: 1.076224 ms CreateObjectMapping: 1.039819 ms MarkObjects: 9.354508 ms DeleteObjects: 5.437265 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 395.451475 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '432a948ff5db1b898351ff64cef4d668') in 0.043413 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.009096 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.36 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.768 seconds +Domain Reload Profiling: + ReloadAssembly (2769ms) + BeginReloadAssembly (223ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (80ms) + EndReloadAssembly (2364ms) + LoadAssemblies (133ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (712ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (156ms) + SetupLoadedEditorAssemblies (1091ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (28ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (194ms) + ProcessInitializeOnLoadAttributes (660ms) + ProcessInitializeOnLoadMethodAttributes (189ms) + AfterProcessingInitializeOnLoad (17ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (29ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.03 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6089. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 17.013165 ms (FindLiveObjects: 0.482995 ms CreateObjectMapping: 0.501759 ms MarkObjects: 11.378073 ms DeleteObjects: 4.647538 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 223.999327 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '1d11e67fe716947e108c0613dd0eaa6a') in 0.271121 seconds +======================================================================== +Received Import Request. + Time since last request: 47.163226 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '00a98aec892e2dea25f0670e27807b04') in 0.015279 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007606 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.33 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.948 seconds +Domain Reload Profiling: + ReloadAssembly (1951ms) + BeginReloadAssembly (243ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (70ms) + EndReloadAssembly (1559ms) + LoadAssemblies (215ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (400ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (83ms) + SetupLoadedEditorAssemblies (768ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (133ms) + ProcessInitializeOnLoadAttributes (478ms) + ProcessInitializeOnLoadMethodAttributes (129ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (19ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.50 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6133. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 10.294906 ms (FindLiveObjects: 0.508517 ms CreateObjectMapping: 0.401173 ms MarkObjects: 5.928895 ms DeleteObjects: 3.454457 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 13.668527 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '00a98aec892e2dea25f0670e27807b04') in 0.300019 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.009476 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.30 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.955 seconds +Domain Reload Profiling: + ReloadAssembly (1956ms) + BeginReloadAssembly (234ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (14ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (68ms) + EndReloadAssembly (1554ms) + LoadAssemblies (225ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (395ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (83ms) + SetupLoadedEditorAssemblies (750ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (131ms) + ProcessInitializeOnLoadAttributes (442ms) + ProcessInitializeOnLoadMethodAttributes (148ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (24ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.88 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6177. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 10.452499 ms (FindLiveObjects: 0.548521 ms CreateObjectMapping: 0.422236 ms MarkObjects: 6.193631 ms DeleteObjects: 3.286258 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 11.176180 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '504e4f3afbbecae59d4a87f66791d62f') in 0.284467 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.006913 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.56 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.187 seconds +Domain Reload Profiling: + ReloadAssembly (2189ms) + BeginReloadAssembly (208ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (24ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (76ms) + EndReloadAssembly (1788ms) + LoadAssemblies (170ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (484ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (105ms) + SetupLoadedEditorAssemblies (831ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (137ms) + ProcessInitializeOnLoadAttributes (514ms) + ProcessInitializeOnLoadMethodAttributes (149ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (30ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.73 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6221. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 13.396651 ms (FindLiveObjects: 0.812733 ms CreateObjectMapping: 0.927061 ms MarkObjects: 6.607690 ms DeleteObjects: 5.046176 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 227.856305 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '59f6fb16ef0ece28cd4def38b122b25d') in 0.355572 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007753 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.33 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.883 seconds +Domain Reload Profiling: + ReloadAssembly (1885ms) + BeginReloadAssembly (194ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (79ms) + EndReloadAssembly (1526ms) + LoadAssemblies (99ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (403ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (85ms) + SetupLoadedEditorAssemblies (764ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (132ms) + ProcessInitializeOnLoadAttributes (467ms) + ProcessInitializeOnLoadMethodAttributes (134ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (25ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.98 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6265. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 10.600586 ms (FindLiveObjects: 0.745425 ms CreateObjectMapping: 0.592320 ms MarkObjects: 6.055158 ms DeleteObjects: 3.205056 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.009183 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.33 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.489 seconds +Domain Reload Profiling: + ReloadAssembly (2490ms) + BeginReloadAssembly (221ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (93ms) + EndReloadAssembly (2089ms) + LoadAssemblies (110ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (540ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (161ms) + SetupLoadedEditorAssemblies (1022ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (18ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (175ms) + ProcessInitializeOnLoadAttributes (628ms) + ProcessInitializeOnLoadMethodAttributes (184ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (28ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 5.78 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6268. +Memory consumption went from 205.9 MB to 204.8 MB. +Total: 13.564318 ms (FindLiveObjects: 1.329640 ms CreateObjectMapping: 0.669296 ms MarkObjects: 7.521940 ms DeleteObjects: 4.041360 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 21.904750 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'f4c90455355c3e07496ad74e48218f72') in 0.358882 seconds +======================================================================== +Received Import Request. + Time since last request: 103.957639 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '94161a79799a5cffa81c78d50ad6f7d4') in 0.019091 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008478 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.37 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.819 seconds +Domain Reload Profiling: + ReloadAssembly (1820ms) + BeginReloadAssembly (236ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (71ms) + EndReloadAssembly (1450ms) + LoadAssemblies (211ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (375ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (78ms) + SetupLoadedEditorAssemblies (705ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (126ms) + ProcessInitializeOnLoadAttributes (437ms) + ProcessInitializeOnLoadMethodAttributes (116ms) + AfterProcessingInitializeOnLoad (9ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (21ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.34 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6312. +Memory consumption went from 205.9 MB to 204.8 MB. +Total: 8.897241 ms (FindLiveObjects: 0.489976 ms CreateObjectMapping: 0.489177 ms MarkObjects: 5.632700 ms DeleteObjects: 2.283683 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007853 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.27 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.220 seconds +Domain Reload Profiling: + ReloadAssembly (2221ms) + BeginReloadAssembly (198ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (79ms) + EndReloadAssembly (1865ms) + LoadAssemblies (96ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (507ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (116ms) + SetupLoadedEditorAssemblies (919ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (19ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (161ms) + ProcessInitializeOnLoadAttributes (561ms) + ProcessInitializeOnLoadMethodAttributes (160ms) + AfterProcessingInitializeOnLoad (15ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (26ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 5.21 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6315. +Memory consumption went from 205.9 MB to 204.8 MB. +Total: 11.598753 ms (FindLiveObjects: 0.508101 ms CreateObjectMapping: 0.441640 ms MarkObjects: 6.171411 ms DeleteObjects: 4.475217 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008712 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.55 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.232 seconds +Domain Reload Profiling: + ReloadAssembly (2234ms) + BeginReloadAssembly (236ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (92ms) + EndReloadAssembly (1801ms) + LoadAssemblies (118ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (518ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (124ms) + SetupLoadedEditorAssemblies (861ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (22ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (158ms) + ProcessInitializeOnLoadAttributes (519ms) + ProcessInitializeOnLoadMethodAttributes (146ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (31ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.39 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6318. +Memory consumption went from 205.9 MB to 204.8 MB. +Total: 8.240545 ms (FindLiveObjects: 0.445406 ms CreateObjectMapping: 0.360677 ms MarkObjects: 4.696341 ms DeleteObjects: 2.736462 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 173.442284 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '94161a79799a5cffa81c78d50ad6f7d4') in 0.485809 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.016054 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.33 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.277 seconds +Domain Reload Profiling: + ReloadAssembly (2279ms) + BeginReloadAssembly (199ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (86ms) + EndReloadAssembly (1922ms) + LoadAssemblies (120ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (424ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (96ms) + SetupLoadedEditorAssemblies (1036ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (147ms) + ProcessInitializeOnLoadAttributes (641ms) + ProcessInitializeOnLoadMethodAttributes (214ms) + AfterProcessingInitializeOnLoad (15ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (39ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.39 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6362. +Memory consumption went from 206.0 MB to 204.9 MB. +Total: 12.023193 ms (FindLiveObjects: 0.731524 ms CreateObjectMapping: 0.592653 ms MarkObjects: 7.777273 ms DeleteObjects: 2.919061 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008233 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.37 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.447 seconds +Domain Reload Profiling: + ReloadAssembly (2449ms) + BeginReloadAssembly (277ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (18ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (106ms) + EndReloadAssembly (1926ms) + LoadAssemblies (134ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (519ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (109ms) + SetupLoadedEditorAssemblies (969ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (21ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (178ms) + ProcessInitializeOnLoadAttributes (579ms) + ProcessInitializeOnLoadMethodAttributes (175ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (36ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.71 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6365. +Memory consumption went from 206.1 MB to 205.0 MB. +Total: 13.307667 ms (FindLiveObjects: 0.650527 ms CreateObjectMapping: 0.535579 ms MarkObjects: 6.800859 ms DeleteObjects: 5.318727 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 19.233766 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'c5bc6fa6de1c57a9a0e8a447d57354e1') in 0.362690 seconds +======================================================================== +Received Import Request. + Time since last request: 74.391556 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '4b81c2efc9d87372e914e387d0ed2111') in 0.022033 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007832 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.31 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.025 seconds +Domain Reload Profiling: + ReloadAssembly (2026ms) + BeginReloadAssembly (252ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (17ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (68ms) + EndReloadAssembly (1623ms) + LoadAssemblies (237ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (415ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (89ms) + SetupLoadedEditorAssemblies (771ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (133ms) + ProcessInitializeOnLoadAttributes (472ms) + ProcessInitializeOnLoadMethodAttributes (138ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (29ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.52 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6409. +Memory consumption went from 206.1 MB to 204.9 MB. +Total: 12.080832 ms (FindLiveObjects: 0.698980 ms CreateObjectMapping: 0.633947 ms MarkObjects: 7.600018 ms DeleteObjects: 3.145770 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007963 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.53 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.406 seconds +Domain Reload Profiling: + ReloadAssembly (2407ms) + BeginReloadAssembly (196ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (79ms) + EndReloadAssembly (1976ms) + LoadAssemblies (103ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (534ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (117ms) + SetupLoadedEditorAssemblies (993ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (22ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (183ms) + ProcessInitializeOnLoadAttributes (602ms) + ProcessInitializeOnLoadMethodAttributes (170ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (39ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.63 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6412. +Memory consumption went from 206.1 MB to 205.0 MB. +Total: 15.895039 ms (FindLiveObjects: 1.295087 ms CreateObjectMapping: 0.731539 ms MarkObjects: 10.574435 ms DeleteObjects: 3.291489 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 74.101000 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '4b81c2efc9d87372e914e387d0ed2111') in 0.396855 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008227 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.33 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.108 seconds +Domain Reload Profiling: + ReloadAssembly (2109ms) + BeginReloadAssembly (282ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (16ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (97ms) + EndReloadAssembly (1670ms) + LoadAssemblies (177ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (437ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (89ms) + SetupLoadedEditorAssemblies (836ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (137ms) + ProcessInitializeOnLoadAttributes (520ms) + ProcessInitializeOnLoadMethodAttributes (147ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (29ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.18 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6456. +Memory consumption went from 206.1 MB to 205.0 MB. +Total: 8.016470 ms (FindLiveObjects: 0.670877 ms CreateObjectMapping: 0.504292 ms MarkObjects: 5.979508 ms DeleteObjects: 0.858720 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.010088 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 3.63 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.735 seconds +Domain Reload Profiling: + ReloadAssembly (2737ms) + BeginReloadAssembly (228ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (16ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (94ms) + EndReloadAssembly (2297ms) + LoadAssemblies (133ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (677ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (135ms) + SetupLoadedEditorAssemblies (1092ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (21ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (4ms) + BeforeProcessingInitializeOnLoad (187ms) + ProcessInitializeOnLoadAttributes (676ms) + ProcessInitializeOnLoadMethodAttributes (189ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (36ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 5.47 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6459. +Memory consumption went from 206.2 MB to 205.1 MB. +Total: 15.014870 ms (FindLiveObjects: 0.697063 ms CreateObjectMapping: 0.622551 ms MarkObjects: 9.434052 ms DeleteObjects: 4.258595 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 19.203652 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '5b2a68e340c5531fbf3c3abafc3288f8') in 0.393665 seconds +======================================================================== +Received Import Request. + Time since last request: 90.898678 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'aefe43447be084733ec68056c6fea514') in 0.015487 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007848 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.47 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.787 seconds +Domain Reload Profiling: + ReloadAssembly (1788ms) + BeginReloadAssembly (177ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (75ms) + EndReloadAssembly (1450ms) + LoadAssemblies (80ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (391ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (84ms) + SetupLoadedEditorAssemblies (722ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (130ms) + ProcessInitializeOnLoadAttributes (433ms) + ProcessInitializeOnLoadMethodAttributes (130ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (25ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.34 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6503. +Memory consumption went from 206.2 MB to 205.0 MB. +Total: 9.498936 ms (FindLiveObjects: 0.593176 ms CreateObjectMapping: 0.443848 ms MarkObjects: 6.401152 ms DeleteObjects: 2.058689 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007496 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.17 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.288 seconds +Domain Reload Profiling: + ReloadAssembly (2289ms) + BeginReloadAssembly (193ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (80ms) + EndReloadAssembly (1866ms) + LoadAssemblies (92ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (498ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (107ms) + SetupLoadedEditorAssemblies (948ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (19ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (158ms) + ProcessInitializeOnLoadAttributes (573ms) + ProcessInitializeOnLoadMethodAttributes (178ms) + AfterProcessingInitializeOnLoad (17ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (36ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.25 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6506. +Memory consumption went from 206.2 MB to 205.1 MB. +Total: 9.495169 ms (FindLiveObjects: 0.697541 ms CreateObjectMapping: 0.418129 ms MarkObjects: 5.904063 ms DeleteObjects: 2.473504 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> diff --git a/InsAsterix/Logs/AssetImportWorker0.log b/InsAsterix/Logs/AssetImportWorker0.log index 3ec19871..759a08e3 100644 --- a/InsAsterix/Logs/AssetImportWorker0.log +++ b/InsAsterix/Logs/AssetImportWorker0.log @@ -9,8 +9,8 @@ Architecture: x86_64 Available memory: 7652 MB Using pre-set license Pro License: YES -Gtk-Message: 19:12:51.318: Failed to load module "canberra-gtk-module" -Gtk-Message: 19:12:51.319: Failed to load module "canberra-gtk-module" +Gtk-Message: 16:47:00.829: Failed to load module "canberra-gtk-module" +Gtk-Message: 16:47:00.830: Failed to load module "canberra-gtk-module" Desktop is 1920 x 1080 @ 60 Hz Initialize udev device monitor. @@ -26,7 +26,7 @@ AssetImportWorker0 -logFile Logs/AssetImportWorker0.log -srvPort -35015 +44263 Successfully changed project path to: /home/toastee/Repositories/InsAsterix/InsAsterix /home/toastee/Repositories/InsAsterix/InsAsterix [UnityMemory] Configuration Parameters - Can be set up in boot.config @@ -58,11 +58,11 @@ Successfully changed project path to: /home/toastee/Repositories/InsAsterix/InsA "memorysetup-temp-allocator-size-cloud-worker=32768" "memorysetup-temp-allocator-size-gi-baking-worker=262144" "memorysetup-temp-allocator-size-gfx=262144" -Player connection [140094663742080] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 1348948258 [EditorId] 1348948258 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... +Player connection [140343817663104] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 2115276616 [EditorId] 2115276616 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... -Player connection [140094663742080] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 1348948258 [EditorId] 1348948258 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... +Player connection [140343817663104] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 2115276616 [EditorId] 2115276616 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... -Refreshing native plugins compatible for Editor in 163.68 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 126.18 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Initialize engine version: 2021.3.17f1 (3e8111cac19d) [Subsystems] Discovering subsystems at path /home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/Resources/UnitySubsystems @@ -78,168 +78,1035 @@ int_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program L_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewpor t_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_framebuffer_fetch GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_t exture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_INTEL_shader_atomic_float_minmax GL_INTEL_shader_integer_functions2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fragment_shader_interlock GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc -OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle -1000421776 +OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle 2076532768 Initialize mono Mono path[0] = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/Managed' Mono path[1] = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit-linux' Mono config path = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/MonoBleedingEdge/etc' -Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56307 +Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56332 Begin MonoManager ReloadAssembly Registering precompiled unity dll's ... Register platform support module: /home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/PlaybackEngines/LinuxStandaloneSupport/UnityEditor.LinuxStandalone.Extensions.dll -Registered in 0.008068 seconds. +Registered in 0.011818 seconds. Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 227.01 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 240.25 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 1.167 seconds +- Completed reload, in 1.325 seconds Domain Reload Profiling: - ReloadAssembly (1167ms) - BeginReloadAssembly (85ms) + ReloadAssembly (1325ms) + BeginReloadAssembly (79ms) ExecutionOrderSort (0ms) DisableScriptedObjects (0ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) CreateAndSetChildDomain (1ms) - EndReloadAssembly (901ms) - LoadAssemblies (83ms) + EndReloadAssembly (1058ms) + LoadAssemblies (76ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (160ms) + SetupTypeCache (211ms) ReleaseScriptCaches (0ms) - RebuildScriptCaches (60ms) - SetupLoadedEditorAssemblies (605ms) + RebuildScriptCaches (80ms) + SetupLoadedEditorAssemblies (669ms) LogAssemblyErrors (0ms) InitializePlatformSupportModulesInManaged (17ms) SetLoadedEditorAssemblies (0ms) - RefreshPlugins (227ms) - BeforeProcessingInitializeOnLoad (2ms) - ProcessInitializeOnLoadAttributes (290ms) - ProcessInitializeOnLoadMethodAttributes (68ms) + RefreshPlugins (240ms) + BeforeProcessingInitializeOnLoad (3ms) + ProcessInitializeOnLoadAttributes (347ms) + ProcessInitializeOnLoadMethodAttributes (61ms) AfterProcessingInitializeOnLoad (0ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) AwakeInstancesAfterBackupRestoration (0ms) Platform modules already initialized, skipping Registering precompiled user dll's ... -Registered in 0.008119 seconds. +Registered in 0.008578 seconds. Begin MonoManager ReloadAssembly Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 173.17 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 248.37 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. UpdateMenuTitleForLanguage: 10 Mono: successfully reloaded assembly -- Completed reload, in 2.239 seconds +- Completed reload, in 3.340 seconds Domain Reload Profiling: - ReloadAssembly (2240ms) - BeginReloadAssembly (144ms) + ReloadAssembly (3342ms) + BeginReloadAssembly (197ms) ExecutionOrderSort (0ms) - DisableScriptedObjects (9ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (1ms) + CreateAndSetChildDomain (43ms) + EndReloadAssembly (2877ms) + LoadAssemblies (225ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (744ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (212ms) + SetupLoadedEditorAssemblies (1531ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (12ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (248ms) + BeforeProcessingInitializeOnLoad (327ms) + ProcessInitializeOnLoadAttributes (707ms) + ProcessInitializeOnLoadMethodAttributes (223ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (8ms) +Platform modules already initialized, skipping +======================================================================== +Worker process is ready to serve import requests +Launched and connected shader compiler UnityShaderCompiler after 0.03 seconds +Refreshing native plugins compatible for Editor in 2.29 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5554 Unused Serialized files (Serialized files now loaded: 0) +Unloading 59 unused Assets / (1.1 MB). Loaded Objects now: 5989. +Memory consumption went from 209.6 MB to 208.5 MB. +Total: 17.182373 ms (FindLiveObjects: 0.856902 ms CreateObjectMapping: 1.494647 ms MarkObjects: 12.704988 ms DeleteObjects: 2.123526 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 2248.376292 seconds. + path: Assets/Scripts/Despawn.cs + artifactKey: Guid(f915fb35d2ca303fea495413ee5bc805) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Scripts/Despawn.cs using Guid(f915fb35d2ca303fea495413ee5bc805) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '92a5c2e2228627559b021e81d4f8c27e') in 0.019587 seconds +======================================================================== +Received Import Request. + Time since last request: 0.985880 seconds. + path: Assets/Scripts/Dummy.cs + artifactKey: Guid(0885fa9c26ef053c8922d194fabd8c23) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Scripts/Dummy.cs using Guid(0885fa9c26ef053c8922d194fabd8c23) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '19efa2014844933440deb24310dc4602') in 0.000890 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.012432 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.34 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.053 seconds +Domain Reload Profiling: + ReloadAssembly (2056ms) + BeginReloadAssembly (328ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (39ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (29ms) - EndReloadAssembly (1912ms) - LoadAssemblies (115ms) - RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (478ms) - ReleaseScriptCaches (1ms) - RebuildScriptCaches (116ms) - SetupLoadedEditorAssemblies (1087ms) + CreateAndSetChildDomain (126ms) + EndReloadAssembly (1582ms) + LoadAssemblies (251ms) + RebuildTransferFunctionScriptingTraits (1ms) + SetupTypeCache (437ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (86ms) + SetupLoadedEditorAssemblies (741ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (7ms) - SetLoadedEditorAssemblies (0ms) - RefreshPlugins (173ms) - BeforeProcessingInitializeOnLoad (190ms) - ProcessInitializeOnLoadAttributes (533ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (2ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (124ms) + ProcessInitializeOnLoadAttributes (445ms) + ProcessInitializeOnLoadMethodAttributes (139ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (12ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.49 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5992. +Memory consumption went from 200.6 MB to 199.5 MB. +Total: 9.478938 ms (FindLiveObjects: 0.582606 ms CreateObjectMapping: 0.429596 ms MarkObjects: 6.708323 ms DeleteObjects: 1.755912 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 149.085174 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '894b9e7445567f41b6d87ea00f133a4c') in 0.305178 seconds +======================================================================== +Received Import Request. + Time since last request: 11.578838 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '62f4d9e8f1d7fad5d46d5d460ffc1605') in 0.008538 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.006955 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.01 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.911 seconds +Domain Reload Profiling: + ReloadAssembly (1912ms) + BeginReloadAssembly (192ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (67ms) + EndReloadAssembly (1535ms) + LoadAssemblies (100ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (423ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (92ms) + SetupLoadedEditorAssemblies (775ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (141ms) + ProcessInitializeOnLoadAttributes (446ms) + ProcessInitializeOnLoadMethodAttributes (159ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (23ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.62 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6047. +Memory consumption went from 205.5 MB to 204.3 MB. +Total: 8.743511 ms (FindLiveObjects: 0.566861 ms CreateObjectMapping: 0.788737 ms MarkObjects: 5.012202 ms DeleteObjects: 2.373922 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 46.394566 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'da9f8f20366efae2693f831d3f1c1d45') in 0.236798 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.011302 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.11 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.091 seconds +Domain Reload Profiling: + ReloadAssembly (2093ms) + BeginReloadAssembly (424ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (46ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (191ms) + EndReloadAssembly (1533ms) + LoadAssemblies (232ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (436ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (82ms) + SetupLoadedEditorAssemblies (678ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (124ms) + ProcessInitializeOnLoadAttributes (416ms) + ProcessInitializeOnLoadMethodAttributes (112ms) + AfterProcessingInitializeOnLoad (9ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (19ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.00 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6091. +Memory consumption went from 205.6 MB to 204.4 MB. +Total: 10.466996 ms (FindLiveObjects: 0.512166 ms CreateObjectMapping: 0.424693 ms MarkObjects: 8.148678 ms DeleteObjects: 1.379104 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007218 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.13 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.021 seconds +Domain Reload Profiling: + ReloadAssembly (2022ms) + BeginReloadAssembly (219ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (17ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (76ms) + EndReloadAssembly (1653ms) + LoadAssemblies (127ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (443ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (100ms) + SetupLoadedEditorAssemblies (848ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (176ms) + ProcessInitializeOnLoadAttributes (497ms) + ProcessInitializeOnLoadMethodAttributes (146ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (20ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.07 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6094. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 10.467727 ms (FindLiveObjects: 0.545405 ms CreateObjectMapping: 0.451109 ms MarkObjects: 6.283155 ms DeleteObjects: 3.186215 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.012058 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.15 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.742 seconds +Domain Reload Profiling: + ReloadAssembly (1743ms) + BeginReloadAssembly (172ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (66ms) + EndReloadAssembly (1416ms) + LoadAssemblies (85ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (377ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (82ms) + SetupLoadedEditorAssemblies (728ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (129ms) + ProcessInitializeOnLoadAttributes (436ms) + ProcessInitializeOnLoadMethodAttributes (135ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (19ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.14 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6097. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 7.435373 ms (FindLiveObjects: 0.408655 ms CreateObjectMapping: 0.381443 ms MarkObjects: 4.284494 ms DeleteObjects: 2.359535 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.016742 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 3.58 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 4.952 seconds +Domain Reload Profiling: + ReloadAssembly (4954ms) + BeginReloadAssembly (497ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (32ms) + BackupInstance (0ms) + ReleaseScriptingObjects (1ms) + CreateAndSetChildDomain (158ms) + EndReloadAssembly (4038ms) + LoadAssemblies (339ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (983ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (272ms) + SetupLoadedEditorAssemblies (2075ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (51ms) + SetLoadedEditorAssemblies (4ms) + RefreshPlugins (4ms) + BeforeProcessingInitializeOnLoad (317ms) + ProcessInitializeOnLoadAttributes (1308ms) + ProcessInitializeOnLoadMethodAttributes (362ms) + AfterProcessingInitializeOnLoad (29ms) + EditorAssembliesLoaded (2ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (57ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 8.08 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6100. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 27.562417 ms (FindLiveObjects: 0.828332 ms CreateObjectMapping: 0.950995 ms MarkObjects: 12.947500 ms DeleteObjects: 12.832266 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.016472 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.67 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.386 seconds +Domain Reload Profiling: + ReloadAssembly (3387ms) + BeginReloadAssembly (526ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (29ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (177ms) + EndReloadAssembly (2503ms) + LoadAssemblies (382ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (572ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (123ms) + SetupLoadedEditorAssemblies (1373ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (22ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (175ms) + ProcessInitializeOnLoadAttributes (967ms) + ProcessInitializeOnLoadMethodAttributes (192ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (33ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 7.88 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6103. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 26.702023 ms (FindLiveObjects: 1.095654 ms CreateObjectMapping: 0.910496 ms MarkObjects: 11.209052 ms DeleteObjects: 13.484550 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 1153.564148 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'f0f4aaa92de13143373da19e65624828') in 0.606619 seconds +======================================================================== +Received Import Request. + Time since last request: 45.409749 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '3230ff91fd97fcc18b5c5eba11c6d1a2') in 0.022087 seconds +======================================================================== +Received Import Request. + Time since last request: 2.645775 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '8891358501d76f37cc9e9691ad8c6a4b') in 0.018785 seconds +======================================================================== +Received Import Request. + Time since last request: 17.570673 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '4e9f08934ced57379cdb890498d4f8e4') in 0.026602 seconds +======================================================================== +Received Import Request. + Time since last request: 4.342514 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'e615c726876bd474192fab76fdcef3d0') in 0.015290 seconds +======================================================================== +Received Import Request. + Time since last request: 5.362316 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '756748c579697334e57ea63260bcd448') in 0.027216 seconds +======================================================================== +Received Import Request. + Time since last request: 8.520126 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'b138d1812358f24919ecbd02186059ee') in 0.031512 seconds +======================================================================== +Received Import Request. + Time since last request: 10.233722 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '592f51ddd0225f1b3ae01eff31c09103') in 0.021595 seconds +======================================================================== +Received Import Request. + Time since last request: 8.309327 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '5365bd80cc85ecb2f42e0081690e08ad') in 0.011627 seconds +======================================================================== +Received Import Request. + Time since last request: 13.342285 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'a30d4110c0ea7016d519a40e0d9d579d') in 0.039998 seconds +======================================================================== +Received Import Request. + Time since last request: 2.378738 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '05c3d36654b513d5bd8b039e8e8a5402') in 0.012794 seconds +======================================================================== +Received Import Request. + Time since last request: 1.959157 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '03c360bb3f9297acf450640fd44b9a1e') in 0.018318 seconds +======================================================================== +Received Import Request. + Time since last request: 24.363595 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '54327dc2cd61e1925f426e42aae04f77') in 0.024880 seconds +======================================================================== +Received Import Request. + Time since last request: 18.813340 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '0aadb93675a46c948d48472eb4e39501') in 0.013183 seconds +======================================================================== +Received Import Request. + Time since last request: 1.652504 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'b532e9a3deb83428668ed3ca7d19e1ce') in 0.027113 seconds +======================================================================== +Received Import Request. + Time since last request: 4.683730 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'c1bf8cfedc7a8259ff6f2edcacdb906b') in 0.009222 seconds +======================================================================== +Received Import Request. + Time since last request: 4.038576 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '63f166f3a16db9c01d2c55101fabbc0c') in 0.016881 seconds +======================================================================== +Received Import Request. + Time since last request: 2.950707 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '7c00615decb624b72a6abb216bf83e5c') in 0.029663 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.009034 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.59 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.805 seconds +Domain Reload Profiling: + ReloadAssembly (3806ms) + BeginReloadAssembly (573ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (32ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (275ms) + EndReloadAssembly (2927ms) + LoadAssemblies (403ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (1010ms) + ReleaseScriptCaches (5ms) + RebuildScriptCaches (225ms) + SetupLoadedEditorAssemblies (1025ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (18ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (153ms) + ProcessInitializeOnLoadAttributes (600ms) + ProcessInitializeOnLoadMethodAttributes (233ms) + AfterProcessingInitializeOnLoad (17ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (36ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.97 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6147. +Memory consumption went from 205.7 MB to 204.5 MB. +Total: 18.717118 ms (FindLiveObjects: 0.881945 ms CreateObjectMapping: 0.697165 ms MarkObjects: 9.487272 ms DeleteObjects: 7.647947 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.012752 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.79 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.468 seconds +Domain Reload Profiling: + ReloadAssembly (2469ms) + BeginReloadAssembly (321ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (27ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (145ms) + EndReloadAssembly (1901ms) + LoadAssemblies (136ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (569ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (132ms) + SetupLoadedEditorAssemblies (890ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (20ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (3ms) + BeforeProcessingInitializeOnLoad (183ms) + ProcessInitializeOnLoadAttributes (538ms) + ProcessInitializeOnLoadMethodAttributes (133ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (19ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.75 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6150. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 9.168862 ms (FindLiveObjects: 0.469350 ms CreateObjectMapping: 0.446639 ms MarkObjects: 5.317061 ms DeleteObjects: 2.933897 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 319.089407 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'b6dbc3d31c7586354079a957204ba64e') in 0.044444 seconds +======================================================================== +Received Import Request. + Time since last request: 1533.073039 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '213e1275242e7d0cee5b7821e1545660') in 0.016489 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.023302 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.53 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.909 seconds +Domain Reload Profiling: + ReloadAssembly (3913ms) + BeginReloadAssembly (1008ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (92ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (547ms) + EndReloadAssembly (2610ms) + LoadAssemblies (478ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (774ms) + ReleaseScriptCaches (5ms) + RebuildScriptCaches (139ms) + SetupLoadedEditorAssemblies (1127ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (26ms) + SetLoadedEditorAssemblies (2ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (189ms) + ProcessInitializeOnLoadAttributes (690ms) + ProcessInitializeOnLoadMethodAttributes (203ms) + AfterProcessingInitializeOnLoad (15ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (29ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 8.70 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6153. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 23.835644 ms (FindLiveObjects: 1.338933 ms CreateObjectMapping: 1.382231 ms MarkObjects: 13.574440 ms DeleteObjects: 7.536568 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.017049 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.31 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.358 seconds +Domain Reload Profiling: + ReloadAssembly (2360ms) + BeginReloadAssembly (255ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (28ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (98ms) + EndReloadAssembly (1897ms) + LoadAssemblies (110ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (514ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (110ms) + SetupLoadedEditorAssemblies (959ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (21ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (232ms) + ProcessInitializeOnLoadAttributes (535ms) + ProcessInitializeOnLoadMethodAttributes (156ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (24ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 6.23 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6156. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 13.138498 ms (FindLiveObjects: 1.298002 ms CreateObjectMapping: 1.588663 ms MarkObjects: 8.182141 ms DeleteObjects: 2.066652 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 827.252775 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '7c00615decb624b72a6abb216bf83e5c') in 0.385831 seconds +======================================================================== +Received Import Request. + Time since last request: 1.246902 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '3784d72e58ba3d8855a78bd730250f6c') in 0.025079 seconds +======================================================================== +Received Import Request. + Time since last request: 111.050715 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '111636b8e4d8a9e0c9f97fc270b915b1') in 0.015595 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.011295 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.06 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.184 seconds +Domain Reload Profiling: + ReloadAssembly (2185ms) + BeginReloadAssembly (227ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (18ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (83ms) + EndReloadAssembly (1751ms) + LoadAssemblies (123ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (618ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (76ms) + SetupLoadedEditorAssemblies (798ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (132ms) + ProcessInitializeOnLoadAttributes (521ms) + ProcessInitializeOnLoadMethodAttributes (117ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (21ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 2.92 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6200. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 8.755352 ms (FindLiveObjects: 0.592138 ms CreateObjectMapping: 0.414518 ms MarkObjects: 3.958350 ms DeleteObjects: 3.788502 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007863 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.32 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.978 seconds +Domain Reload Profiling: + ReloadAssembly (1979ms) + BeginReloadAssembly (236ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (19ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (81ms) + EndReloadAssembly (1514ms) + LoadAssemblies (114ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (416ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (86ms) + SetupLoadedEditorAssemblies (751ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (18ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (136ms) + ProcessInitializeOnLoadAttributes (459ms) + ProcessInitializeOnLoadMethodAttributes (123ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (20ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 2.94 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6203. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 11.651263 ms (FindLiveObjects: 0.824684 ms CreateObjectMapping: 0.834746 ms MarkObjects: 5.972347 ms DeleteObjects: 4.016847 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007002 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.16 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.553 seconds +Domain Reload Profiling: + ReloadAssembly (2555ms) + BeginReloadAssembly (227ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (18ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (84ms) + EndReloadAssembly (2085ms) + LoadAssemblies (139ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (645ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (136ms) + SetupLoadedEditorAssemblies (919ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (27ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (170ms) + ProcessInitializeOnLoadAttributes (537ms) ProcessInitializeOnLoadMethodAttributes (170ms) AfterProcessingInitializeOnLoad (12ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (7ms) + AwakeInstancesAfterBackupRestoration (22ms) Platform modules already initialized, skipping -======================================================================== -Worker process is ready to serve import requests -Launched and connected shader compiler UnityShaderCompiler after 0.02 seconds -Refreshing native plugins compatible for Editor in 2.62 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 3.03 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5553 Unused Serialized files (Serialized files now loaded: 0) -Unloading 59 unused Assets / (1.1 MB). Loaded Objects now: 5988. -Memory consumption went from 209.6 MB to 208.5 MB. -Total: 9.873255 ms (FindLiveObjects: 0.649383 ms CreateObjectMapping: 0.834108 ms MarkObjects: 6.944091 ms DeleteObjects: 1.442840 ms) - -AssetImportParameters requested are different than current active one (requested -> active): - custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> - custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> - custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> - custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> - custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> - custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> - custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> - custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> -======================================================================== -Received Import Request. - Time since last request: 17944.247687 seconds. - path: Assets/Scenes/Sandbox Gwen 1.unity - artifactKey: Guid(b514b3b789ab6a02094f2719bfcd495e) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scenes/Sandbox Gwen 1.unity using Guid(b514b3b789ab6a02094f2719bfcd495e) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '79bd5eeab4eb264083bbbeb0617ae5ac') in 0.016547 seconds -======================================================================== -Received Import Request. - Time since last request: 43.451580 seconds. - path: Assets/Scenes/Sandbox Entities & UI.unity - artifactKey: Guid(b514b3b789ab6a02094f2719bfcd495e) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scenes/Sandbox Entities & UI.unity using Guid(b514b3b789ab6a02094f2719bfcd495e) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '1a634b73257da20811bf83138fbb20c9') in 0.001842 seconds -======================================================================== -Received Import Request. - Time since last request: 122.591497 seconds. - path: Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset - artifactKey: Guid(8f586378b4e144a9851e7b34d9b748ee) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset using Guid(8f586378b4e144a9851e7b34d9b748ee) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'b65a63a9dd17a809eeae95482604701d') in 0.571588 seconds -======================================================================== -Received Prepare -Registering precompiled user dll's ... -Registered in 0.008258 seconds. -Begin MonoManager ReloadAssembly -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll -Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 2.36 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Mono: successfully reloaded assembly -- Completed reload, in 2.683 seconds -Domain Reload Profiling: - ReloadAssembly (2685ms) - BeginReloadAssembly (280ms) - ExecutionOrderSort (0ms) - DisableScriptedObjects (24ms) - BackupInstance (0ms) - ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (104ms) - EndReloadAssembly (2188ms) - LoadAssemblies (149ms) - RebuildTransferFunctionScriptingTraits (1ms) - SetupTypeCache (603ms) - ReleaseScriptCaches (3ms) - RebuildScriptCaches (138ms) - SetupLoadedEditorAssemblies (1062ms) - LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (20ms) - SetLoadedEditorAssemblies (1ms) - RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (177ms) - ProcessInitializeOnLoadAttributes (609ms) - ProcessInitializeOnLoadMethodAttributes (238ms) - AfterProcessingInitializeOnLoad (14ms) - EditorAssembliesLoaded (0ms) - ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (31ms) -Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 4.57 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5431 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6078. -Memory consumption went from 204.7 MB to 203.5 MB. -Total: 11.972876 ms (FindLiveObjects: 0.680847 ms CreateObjectMapping: 0.754327 ms MarkObjects: 8.707962 ms DeleteObjects: 1.826954 ms) +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6206. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 11.935278 ms (FindLiveObjects: 0.757479 ms CreateObjectMapping: 0.584569 ms MarkObjects: 7.432370 ms DeleteObjects: 3.158153 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> diff --git a/InsAsterix/Logs/AssetImportWorker1-prev.log b/InsAsterix/Logs/AssetImportWorker1-prev.log index faf9e1fa..e077aa8f 100644 --- a/InsAsterix/Logs/AssetImportWorker1-prev.log +++ b/InsAsterix/Logs/AssetImportWorker1-prev.log @@ -9,8 +9,8 @@ Architecture: x86_64 Available memory: 7652 MB Using pre-set license Pro License: YES -Gtk-Message: 17:48:40.604: Failed to load module "canberra-gtk-module" -Gtk-Message: 17:48:40.606: Failed to load module "canberra-gtk-module" +Gtk-Message: 03:41:07.723: Failed to load module "canberra-gtk-module" +Gtk-Message: 03:41:07.724: Failed to load module "canberra-gtk-module" Desktop is 1920 x 1080 @ 60 Hz Initialize udev device monitor. @@ -26,7 +26,7 @@ AssetImportWorker1 -logFile Logs/AssetImportWorker1.log -srvPort -40717 +38241 Successfully changed project path to: /home/toastee/Repositories/InsAsterix/InsAsterix /home/toastee/Repositories/InsAsterix/InsAsterix [UnityMemory] Configuration Parameters - Can be set up in boot.config @@ -58,11 +58,11 @@ Successfully changed project path to: /home/toastee/Repositories/InsAsterix/InsA "memorysetup-temp-allocator-size-cloud-worker=32768" "memorysetup-temp-allocator-size-gi-baking-worker=262144" "memorysetup-temp-allocator-size-gfx=262144" -Player connection [140175858815616] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 1629050517 [EditorId] 1629050517 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... +Player connection [140544744645248] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 569064513 [EditorId] 569064513 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... -Player connection [140175858815616] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 1629050517 [EditorId] 1629050517 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... +Player connection [140544744645248] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 569064513 [EditorId] 569064513 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... -Refreshing native plugins compatible for Editor in 251.21 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 138.11 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Initialize engine version: 2021.3.17f1 (3e8111cac19d) [Subsystems] Discovering subsystems at path /home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/Resources/UnitySubsystems @@ -78,157 +78,95 @@ int_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program L_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewpor t_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_framebuffer_fetch GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_t exture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_INTEL_shader_atomic_float_minmax GL_INTEL_shader_integer_functions2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fragment_shader_interlock GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc -OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle -2106626752 +OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle -658921088 Initialize mono Mono path[0] = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/Managed' Mono path[1] = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit-linux' Mono config path = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/MonoBleedingEdge/etc' -Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56317 +Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56217 Begin MonoManager ReloadAssembly Registering precompiled unity dll's ... Register platform support module: /home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/PlaybackEngines/LinuxStandaloneSupport/UnityEditor.LinuxStandalone.Extensions.dll -Registered in 0.011649 seconds. +Registered in 0.009698 seconds. Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 235.05 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 297.98 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 1.447 seconds +- Completed reload, in 1.394 seconds Domain Reload Profiling: - ReloadAssembly (1448ms) - BeginReloadAssembly (118ms) + ReloadAssembly (1394ms) + BeginReloadAssembly (169ms) ExecutionOrderSort (0ms) DisableScriptedObjects (0ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) CreateAndSetChildDomain (1ms) - EndReloadAssembly (1120ms) - LoadAssemblies (114ms) + EndReloadAssembly (1060ms) + LoadAssemblies (168ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (210ms) + SetupTypeCache (168ms) ReleaseScriptCaches (0ms) - RebuildScriptCaches (67ms) - SetupLoadedEditorAssemblies (742ms) + RebuildScriptCaches (87ms) + SetupLoadedEditorAssemblies (720ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (15ms) - SetLoadedEditorAssemblies (0ms) - RefreshPlugins (235ms) + InitializePlatformSupportModulesInManaged (22ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (298ms) BeforeProcessingInitializeOnLoad (3ms) - ProcessInitializeOnLoadAttributes (374ms) - ProcessInitializeOnLoadMethodAttributes (114ms) + ProcessInitializeOnLoadAttributes (333ms) + ProcessInitializeOnLoadMethodAttributes (63ms) AfterProcessingInitializeOnLoad (0ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) AwakeInstancesAfterBackupRestoration (0ms) Platform modules already initialized, skipping Registering precompiled user dll's ... -Registered in 0.017707 seconds. +Registered in 0.014086 seconds. Begin MonoManager ReloadAssembly Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 247.75 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 175.77 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. UpdateMenuTitleForLanguage: 10 Mono: successfully reloaded assembly -- Completed reload, in 2.678 seconds +- Completed reload, in 2.372 seconds Domain Reload Profiling: - ReloadAssembly (2679ms) - BeginReloadAssembly (193ms) + ReloadAssembly (2373ms) + BeginReloadAssembly (198ms) ExecutionOrderSort (0ms) - DisableScriptedObjects (8ms) + DisableScriptedObjects (10ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (47ms) - EndReloadAssembly (2178ms) - LoadAssemblies (187ms) + CreateAndSetChildDomain (29ms) + EndReloadAssembly (1995ms) + LoadAssemblies (236ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (531ms) - ReleaseScriptCaches (2ms) - RebuildScriptCaches (249ms) - SetupLoadedEditorAssemblies (1090ms) + SetupTypeCache (468ms) + ReleaseScriptCaches (1ms) + RebuildScriptCaches (133ms) + SetupLoadedEditorAssemblies (1100ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (18ms) - SetLoadedEditorAssemblies (1ms) - RefreshPlugins (248ms) - BeforeProcessingInitializeOnLoad (194ms) - ProcessInitializeOnLoadAttributes (485ms) - ProcessInitializeOnLoadMethodAttributes (133ms) - AfterProcessingInitializeOnLoad (10ms) - EditorAssembliesLoaded (1ms) + InitializePlatformSupportModulesInManaged (9ms) + SetLoadedEditorAssemblies (0ms) + RefreshPlugins (176ms) + BeforeProcessingInitializeOnLoad (199ms) + ProcessInitializeOnLoadAttributes (558ms) + ProcessInitializeOnLoadMethodAttributes (147ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (5ms) + AwakeInstancesAfterBackupRestoration (6ms) Platform modules already initialized, skipping ======================================================================== Worker process is ready to serve import requests -Launched and connected shader compiler UnityShaderCompiler after 0.05 seconds -Refreshing native plugins compatible for Editor in 1.47 ms, found 1 plugins. +Launched and connected shader compiler UnityShaderCompiler after 0.02 seconds +Refreshing native plugins compatible for Editor in 1.71 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5553 Unused Serialized files (Serialized files now loaded: 0) -Unloading 59 unused Assets / (1.1 MB). Loaded Objects now: 5988. -Memory consumption went from 209.7 MB to 208.5 MB. -Total: 9.411842 ms (FindLiveObjects: 0.501406 ms CreateObjectMapping: 0.585419 ms MarkObjects: 6.598293 ms DeleteObjects: 1.724458 ms) - -AssetImportParameters requested are different than current active one (requested -> active): - custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> - custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> - custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> - custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> - custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> - custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> - custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> - custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> -======================================================================== -Received Import Request. - Time since last request: 12877.613885 seconds. - path: Assets/Scripts/EntitySpawner.cs - artifactKey: Guid(1413d9a11f269e28fbcc43187848b3b0) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scripts/EntitySpawner.cs using Guid(1413d9a11f269e28fbcc43187848b3b0) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'be01333ef486f8e5b310bf50128935ad') in 0.014347 seconds -======================================================================== -Received Prepare -Registering precompiled user dll's ... -Registered in 0.016907 seconds. -Begin MonoManager ReloadAssembly -Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll -Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 2.01 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Mono: successfully reloaded assembly -- Completed reload, in 3.733 seconds -Domain Reload Profiling: - ReloadAssembly (3737ms) - BeginReloadAssembly (741ms) - ExecutionOrderSort (0ms) - DisableScriptedObjects (48ms) - BackupInstance (0ms) - ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (341ms) - EndReloadAssembly (2780ms) - LoadAssemblies (484ms) - RebuildTransferFunctionScriptingTraits (2ms) - SetupTypeCache (769ms) - ReleaseScriptCaches (4ms) - RebuildScriptCaches (149ms) - SetupLoadedEditorAssemblies (1354ms) - LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (26ms) - SetLoadedEditorAssemblies (2ms) - RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (242ms) - ProcessInitializeOnLoadAttributes (799ms) - ProcessInitializeOnLoadMethodAttributes (264ms) - AfterProcessingInitializeOnLoad (19ms) - EditorAssembliesLoaded (1ms) - ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (16ms) -Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 5.62 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5991. -Memory consumption went from 200.7 MB to 199.5 MB. -Total: 17.475232 ms (FindLiveObjects: 0.993238 ms CreateObjectMapping: 0.630336 ms MarkObjects: 13.613420 ms DeleteObjects: 2.235756 ms) +Unloading 5554 Unused Serialized files (Serialized files now loaded: 0) +Unloading 59 unused Assets / (1.1 MB). Loaded Objects now: 5989. +Memory consumption went from 209.6 MB to 208.5 MB. +Total: 8.344987 ms (FindLiveObjects: 0.534486 ms CreateObjectMapping: 0.695027 ms MarkObjects: 5.389915 ms DeleteObjects: 1.723247 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> @@ -242,214 +180,48 @@ AssetImportParameters requested are different than current active one (requested ======================================================================== Received Prepare Registering precompiled user dll's ... -Registered in 0.008888 seconds. +Registered in 0.008771 seconds. Begin MonoManager ReloadAssembly Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 1.54 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 1.93 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 2.781 seconds +- Completed reload, in 2.007 seconds Domain Reload Profiling: - ReloadAssembly (2783ms) - BeginReloadAssembly (281ms) + ReloadAssembly (2008ms) + BeginReloadAssembly (259ms) ExecutionOrderSort (0ms) - DisableScriptedObjects (31ms) + DisableScriptedObjects (18ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (122ms) - EndReloadAssembly (2270ms) - LoadAssemblies (158ms) + CreateAndSetChildDomain (94ms) + EndReloadAssembly (1586ms) + LoadAssemblies (137ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (768ms) - ReleaseScriptCaches (5ms) - RebuildScriptCaches (168ms) - SetupLoadedEditorAssemblies (1012ms) - LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (21ms) - SetLoadedEditorAssemblies (1ms) - RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (175ms) - ProcessInitializeOnLoadAttributes (616ms) - ProcessInitializeOnLoadMethodAttributes (183ms) - AfterProcessingInitializeOnLoad (13ms) - EditorAssembliesLoaded (1ms) - ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (16ms) -Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 3.78 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5994. -Memory consumption went from 200.7 MB to 199.5 MB. -Total: 11.511562 ms (FindLiveObjects: 0.579875 ms CreateObjectMapping: 0.450183 ms MarkObjects: 6.475033 ms DeleteObjects: 3.997864 ms) - -AssetImportParameters requested are different than current active one (requested -> active): - custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> - custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> - custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> - custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> - custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> - custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> - custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> - custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> -======================================================================== -Received Prepare -Registering precompiled user dll's ... -Registered in 0.008383 seconds. -Begin MonoManager ReloadAssembly -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll -Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 2.20 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Mono: successfully reloaded assembly -- Completed reload, in 2.943 seconds -Domain Reload Profiling: - ReloadAssembly (2944ms) - BeginReloadAssembly (192ms) - ExecutionOrderSort (0ms) - DisableScriptedObjects (14ms) - BackupInstance (0ms) - ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (65ms) - EndReloadAssembly (2508ms) - LoadAssemblies (103ms) - RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (697ms) + SetupTypeCache (416ms) ReleaseScriptCaches (3ms) - RebuildScriptCaches (210ms) - SetupLoadedEditorAssemblies (1265ms) + RebuildScriptCaches (91ms) + SetupLoadedEditorAssemblies (853ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (36ms) + InitializePlatformSupportModulesInManaged (18ms) SetLoadedEditorAssemblies (2ms) RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (292ms) - ProcessInitializeOnLoadAttributes (752ms) - ProcessInitializeOnLoadMethodAttributes (168ms) + BeforeProcessingInitializeOnLoad (132ms) + ProcessInitializeOnLoadAttributes (539ms) + ProcessInitializeOnLoadMethodAttributes (148ms) AfterProcessingInitializeOnLoad (12ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) AwakeInstancesAfterBackupRestoration (12ms) Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 3.58 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 3.92 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5997. -Memory consumption went from 200.7 MB to 199.6 MB. -Total: 10.619679 ms (FindLiveObjects: 0.510688 ms CreateObjectMapping: 0.368299 ms MarkObjects: 6.809672 ms DeleteObjects: 2.928798 ms) - -AssetImportParameters requested are different than current active one (requested -> active): - custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> - custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> - custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> - custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> - custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> - custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> - custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> - custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> -======================================================================== -Received Prepare -Registering precompiled user dll's ... -Registered in 0.007923 seconds. -Begin MonoManager ReloadAssembly -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll -Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 1.10 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Mono: successfully reloaded assembly -- Completed reload, in 2.024 seconds -Domain Reload Profiling: - ReloadAssembly (2026ms) - BeginReloadAssembly (212ms) - ExecutionOrderSort (0ms) - DisableScriptedObjects (14ms) - BackupInstance (0ms) - ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (78ms) - EndReloadAssembly (1647ms) - LoadAssemblies (129ms) - RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (438ms) - ReleaseScriptCaches (3ms) - RebuildScriptCaches (101ms) - SetupLoadedEditorAssemblies (867ms) - LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (23ms) - SetLoadedEditorAssemblies (1ms) - RefreshPlugins (1ms) - BeforeProcessingInitializeOnLoad (150ms) - ProcessInitializeOnLoadAttributes (539ms) - ProcessInitializeOnLoadMethodAttributes (142ms) - AfterProcessingInitializeOnLoad (11ms) - EditorAssembliesLoaded (0ms) - ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (14ms) -Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 5.63 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6000. -Memory consumption went from 200.7 MB to 199.6 MB. -Total: 18.230765 ms (FindLiveObjects: 1.234574 ms CreateObjectMapping: 1.196629 ms MarkObjects: 10.411754 ms DeleteObjects: 5.381720 ms) - -AssetImportParameters requested are different than current active one (requested -> active): - custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> - custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> - custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> - custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> - custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> - custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> - custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> - custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> -======================================================================== -Received Prepare -Registering precompiled user dll's ... -Registered in 0.036289 seconds. -Begin MonoManager ReloadAssembly -Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll -Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll -Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 1.61 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Mono: successfully reloaded assembly -- Completed reload, in 5.324 seconds -Domain Reload Profiling: - ReloadAssembly (5332ms) - BeginReloadAssembly (1108ms) - ExecutionOrderSort (0ms) - DisableScriptedObjects (139ms) - BackupInstance (0ms) - ReleaseScriptingObjects (1ms) - CreateAndSetChildDomain (431ms) - EndReloadAssembly (3886ms) - LoadAssemblies (737ms) - RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (848ms) - ReleaseScriptCaches (4ms) - RebuildScriptCaches (164ms) - SetupLoadedEditorAssemblies (2153ms) - LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (38ms) - SetLoadedEditorAssemblies (1ms) - RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (226ms) - ProcessInitializeOnLoadAttributes (1415ms) - ProcessInitializeOnLoadMethodAttributes (442ms) - AfterProcessingInitializeOnLoad (27ms) - EditorAssembliesLoaded (2ms) - ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (45ms) -Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 8.84 ms, found 1 plugins. -Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5424 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6003. -Memory consumption went from 200.7 MB to 199.6 MB. -Total: 21.565946 ms (FindLiveObjects: 0.999187 ms CreateObjectMapping: 0.895013 ms MarkObjects: 15.047316 ms DeleteObjects: 4.621545 ms) +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5992. +Memory consumption went from 200.5 MB to 199.3 MB. +Total: 9.179377 ms (FindLiveObjects: 0.736074 ms CreateObjectMapping: 0.676268 ms MarkObjects: 6.396476 ms DeleteObjects: 1.367624 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> @@ -462,7 +234,1848 @@ AssetImportParameters requested are different than current active one (requested custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> ======================================================================== Received Import Request. - Time since last request: 1263.431227 seconds. - path: Assets/Scenes/Spawners/CoinEntity.prefab + Time since last request: 33376.715374 seconds. + path: Assets/Scripts/CoinEntitySpawner.cs + artifactKey: Guid(aa43d80b783e4f33b93f8dd67670ec4c) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Scripts/CoinEntitySpawner.cs using Guid(aa43d80b783e4f33b93f8dd67670ec4c) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '51a315bbdea59203b14965d647610e94') in 0.011674 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.010433 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.16 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.285 seconds +Domain Reload Profiling: + ReloadAssembly (2288ms) + BeginReloadAssembly (491ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (44ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (199ms) + EndReloadAssembly (1591ms) + LoadAssemblies (343ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (484ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (90ms) + SetupLoadedEditorAssemblies (694ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (121ms) + ProcessInitializeOnLoadAttributes (427ms) + ProcessInitializeOnLoadMethodAttributes (117ms) + AfterProcessingInitializeOnLoad (9ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (9ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.73 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5995. +Memory consumption went from 200.5 MB to 199.4 MB. +Total: 14.204267 ms (FindLiveObjects: 0.635151 ms CreateObjectMapping: 0.678427 ms MarkObjects: 9.410735 ms DeleteObjects: 3.478155 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007143 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.77 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.903 seconds +Domain Reload Profiling: + ReloadAssembly (1904ms) + BeginReloadAssembly (154ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (10ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (60ms) + EndReloadAssembly (1618ms) + LoadAssemblies (112ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (398ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (123ms) + SetupLoadedEditorAssemblies (828ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (24ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (209ms) + ProcessInitializeOnLoadAttributes (461ms) + ProcessInitializeOnLoadMethodAttributes (121ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (10ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.74 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5998. +Memory consumption went from 200.5 MB to 199.4 MB. +Total: 10.457477 ms (FindLiveObjects: 0.452240 ms CreateObjectMapping: 0.520295 ms MarkObjects: 5.814786 ms DeleteObjects: 3.668570 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007510 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.17 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.001 seconds +Domain Reload Profiling: + ReloadAssembly (2002ms) + BeginReloadAssembly (167ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (64ms) + EndReloadAssembly (1672ms) + LoadAssemblies (85ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (524ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (99ms) + SetupLoadedEditorAssemblies (812ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (136ms) + ProcessInitializeOnLoadAttributes (511ms) + ProcessInitializeOnLoadMethodAttributes (135ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (14ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.95 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6001. +Memory consumption went from 200.6 MB to 199.5 MB. +Total: 6.414953 ms (FindLiveObjects: 0.427991 ms CreateObjectMapping: 0.315176 ms MarkObjects: 3.549783 ms DeleteObjects: 2.120614 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007175 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.52 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.089 seconds +Domain Reload Profiling: + ReloadAssembly (2090ms) + BeginReloadAssembly (213ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (11ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (59ms) + EndReloadAssembly (1725ms) + LoadAssemblies (148ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (441ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (129ms) + SetupLoadedEditorAssemblies (907ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (29ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (3ms) + BeforeProcessingInitializeOnLoad (164ms) + ProcessInitializeOnLoadAttributes (532ms) + ProcessInitializeOnLoadMethodAttributes (164ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (13ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 5.13 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6004. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 11.856562 ms (FindLiveObjects: 1.211651 ms CreateObjectMapping: 0.969078 ms MarkObjects: 5.823690 ms DeleteObjects: 3.849525 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.010521 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.36 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.693 seconds +Domain Reload Profiling: + ReloadAssembly (1694ms) + BeginReloadAssembly (155ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (10ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (55ms) + EndReloadAssembly (1404ms) + LoadAssemblies (88ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (380ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (101ms) + SetupLoadedEditorAssemblies (737ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (125ms) + ProcessInitializeOnLoadAttributes (449ms) + ProcessInitializeOnLoadMethodAttributes (132ms) + AfterProcessingInitializeOnLoad (9ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (10ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 2.78 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). 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Loaded Objects now: 6010. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 15.088441 ms (FindLiveObjects: 0.828841 ms CreateObjectMapping: 0.654362 ms MarkObjects: 7.088603 ms DeleteObjects: 6.513490 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 1111.409041 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '8fae5512ea5be3eb40ac0a634d893568') in 0.068049 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.009315 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.64 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.813 seconds +Domain Reload Profiling: + ReloadAssembly (1814ms) + BeginReloadAssembly (156ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (11ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (59ms) + EndReloadAssembly (1516ms) + LoadAssemblies (82ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (466ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (90ms) + SetupLoadedEditorAssemblies (756ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (146ms) + ProcessInitializeOnLoadAttributes (449ms) + ProcessInitializeOnLoadMethodAttributes (131ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (11ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.30 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6014. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 8.865287 ms (FindLiveObjects: 0.541182 ms CreateObjectMapping: 0.425774 ms MarkObjects: 4.279248 ms DeleteObjects: 3.617307 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007869 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.12 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.616 seconds +Domain Reload Profiling: + ReloadAssembly (2617ms) + BeginReloadAssembly (244ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (20ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (91ms) + EndReloadAssembly (2162ms) + LoadAssemblies (115ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (605ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (160ms) + SetupLoadedEditorAssemblies (1114ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (23ms) + SetLoadedEditorAssemblies (4ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (259ms) + ProcessInitializeOnLoadAttributes (652ms) + ProcessInitializeOnLoadMethodAttributes (160ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (13ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.04 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6017. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 11.359118 ms (FindLiveObjects: 0.508455 ms CreateObjectMapping: 0.841856 ms MarkObjects: 5.797011 ms DeleteObjects: 4.209949 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.015049 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.04 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.787 seconds +Domain Reload Profiling: + ReloadAssembly (1788ms) + BeginReloadAssembly (200ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (68ms) + EndReloadAssembly (1433ms) + LoadAssemblies (113ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (404ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (86ms) + SetupLoadedEditorAssemblies (740ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (18ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (128ms) + ProcessInitializeOnLoadAttributes (445ms) + ProcessInitializeOnLoadMethodAttributes (134ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (11ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.35 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6020. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 11.224407 ms (FindLiveObjects: 0.670450 ms CreateObjectMapping: 0.430982 ms MarkObjects: 6.566595 ms DeleteObjects: 3.553543 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 1468.938324 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '67aee039129d93cc6dc2fa877f93f222') in 0.223444 seconds +======================================================================== +Received Import Request. + Time since last request: 0.000265 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'a4a3065821e21cedd260a1a841a6ad40') in 0.676812 seconds +======================================================================== +Received Import Request. + Time since last request: 89.009638 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'bf49d2fb32d677e102763a5fc2c83b64') in 0.014627 seconds +======================================================================== +Received Import Request. + Time since last request: 507.527768 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'b59316d1e9ec94ea53a2f0e224e11f39') in 0.017368 seconds +======================================================================== +Received Import Request. + Time since last request: 2.904107 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '9c33492866917fdae44cf34ab8671baf') in 0.018724 seconds +======================================================================== +Received Import Request. + Time since last request: 25.415195 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'd4ae5cf78ac7af02082f05c9fb85b20d') in 0.011809 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.011668 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.95 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.104 seconds +Domain Reload Profiling: + ReloadAssembly (3108ms) + BeginReloadAssembly (725ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (48ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (314ms) + EndReloadAssembly (2215ms) + LoadAssemblies (598ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (588ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (89ms) + SetupLoadedEditorAssemblies (942ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (30ms) + SetLoadedEditorAssemblies (2ms) + RefreshPlugins (3ms) + BeforeProcessingInitializeOnLoad (181ms) + ProcessInitializeOnLoadAttributes (559ms) + ProcessInitializeOnLoadMethodAttributes (155ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) 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Loaded Objects now: 6074. +Memory consumption went from 205.5 MB to 204.4 MB. +Total: 14.082043 ms (FindLiveObjects: 0.820972 ms CreateObjectMapping: 0.630838 ms MarkObjects: 8.868876 ms DeleteObjects: 3.759025 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 98.004940 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'f21ef4b5093f7850d2309068160e8188') in 0.046912 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.010161 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.32 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.783 seconds +Domain Reload Profiling: + ReloadAssembly (1784ms) + BeginReloadAssembly (189ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (77ms) + EndReloadAssembly (1436ms) + LoadAssemblies (90ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (375ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (92ms) + SetupLoadedEditorAssemblies (729ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (136ms) + ProcessInitializeOnLoadAttributes (438ms) + ProcessInitializeOnLoadMethodAttributes (126ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (17ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.23 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6077. +Memory consumption went from 205.6 MB to 204.4 MB. +Total: 11.567673 ms (FindLiveObjects: 0.635987 ms CreateObjectMapping: 0.555173 ms MarkObjects: 5.202658 ms DeleteObjects: 5.172032 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007333 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.26 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.872 seconds +Domain Reload Profiling: + ReloadAssembly (1872ms) + BeginReloadAssembly (205ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (14ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (85ms) + EndReloadAssembly (1495ms) + LoadAssemblies (96ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (433ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (86ms) + SetupLoadedEditorAssemblies (724ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (124ms) + ProcessInitializeOnLoadAttributes (434ms) + ProcessInitializeOnLoadMethodAttributes (136ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (20ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.35 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6080. +Memory consumption went from 205.6 MB to 204.4 MB. +Total: 8.534749 ms (FindLiveObjects: 0.474015 ms CreateObjectMapping: 0.394773 ms MarkObjects: 4.187594 ms DeleteObjects: 3.476296 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007803 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.15 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.791 seconds +Domain Reload Profiling: + ReloadAssembly (1792ms) + BeginReloadAssembly (181ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (12ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (57ms) + EndReloadAssembly (1472ms) + LoadAssemblies (170ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (380ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (83ms) + SetupLoadedEditorAssemblies (708ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (129ms) + ProcessInitializeOnLoadAttributes (431ms) + ProcessInitializeOnLoadMethodAttributes (121ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (17ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.17 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6083. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 8.454162 ms (FindLiveObjects: 0.642616 ms CreateObjectMapping: 0.419713 ms MarkObjects: 3.928670 ms DeleteObjects: 3.461478 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.012175 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.36 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.508 seconds +Domain Reload Profiling: + ReloadAssembly (3512ms) + BeginReloadAssembly (646ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (74ms) + BackupInstance (0ms) + ReleaseScriptingObjects (1ms) + CreateAndSetChildDomain (285ms) + EndReloadAssembly (2566ms) + LoadAssemblies (351ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (822ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (121ms) + SetupLoadedEditorAssemblies (1140ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (25ms) + SetLoadedEditorAssemblies (2ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (180ms) + ProcessInitializeOnLoadAttributes (736ms) + ProcessInitializeOnLoadMethodAttributes (184ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (25ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.39 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6086. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 14.653935 ms (FindLiveObjects: 1.198884 ms CreateObjectMapping: 0.995421 ms MarkObjects: 7.337740 ms DeleteObjects: 5.111360 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.009553 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.72 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.677 seconds +Domain Reload Profiling: + ReloadAssembly (2678ms) + BeginReloadAssembly (197ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (14ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (77ms) + EndReloadAssembly (2308ms) + LoadAssemblies (96ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (598ms) + ReleaseScriptCaches (5ms) + RebuildScriptCaches (190ms) + SetupLoadedEditorAssemblies (1107ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (26ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (201ms) + ProcessInitializeOnLoadAttributes (671ms) + ProcessInitializeOnLoadMethodAttributes (190ms) + AfterProcessingInitializeOnLoad (15ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (29ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.60 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6089. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 16.774486 ms (FindLiveObjects: 0.605772 ms CreateObjectMapping: 0.779694 ms MarkObjects: 10.407840 ms DeleteObjects: 4.978959 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 528.476341 seconds. + path: Assets/Prefabs/Entities/CoinEntitySpawner.prefab + artifactKey: Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntitySpawner.prefab using Guid(e8524a4699d5e0d378b5b994c0a36044) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'b6dbc3d31c7586354079a957204ba64e') in 0.065672 seconds +======================================================================== +Received Import Request. + Time since last request: 211.803948 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '6872c0aee560a54f058cf3532e729b4a') in 0.295747 seconds +======================================================================== +Received Import Request. + Time since last request: 47.138260 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '4a5e89bd506a6cd2142fcf1aced72993') in 0.019220 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007493 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.23 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.971 seconds +Domain Reload Profiling: + ReloadAssembly (1972ms) + BeginReloadAssembly (236ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (71ms) + EndReloadAssembly (1577ms) + LoadAssemblies (201ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (417ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (90ms) + SetupLoadedEditorAssemblies (773ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (140ms) + ProcessInitializeOnLoadAttributes (469ms) + ProcessInitializeOnLoadMethodAttributes (134ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (20ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.28 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6133. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 10.136061 ms (FindLiveObjects: 0.643962 ms CreateObjectMapping: 0.580171 ms MarkObjects: 5.520139 ms DeleteObjects: 3.389844 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 13.661484 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '4a5e89bd506a6cd2142fcf1aced72993') in 0.301051 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.013079 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.34 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.955 seconds +Domain Reload Profiling: + ReloadAssembly (1956ms) + BeginReloadAssembly (236ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (68ms) + EndReloadAssembly (1544ms) + LoadAssemblies (220ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (394ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (84ms) + SetupLoadedEditorAssemblies (750ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (131ms) + ProcessInitializeOnLoadAttributes (444ms) + ProcessInitializeOnLoadMethodAttributes (146ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (22ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.89 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6177. +Memory consumption went from 205.6 MB to 204.5 MB. +Total: 11.201961 ms (FindLiveObjects: 0.494806 ms CreateObjectMapping: 0.432724 ms MarkObjects: 6.831120 ms DeleteObjects: 3.441986 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 11.175102 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scenes/Spawners/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '725fb8d22698f3f73d4331f3512d7b25') in 0.326586 seconds +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '59f6fb16ef0ece28cd4def38b122b25d') in 0.269971 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.006850 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.83 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.257 seconds +Domain Reload Profiling: + ReloadAssembly (2258ms) + BeginReloadAssembly (226ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (23ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (93ms) + EndReloadAssembly (1823ms) + LoadAssemblies (159ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (491ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (108ms) + SetupLoadedEditorAssemblies (879ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (18ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (157ms) + ProcessInitializeOnLoadAttributes (539ms) + ProcessInitializeOnLoadMethodAttributes (150ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (27ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.72 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6221. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 13.155944 ms (FindLiveObjects: 0.673356 ms CreateObjectMapping: 0.822115 ms MarkObjects: 7.236471 ms DeleteObjects: 4.421301 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 227.869034 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '504e4f3afbbecae59d4a87f66791d62f') in 0.355396 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007675 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.26 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.875 seconds +Domain Reload Profiling: + ReloadAssembly (1876ms) + BeginReloadAssembly (186ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (79ms) + EndReloadAssembly (1533ms) + LoadAssemblies (91ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (405ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (94ms) + SetupLoadedEditorAssemblies (759ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (135ms) + ProcessInitializeOnLoadAttributes (460ms) + ProcessInitializeOnLoadMethodAttributes (134ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (30ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.92 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6265. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 13.299749 ms (FindLiveObjects: 0.742655 ms CreateObjectMapping: 0.580525 ms MarkObjects: 8.104290 ms DeleteObjects: 3.869902 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008222 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.11 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.577 seconds +Domain Reload Profiling: + ReloadAssembly (2579ms) + BeginReloadAssembly (225ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (89ms) + EndReloadAssembly (2185ms) + LoadAssemblies (120ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (528ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (163ms) + SetupLoadedEditorAssemblies (1103ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (26ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (201ms) + ProcessInitializeOnLoadAttributes (608ms) + ProcessInitializeOnLoadMethodAttributes (246ms) + AfterProcessingInitializeOnLoad (18ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (37ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.82 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6268. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 15.725414 ms (FindLiveObjects: 0.512460 ms CreateObjectMapping: 0.435845 ms MarkObjects: 9.555671 ms DeleteObjects: 5.219373 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 21.935135 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'ab0e3d3d0f982e45bbaf4b263ba427a8') in 0.330463 seconds +======================================================================== +Received Import Request. + Time since last request: 103.958926 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '944fc17ad7925ac7c42a1be202e1fc5a') in 0.015610 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007247 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.14 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.828 seconds +Domain Reload Profiling: + ReloadAssembly (1829ms) + BeginReloadAssembly (236ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (68ms) + EndReloadAssembly (1456ms) + LoadAssemblies (211ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (369ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (79ms) + SetupLoadedEditorAssemblies (713ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (126ms) + ProcessInitializeOnLoadAttributes (444ms) + ProcessInitializeOnLoadMethodAttributes (116ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (21ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.37 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6312. +Memory consumption went from 205.8 MB to 204.7 MB. +Total: 10.600327 ms (FindLiveObjects: 0.576293 ms CreateObjectMapping: 0.406658 ms MarkObjects: 6.112737 ms DeleteObjects: 3.501973 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007820 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.72 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.248 seconds +Domain Reload Profiling: + ReloadAssembly (2249ms) + BeginReloadAssembly (197ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (79ms) + EndReloadAssembly (1891ms) + LoadAssemblies (95ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (514ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (112ms) + SetupLoadedEditorAssemblies (963ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (23ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (179ms) + ProcessInitializeOnLoadAttributes (584ms) + ProcessInitializeOnLoadMethodAttributes (157ms) + AfterProcessingInitializeOnLoad (17ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (28ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.98 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6315. +Memory consumption went from 205.9 MB to 204.7 MB. +Total: 14.388530 ms (FindLiveObjects: 0.635288 ms CreateObjectMapping: 0.548689 ms MarkObjects: 7.368421 ms DeleteObjects: 5.833324 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008836 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.38 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.161 seconds +Domain Reload Profiling: + ReloadAssembly (2162ms) + BeginReloadAssembly (215ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (14ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (94ms) + EndReloadAssembly (1778ms) + LoadAssemblies (97ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (542ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (102ms) + SetupLoadedEditorAssemblies (862ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (19ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (159ms) + ProcessInitializeOnLoadAttributes (521ms) + ProcessInitializeOnLoadMethodAttributes (146ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (24ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.46 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6318. +Memory consumption went from 205.9 MB to 204.7 MB. +Total: 10.180245 ms (FindLiveObjects: 0.502711 ms CreateObjectMapping: 0.400771 ms MarkObjects: 5.858713 ms DeleteObjects: 3.416276 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 173.448470 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '944fc17ad7925ac7c42a1be202e1fc5a') in 0.489723 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007743 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.34 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.410 seconds +Domain Reload Profiling: + ReloadAssembly (2411ms) + BeginReloadAssembly (271ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (18ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (86ms) + EndReloadAssembly (1964ms) + LoadAssemblies (250ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (439ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (107ms) + SetupLoadedEditorAssemblies (1031ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (18ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (3ms) + BeforeProcessingInitializeOnLoad (145ms) + ProcessInitializeOnLoadAttributes (642ms) + ProcessInitializeOnLoadMethodAttributes (210ms) + AfterProcessingInitializeOnLoad (14ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (30ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.93 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6362. +Memory consumption went from 205.9 MB to 204.8 MB. +Total: 13.602312 ms (FindLiveObjects: 0.682253 ms CreateObjectMapping: 0.434779 ms MarkObjects: 7.970751 ms DeleteObjects: 4.512203 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008312 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.17 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.534 seconds +Domain Reload Profiling: + ReloadAssembly (2536ms) + BeginReloadAssembly (279ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (16ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (119ms) + EndReloadAssembly (2008ms) + LoadAssemblies (130ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (575ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (109ms) + SetupLoadedEditorAssemblies (985ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (22ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (182ms) + ProcessInitializeOnLoadAttributes (596ms) + ProcessInitializeOnLoadMethodAttributes (169ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (33ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.93 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6365. +Memory consumption went from 206.0 MB to 204.9 MB. +Total: 10.931292 ms (FindLiveObjects: 0.594505 ms CreateObjectMapping: 0.526471 ms MarkObjects: 7.461090 ms DeleteObjects: 2.347538 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 19.280401 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'a0df44307f85afab3ba3ff3607520ea7') in 0.332045 seconds +======================================================================== +Received Import Request. + Time since last request: 74.375189 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '785e9d0a833a691c81a29115cce16b28') in 0.020295 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007593 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.30 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.020 seconds +Domain Reload Profiling: + ReloadAssembly (2021ms) + BeginReloadAssembly (236ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (14ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (69ms) + EndReloadAssembly (1633ms) + LoadAssemblies (225ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (418ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (89ms) + SetupLoadedEditorAssemblies (783ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (142ms) + ProcessInitializeOnLoadAttributes (470ms) + ProcessInitializeOnLoadMethodAttributes (141ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (28ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.57 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6409. +Memory consumption went from 206.0 MB to 204.9 MB. +Total: 12.725452 ms (FindLiveObjects: 0.538809 ms CreateObjectMapping: 0.518068 ms MarkObjects: 8.256169 ms DeleteObjects: 3.409953 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007848 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.15 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.344 seconds +Domain Reload Profiling: + ReloadAssembly (2345ms) + BeginReloadAssembly (187ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (75ms) + EndReloadAssembly (1938ms) + LoadAssemblies (98ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (520ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (96ms) + SetupLoadedEditorAssemblies (995ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (20ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (188ms) + ProcessInitializeOnLoadAttributes (607ms) + ProcessInitializeOnLoadMethodAttributes (165ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (35ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.36 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6412. +Memory consumption went from 206.0 MB to 204.9 MB. +Total: 13.531166 ms (FindLiveObjects: 0.594761 ms CreateObjectMapping: 0.406958 ms MarkObjects: 7.654316 ms DeleteObjects: 4.872944 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 74.104319 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '785e9d0a833a691c81a29115cce16b28') in 0.400386 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008453 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.15 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.123 seconds +Domain Reload Profiling: + ReloadAssembly (2124ms) + BeginReloadAssembly (266ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (16ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (93ms) + EndReloadAssembly (1704ms) + LoadAssemblies (175ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (498ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (91ms) + SetupLoadedEditorAssemblies (816ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (146ms) + ProcessInitializeOnLoadAttributes (494ms) + ProcessInitializeOnLoadMethodAttributes (144ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (28ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.18 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6456. +Memory consumption went from 206.0 MB to 204.9 MB. +Total: 10.534140 ms (FindLiveObjects: 0.596950 ms CreateObjectMapping: 0.525176 ms MarkObjects: 7.451410 ms DeleteObjects: 1.959137 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.013426 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.53 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.922 seconds +Domain Reload Profiling: + ReloadAssembly (2924ms) + BeginReloadAssembly (257ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (21ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (91ms) + EndReloadAssembly (2435ms) + LoadAssemblies (150ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (797ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (143ms) + SetupLoadedEditorAssemblies (1099ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (23ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (205ms) + ProcessInitializeOnLoadAttributes (665ms) + ProcessInitializeOnLoadMethodAttributes (190ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (36ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.32 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6459. +Memory consumption went from 206.1 MB to 205.0 MB. +Total: 13.663991 ms (FindLiveObjects: 0.738337 ms CreateObjectMapping: 0.656838 ms MarkObjects: 8.171437 ms DeleteObjects: 4.094513 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 19.227877 seconds. + path: Assets/Prefabs/Entities/CoinEntity.prefab + artifactKey: Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/CoinEntity.prefab using Guid(b650f7033d7b89a36943a33d4fd8730f) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'fc402141cd4f44dcc9e65a6cc5d75dd8') in 0.381130 seconds +======================================================================== +Received Import Request. + Time since last request: 90.889317 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: 'c3db8b50ac6b1d384a697c8b34089031') in 0.019392 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007784 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.49 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.784 seconds +Domain Reload Profiling: + ReloadAssembly (1785ms) + BeginReloadAssembly (178ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (15ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (75ms) + EndReloadAssembly (1452ms) + LoadAssemblies (81ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (392ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (84ms) + SetupLoadedEditorAssemblies (722ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (127ms) + ProcessInitializeOnLoadAttributes (433ms) + ProcessInitializeOnLoadMethodAttributes (134ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (25ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.33 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6503. +Memory consumption went from 206.1 MB to 205.0 MB. +Total: 10.698210 ms (FindLiveObjects: 0.581623 ms CreateObjectMapping: 0.485222 ms MarkObjects: 6.498164 ms DeleteObjects: 3.131297 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007767 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.39 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.275 seconds +Domain Reload Profiling: + ReloadAssembly (2276ms) + BeginReloadAssembly (191ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (13ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (78ms) + EndReloadAssembly (1860ms) + LoadAssemblies (90ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (525ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (104ms) + SetupLoadedEditorAssemblies (915ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (18ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (152ms) + ProcessInitializeOnLoadAttributes (562ms) + ProcessInitializeOnLoadMethodAttributes (168ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (42ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.17 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6506. +Memory consumption went from 206.1 MB to 205.0 MB. +Total: 11.611284 ms (FindLiveObjects: 0.543168 ms CreateObjectMapping: 0.433650 ms MarkObjects: 6.895514 ms DeleteObjects: 3.737221 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> diff --git a/InsAsterix/Logs/AssetImportWorker1.log b/InsAsterix/Logs/AssetImportWorker1.log index dded46b8..23d55d49 100644 --- a/InsAsterix/Logs/AssetImportWorker1.log +++ b/InsAsterix/Logs/AssetImportWorker1.log @@ -9,8 +9,8 @@ Architecture: x86_64 Available memory: 7652 MB Using pre-set license Pro License: YES -Gtk-Message: 19:12:51.353: Failed to load module "canberra-gtk-module" -Gtk-Message: 19:12:51.354: Failed to load module "canberra-gtk-module" +Gtk-Message: 16:47:00.873: Failed to load module "canberra-gtk-module" +Gtk-Message: 16:47:00.874: Failed to load module "canberra-gtk-module" Desktop is 1920 x 1080 @ 60 Hz Initialize udev device monitor. @@ -26,7 +26,7 @@ AssetImportWorker1 -logFile Logs/AssetImportWorker1.log -srvPort -35015 +44263 Successfully changed project path to: /home/toastee/Repositories/InsAsterix/InsAsterix /home/toastee/Repositories/InsAsterix/InsAsterix [UnityMemory] Configuration Parameters - Can be set up in boot.config @@ -58,11 +58,11 @@ Successfully changed project path to: /home/toastee/Repositories/InsAsterix/InsA "memorysetup-temp-allocator-size-cloud-worker=32768" "memorysetup-temp-allocator-size-gi-baking-worker=262144" "memorysetup-temp-allocator-size-gfx=262144" -Player connection [140371592561280] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 229723884 [EditorId] 229723884 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... +Player connection [140501318353536] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 1548858237 [EditorId] 1548858237 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... -Player connection [140371592561280] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 229723884 [EditorId] 229723884 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... +Player connection [140501318353536] Host "[IP] 192.168.178.159 [Port] 0 [Flags] 2 [Guid] 1548858237 [EditorId] 1548858237 [Version] 1048832 [Id] LinuxEditor(16,192.168.178.159) [Debug] 1 [PackageName] LinuxEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... -Refreshing native plugins compatible for Editor in 167.44 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 131.58 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Initialize engine version: 2021.3.17f1 (3e8111cac19d) [Subsystems] Discovering subsystems at path /home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/Resources/UnitySubsystems @@ -78,82 +78,82 @@ int_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program L_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewpor t_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_framebuffer_fetch GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_t exture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_INTEL_shader_atomic_float_minmax GL_INTEL_shader_integer_functions2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fragment_shader_interlock GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc -OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle 1803102272 +OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle 2039745072 Initialize mono Mono path[0] = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/Managed' Mono path[1] = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit-linux' Mono config path = '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/MonoBleedingEdge/etc' -Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56309 +Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56334 Begin MonoManager ReloadAssembly Registering precompiled unity dll's ... Register platform support module: /home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/PlaybackEngines/LinuxStandaloneSupport/UnityEditor.LinuxStandalone.Extensions.dll -Registered in 0.010679 seconds. +Registered in 0.011467 seconds. Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 224.30 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 237.31 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 1.124 seconds +- Completed reload, in 1.352 seconds Domain Reload Profiling: - ReloadAssembly (1125ms) - BeginReloadAssembly (82ms) + ReloadAssembly (1353ms) + BeginReloadAssembly (70ms) ExecutionOrderSort (0ms) DisableScriptedObjects (0ms) BackupInstance (0ms) ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (2ms) - EndReloadAssembly (876ms) - LoadAssemblies (79ms) + CreateAndSetChildDomain (1ms) + EndReloadAssembly (1074ms) + LoadAssemblies (68ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (156ms) + SetupTypeCache (219ms) ReleaseScriptCaches (0ms) - RebuildScriptCaches (65ms) - SetupLoadedEditorAssemblies (583ms) + RebuildScriptCaches (73ms) + SetupLoadedEditorAssemblies (679ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (16ms) + InitializePlatformSupportModulesInManaged (17ms) SetLoadedEditorAssemblies (0ms) - RefreshPlugins (224ms) + RefreshPlugins (237ms) BeforeProcessingInitializeOnLoad (2ms) - ProcessInitializeOnLoadAttributes (272ms) - ProcessInitializeOnLoadMethodAttributes (68ms) + ProcessInitializeOnLoadAttributes (341ms) + ProcessInitializeOnLoadMethodAttributes (81ms) AfterProcessingInitializeOnLoad (0ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) AwakeInstancesAfterBackupRestoration (0ms) Platform modules already initialized, skipping Registering precompiled user dll's ... -Registered in 0.007792 seconds. +Registered in 0.010794 seconds. Begin MonoManager ReloadAssembly Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 181.05 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 288.72 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. UpdateMenuTitleForLanguage: 10 Mono: successfully reloaded assembly -- Completed reload, in 2.311 seconds +- Completed reload, in 3.342 seconds Domain Reload Profiling: - ReloadAssembly (2312ms) - BeginReloadAssembly (151ms) + ReloadAssembly (3344ms) + BeginReloadAssembly (206ms) ExecutionOrderSort (0ms) - DisableScriptedObjects (8ms) + DisableScriptedObjects (13ms) BackupInstance (0ms) - ReleaseScriptingObjects (0ms) - CreateAndSetChildDomain (30ms) - EndReloadAssembly (1985ms) - LoadAssemblies (116ms) + ReleaseScriptingObjects (1ms) + CreateAndSetChildDomain (49ms) + EndReloadAssembly (2856ms) + LoadAssemblies (217ms) RebuildTransferFunctionScriptingTraits (0ms) - SetupTypeCache (538ms) - ReleaseScriptCaches (1ms) - RebuildScriptCaches (120ms) - SetupLoadedEditorAssemblies (1108ms) + SetupTypeCache (693ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (218ms) + SetupLoadedEditorAssemblies (1573ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (8ms) - SetLoadedEditorAssemblies (0ms) - RefreshPlugins (181ms) - BeforeProcessingInitializeOnLoad (180ms) - ProcessInitializeOnLoadAttributes (542ms) - ProcessInitializeOnLoadMethodAttributes (185ms) - AfterProcessingInitializeOnLoad (11ms) + InitializePlatformSupportModulesInManaged (13ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (289ms) + BeforeProcessingInitializeOnLoad (335ms) + ProcessInitializeOnLoadAttributes (710ms) + ProcessInitializeOnLoadMethodAttributes (214ms) + AfterProcessingInitializeOnLoad (12ms) EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) AwakeInstancesAfterBackupRestoration (7ms) @@ -161,12 +161,12 @@ Platform modules already initialized, skipping ======================================================================== Worker process is ready to serve import requests Launched and connected shader compiler UnityShaderCompiler after 0.03 seconds -Refreshing native plugins compatible for Editor in 1.38 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 2.72 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5553 Unused Serialized files (Serialized files now loaded: 0) -Unloading 59 unused Assets / (1.1 MB). Loaded Objects now: 5988. +Unloading 5554 Unused Serialized files (Serialized files now loaded: 0) +Unloading 59 unused Assets / (1.1 MB). Loaded Objects now: 5989. Memory consumption went from 209.6 MB to 208.5 MB. -Total: 11.014492 ms (FindLiveObjects: 0.768538 ms CreateObjectMapping: 0.997812 ms MarkObjects: 8.132635 ms DeleteObjects: 1.113579 ms) +Total: 11.812892 ms (FindLiveObjects: 0.757040 ms CreateObjectMapping: 0.930120 ms MarkObjects: 8.023393 ms DeleteObjects: 2.100021 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> @@ -179,61 +179,796 @@ AssetImportParameters requested are different than current active one (requested custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> ======================================================================== Received Import Request. - Time since last request: 17926.663458 seconds. - path: Assets/Scenes/Sandbox Gwen.unity - artifactKey: Guid(f419b0e7291bc2d4ab72446478a9b02a) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/Scenes/Sandbox Gwen.unity using Guid(f419b0e7291bc2d4ab72446478a9b02a) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '0a7601e1affa9dc902b3e329fa1b8274') in 0.012534 seconds -======================================================================== -Received Import Request. - Time since last request: 183.646468 seconds. - path: Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset - artifactKey: Guid(2e498d1c8094910479dc3e1b768306a4) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -Start importing Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset using Guid(2e498d1c8094910479dc3e1b768306a4) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '4bd7d497e1faec97b56f244692c62a77') in 0.573294 seconds + Time since last request: 1718.079971 seconds. + path: Assets/Scripts/CoinEntitySpawner.cs + artifactKey: Guid(aa43d80b783e4f33b93f8dd67670ec4c) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Scripts/CoinEntitySpawner.cs using Guid(aa43d80b783e4f33b93f8dd67670ec4c) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '8c82242533520739e853873385905911') in 0.022094 seconds ======================================================================== Received Prepare Registering precompiled user dll's ... -Registered in 0.009475 seconds. +Registered in 0.013657 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.26 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.002 seconds +Domain Reload Profiling: + ReloadAssembly (2004ms) + BeginReloadAssembly (305ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (28ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (127ms) + EndReloadAssembly (1563ms) + LoadAssemblies (229ms) + RebuildTransferFunctionScriptingTraits (1ms) + SetupTypeCache (433ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (83ms) + SetupLoadedEditorAssemblies (750ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (123ms) + ProcessInitializeOnLoadAttributes (450ms) + ProcessInitializeOnLoadMethodAttributes (144ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (11ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.49 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5992. +Memory consumption went from 200.6 MB to 199.5 MB. +Total: 7.475711 ms (FindLiveObjects: 0.461996 ms CreateObjectMapping: 0.401970 ms MarkObjects: 5.458330 ms DeleteObjects: 1.151207 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007398 seconds. Begin MonoManager ReloadAssembly Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll Native extension for LinuxStandalone target not found -Refreshing native plugins compatible for Editor in 1.94 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 1.19 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. Mono: successfully reloaded assembly -- Completed reload, in 2.641 seconds +- Completed reload, in 1.814 seconds Domain Reload Profiling: - ReloadAssembly (2642ms) - BeginReloadAssembly (291ms) + ReloadAssembly (1815ms) + BeginReloadAssembly (180ms) ExecutionOrderSort (0ms) - DisableScriptedObjects (24ms) + DisableScriptedObjects (11ms) BackupInstance (0ms) - ReleaseScriptingObjects (1ms) - CreateAndSetChildDomain (118ms) - EndReloadAssembly (2144ms) - LoadAssemblies (152ms) - RebuildTransferFunctionScriptingTraits (1ms) - SetupTypeCache (621ms) - ReleaseScriptCaches (5ms) - RebuildScriptCaches (130ms) - SetupLoadedEditorAssemblies (1025ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (58ms) + EndReloadAssembly (1474ms) + LoadAssemblies (101ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (442ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (88ms) + SetupLoadedEditorAssemblies (746ms) LogAssemblyErrors (0ms) - InitializePlatformSupportModulesInManaged (21ms) + InitializePlatformSupportModulesInManaged (17ms) SetLoadedEditorAssemblies (1ms) - RefreshPlugins (2ms) - BeforeProcessingInitializeOnLoad (176ms) - ProcessInitializeOnLoadAttributes (617ms) - ProcessInitializeOnLoadMethodAttributes (190ms) - AfterProcessingInitializeOnLoad (17ms) - EditorAssembliesLoaded (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (132ms) + ProcessInitializeOnLoadAttributes (452ms) + ProcessInitializeOnLoadMethodAttributes (133ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) ExecutionOrderSort2 (0ms) - AwakeInstancesAfterBackupRestoration (32ms) + AwakeInstancesAfterBackupRestoration (12ms) Platform modules already initialized, skipping -Refreshing native plugins compatible for Editor in 4.56 ms, found 1 plugins. +Refreshing native plugins compatible for Editor in 4.19 ms, found 1 plugins. Preloading 0 native plugins for Editor in 0.00 ms. -Unloading 5431 Unused Serialized files (Serialized files now loaded: 0) -Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6078. -Memory consumption went from 204.7 MB to 203.5 MB. -Total: 11.206720 ms (FindLiveObjects: 0.783034 ms CreateObjectMapping: 0.594167 ms MarkObjects: 8.088458 ms DeleteObjects: 1.739095 ms) +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5995. +Memory consumption went from 200.6 MB to 199.5 MB. +Total: 7.990075 ms (FindLiveObjects: 0.399182 ms CreateObjectMapping: 0.372601 ms MarkObjects: 4.191162 ms DeleteObjects: 3.025548 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007662 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.35 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.070 seconds +Domain Reload Profiling: + ReloadAssembly (2072ms) + BeginReloadAssembly (362ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (33ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (152ms) + EndReloadAssembly (1579ms) + LoadAssemblies (268ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (442ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (88ms) + SetupLoadedEditorAssemblies (734ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (15ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (149ms) + ProcessInitializeOnLoadAttributes (433ms) + ProcessInitializeOnLoadMethodAttributes (119ms) + AfterProcessingInitializeOnLoad (15ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (11ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.69 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 5998. +Memory consumption went from 200.6 MB to 199.5 MB. +Total: 10.468889 ms (FindLiveObjects: 0.959840 ms CreateObjectMapping: 0.450820 ms MarkObjects: 6.038226 ms DeleteObjects: 3.018392 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007214 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.50 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.941 seconds +Domain Reload Profiling: + ReloadAssembly (1942ms) + BeginReloadAssembly (215ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (14ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (78ms) + EndReloadAssembly (1579ms) + LoadAssemblies (117ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (462ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (100ms) + SetupLoadedEditorAssemblies (813ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (129ms) + ProcessInitializeOnLoadAttributes (511ms) + ProcessInitializeOnLoadMethodAttributes (142ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (12ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.45 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6001. +Memory consumption went from 200.7 MB to 199.5 MB. +Total: 9.104657 ms (FindLiveObjects: 0.509024 ms CreateObjectMapping: 0.425589 ms MarkObjects: 4.810835 ms DeleteObjects: 3.357433 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.011960 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.42 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.698 seconds +Domain Reload Profiling: + ReloadAssembly (1699ms) + BeginReloadAssembly (176ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (14ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (65ms) + EndReloadAssembly (1369ms) + LoadAssemblies (89ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (382ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (80ms) + SetupLoadedEditorAssemblies (716ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (125ms) + ProcessInitializeOnLoadAttributes (435ms) + ProcessInitializeOnLoadMethodAttributes (125ms) + AfterProcessingInitializeOnLoad (12ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (16ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.56 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6004. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 8.180935 ms (FindLiveObjects: 0.429605 ms CreateObjectMapping: 0.372367 ms MarkObjects: 4.542218 ms DeleteObjects: 2.835235 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.013484 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 7.42 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 4.801 seconds +Domain Reload Profiling: + ReloadAssembly (4804ms) + BeginReloadAssembly (450ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (41ms) + BackupInstance (0ms) + ReleaseScriptingObjects (1ms) + CreateAndSetChildDomain (147ms) + EndReloadAssembly (4003ms) + LoadAssemblies (390ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (1035ms) + ReleaseScriptCaches (8ms) + RebuildScriptCaches (286ms) + SetupLoadedEditorAssemblies (2049ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (43ms) + SetLoadedEditorAssemblies (2ms) + RefreshPlugins (8ms) + BeforeProcessingInitializeOnLoad (361ms) + ProcessInitializeOnLoadAttributes (1239ms) + ProcessInitializeOnLoadMethodAttributes (373ms) + AfterProcessingInitializeOnLoad (21ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (29ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 8.17 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6007. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 27.035524 ms (FindLiveObjects: 0.711775 ms CreateObjectMapping: 0.834059 ms MarkObjects: 13.599982 ms DeleteObjects: 11.885750 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.015750 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.18 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.279 seconds +Domain Reload Profiling: + ReloadAssembly (3281ms) + BeginReloadAssembly (482ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (25ms) + BackupInstance (0ms) + ReleaseScriptingObjects (1ms) + CreateAndSetChildDomain (182ms) + EndReloadAssembly (2441ms) + LoadAssemblies (358ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (581ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (129ms) + SetupLoadedEditorAssemblies (1367ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (22ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (178ms) + ProcessInitializeOnLoadAttributes (973ms) + ProcessInitializeOnLoadMethodAttributes (177ms) + AfterProcessingInitializeOnLoad (15ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (17ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 7.89 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5425 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6010. +Memory consumption went from 200.7 MB to 199.6 MB. +Total: 19.065049 ms (FindLiveObjects: 1.121056 ms CreateObjectMapping: 0.700238 ms MarkObjects: 8.846290 ms DeleteObjects: 8.393611 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 1892.498141 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '15100e20f7aa90a3caece5e04d1a461c') in 0.614536 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.010313 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.77 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 3.780 seconds +Domain Reload Profiling: + ReloadAssembly (3783ms) + BeginReloadAssembly (619ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (38ms) + BackupInstance (0ms) + ReleaseScriptingObjects (1ms) + CreateAndSetChildDomain (295ms) + EndReloadAssembly (2859ms) + LoadAssemblies (385ms) + RebuildTransferFunctionScriptingTraits (1ms) + SetupTypeCache (968ms) + ReleaseScriptCaches (11ms) + RebuildScriptCaches (208ms) + SetupLoadedEditorAssemblies (1156ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (25ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (211ms) + ProcessInitializeOnLoadAttributes (679ms) + ProcessInitializeOnLoadMethodAttributes (222ms) + AfterProcessingInitializeOnLoad (15ms) + EditorAssembliesLoaded (1ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (27ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.13 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6065. +Memory consumption went from 204.3 MB to 203.2 MB. +Total: 16.795796 ms (FindLiveObjects: 0.778576 ms CreateObjectMapping: 0.777429 ms MarkObjects: 8.195051 ms DeleteObjects: 7.042081 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.009074 seconds. +Begin MonoManager ReloadAssembly +Unrecognized thread niceness after calling setpriority. Target niceness is -5 and actual niceness is 5 +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.81 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.441 seconds +Domain Reload Profiling: + ReloadAssembly (2443ms) + BeginReloadAssembly (261ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (17ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (114ms) + EndReloadAssembly (1944ms) + LoadAssemblies (132ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (590ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (133ms) + SetupLoadedEditorAssemblies (902ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (22ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (169ms) + ProcessInitializeOnLoadAttributes (566ms) + ProcessInitializeOnLoadMethodAttributes (131ms) + AfterProcessingInitializeOnLoad (11ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (20ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.78 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6068. +Memory consumption went from 204.6 MB to 203.5 MB. +Total: 13.808986 ms (FindLiveObjects: 0.740340 ms CreateObjectMapping: 0.618517 ms MarkObjects: 6.014897 ms DeleteObjects: 6.432529 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.014401 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.13 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 4.050 seconds +Domain Reload Profiling: + ReloadAssembly (4056ms) + BeginReloadAssembly (1129ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (110ms) + BackupInstance (0ms) + ReleaseScriptingObjects (1ms) + CreateAndSetChildDomain (450ms) + EndReloadAssembly (2654ms) + LoadAssemblies (632ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (808ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (141ms) + SetupLoadedEditorAssemblies (1103ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (24ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (206ms) + ProcessInitializeOnLoadAttributes (650ms) + ProcessInitializeOnLoadMethodAttributes (202ms) + AfterProcessingInitializeOnLoad (16ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (26ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 8.75 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6071. +Memory consumption went from 204.8 MB to 203.7 MB. +Total: 28.012785 ms (FindLiveObjects: 2.393060 ms CreateObjectMapping: 1.963989 ms MarkObjects: 15.337794 ms DeleteObjects: 8.303548 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.017111 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.20 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.350 seconds +Domain Reload Profiling: + ReloadAssembly (2352ms) + BeginReloadAssembly (243ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (18ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (99ms) + EndReloadAssembly (1904ms) + LoadAssemblies (109ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (491ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (121ms) + SetupLoadedEditorAssemblies (976ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (22ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (193ms) + ProcessInitializeOnLoadAttributes (584ms) + ProcessInitializeOnLoadMethodAttributes (161ms) + AfterProcessingInitializeOnLoad (13ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (22ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 4.88 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6074. +Memory consumption went from 205.1 MB to 203.9 MB. +Total: 17.343786 ms (FindLiveObjects: 1.039073 ms CreateObjectMapping: 1.163435 ms MarkObjects: 9.827937 ms DeleteObjects: 5.310611 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 2856.837610 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '15100e20f7aa90a3caece5e04d1a461c') in 0.384909 seconds +======================================================================== +Received Import Request. + Time since last request: 1.247814 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '6117c382cfc6345d2ab45977907ea4b9') in 0.029520 seconds +======================================================================== +Received Import Request. + Time since last request: 111.047122 seconds. + path: Assets/Prefabs/Entities/DummySpawnableEntity.prefab + artifactKey: Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Start importing Assets/Prefabs/Entities/DummySpawnableEntity.prefab using Guid(260787802591369eeb0558c7b6987838) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '54188b45a0656aac7150b466053df6cf') in 0.017799 seconds +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.008610 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.06 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.175 seconds +Domain Reload Profiling: + ReloadAssembly (2176ms) + BeginReloadAssembly (220ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (19ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (80ms) + EndReloadAssembly (1748ms) + LoadAssemblies (119ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (617ms) + ReleaseScriptCaches (2ms) + RebuildScriptCaches (79ms) + SetupLoadedEditorAssemblies (798ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (139ms) + ProcessInitializeOnLoadAttributes (506ms) + ProcessInitializeOnLoadMethodAttributes (125ms) + AfterProcessingInitializeOnLoad (10ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (19ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 2.99 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5432 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6118. +Memory consumption went from 205.7 MB to 204.5 MB. +Total: 10.728400 ms (FindLiveObjects: 0.631936 ms CreateObjectMapping: 0.413666 ms MarkObjects: 6.641013 ms DeleteObjects: 3.039262 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007731 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 1.18 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.842 seconds +Domain Reload Profiling: + ReloadAssembly (1843ms) + BeginReloadAssembly (216ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (14ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (87ms) + EndReloadAssembly (1456ms) + LoadAssemblies (102ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (382ms) + ReleaseScriptCaches (3ms) + RebuildScriptCaches (84ms) + SetupLoadedEditorAssemblies (753ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (16ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (135ms) + ProcessInitializeOnLoadAttributes (463ms) + ProcessInitializeOnLoadMethodAttributes (127ms) + AfterProcessingInitializeOnLoad (9ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (17ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.11 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6121. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 11.952544 ms (FindLiveObjects: 0.814768 ms CreateObjectMapping: 0.841739 ms MarkObjects: 6.258645 ms DeleteObjects: 4.034712 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Prepare +Registering precompiled user dll's ... +Registered in 0.007632 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/YamlDotNet/Unity.VisualScripting.YamlDotNet.dll +Symbol file LoadedFromMemory doesn't match image /home/toastee/Repositories/InsAsterix/InsAsterix/Library/PackageCache/com.unity.visualscripting@1.8.0/Editor/VisualScripting.Core/Dependencies/DotNetZip/Unity.VisualScripting.IonicZip.dll +Native extension for LinuxStandalone target not found +Refreshing native plugins compatible for Editor in 2.10 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 2.526 seconds +Domain Reload Profiling: + ReloadAssembly (2527ms) + BeginReloadAssembly (225ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (18ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (84ms) + EndReloadAssembly (2033ms) + LoadAssemblies (123ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (626ms) + ReleaseScriptCaches (4ms) + RebuildScriptCaches (135ms) + SetupLoadedEditorAssemblies (907ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (27ms) + SetLoadedEditorAssemblies (1ms) + RefreshPlugins (2ms) + BeforeProcessingInitializeOnLoad (163ms) + ProcessInitializeOnLoadAttributes (544ms) + ProcessInitializeOnLoadMethodAttributes (155ms) + AfterProcessingInitializeOnLoad (14ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (26ms) +Platform modules already initialized, skipping +Refreshing native plugins compatible for Editor in 3.28 ms, found 1 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 5433 Unused Serialized files (Serialized files now loaded: 0) +Unloading 46 unused Assets / (1.1 MB). Loaded Objects now: 6124. +Memory consumption went from 205.7 MB to 204.6 MB. +Total: 14.878562 ms (FindLiveObjects: 0.823365 ms CreateObjectMapping: 0.687216 ms MarkObjects: 7.849472 ms DeleteObjects: 5.516269 ms) AssetImportParameters requested are different than current active one (requested -> active): custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> diff --git a/InsAsterix/Logs/shadercompiler-AssetImportWorker0.log b/InsAsterix/Logs/shadercompiler-AssetImportWorker0.log index f4579d42..e4286215 100644 --- a/InsAsterix/Logs/shadercompiler-AssetImportWorker0.log +++ b/InsAsterix/Logs/shadercompiler-AssetImportWorker0.log @@ -1,9 +1,3 @@ Base path: '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data', plugins path '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/PlaybackEngines' Cmd: initializeCompiler -Cmd: compileSnippet - insize=5648 file=Assets/TextMesh Pro/Shaders/TextMeshPro/Mobile/Distance Field pass= cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=24 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR uKW= dKW=OUTLINE_ON UNDERLAY_ON UNDERLAY_INNER UNITY_UI_CLIP_RECT UNITY_UI_ALPHACLIP UNITY_NO_DXT5nm UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 UNITY_UNIFIED_SHADER_PRECISION_MODEL flags=0 lang=0 type=Vertex platform=glcore reqs=33 mask=2 start=83 ok=1 outsize=6510 - -Unhandled exception: Protocol error - failed to read magic number (error -2147483644, transferred 0/4) - -Quitting shader compiler process diff --git a/InsAsterix/Logs/shadercompiler-UnityShaderCompiler0.log b/InsAsterix/Logs/shadercompiler-UnityShaderCompiler0.log index 7454dc05..e4286215 100644 --- a/InsAsterix/Logs/shadercompiler-UnityShaderCompiler0.log +++ b/InsAsterix/Logs/shadercompiler-UnityShaderCompiler0.log @@ -1,6 +1,3 @@ Base path: '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data', plugins path '/home/toastee/Unity/Hub/Editor/2021.3.17f1/Editor/Data/PlaybackEngines' Cmd: initializeCompiler -Cmd: compileSnippet - insize=5648 file=Assets/TextMesh Pro/Shaders/TextMeshPro/Mobile/Distance Field pass= cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=24 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP 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Normally UnityAds is enabled from the Services window, but if writing your own editor extension, this API can be used. + + + + + Global boolean for enabling or disabling the advertisement feature. + + + + + Controls if the advertisement system should be initialized immediately on startup. + + + + + Controls if testing advertisements are used instead of production advertisements. + + + + + Gets the game identifier specified for a runtime platform. + + + + The platform specific game identifier. + + + + + Gets the game identifier specified for a runtime platform. + + + + The platform specific game identifier. + + + + + Returns whether a specific platform is enabled. + + The platform to check. + + Boolean for the platform. + + + + + Sets the game identifier for the specified platform. + + + + + + + Enable the specific platform. + + + + + + + Sets the game identifier for the specified platform. + + + + + + + Navigation mesh builder interface. + + + + + Returns true if an asynchronous build is still running. (UnityEditor) + + + + + Build the Navmesh. (UnityEditor) + + + + + Build the Navmesh Asyncronously. (UnityEditor) + + + + + Builds the combined navmesh for the contents of multiple Scenes. (UnityEditor) + + Array of paths to Scenes that are used for building the navmesh. + + + + Cancel Navmesh construction. (UnityEditor) See Also: NavMeshBuilder.BuildNavMeshAsync + + + + + Cancels an asynchronous update of the specified NavMesh data. (UnityEngine) See Also: NavMeshBuilder.UpdateNavMeshDataAsync. + + The data associated with asynchronous updating. + + + + Clear all Navmeshes. (UnityEditor) + + + + + Collects renderers or physics colliders, and terrains within a volume. (UnityEditor) + + The queried objects must overlap these bounds to be included in the results. + Specifies which layers are included in the query. + Which type of geometry to collect - e.g. physics colliders. + Area type to assign to results, unless modified by NavMeshMarkup. + List of markups which allows finer control over how objects are collected. + Results are selected only from the stage to which this scene belongs. + List where results are stored, the list is cleared at the beginning of the call. + + + + Collects renderers or physics colliders, and terrains within a transform hierarchy. (UnityEditor) + + If not null, consider only root and its children in the query; if null, includes everything loaded. + Specifies which layers are included in the query. + Which type of geometry to collect - e.g. physics colliders. + Area type to assign to results, unless modified by NavMeshMarkup. + List of markups which allows finer control over how objects are collected. + Results are selected only from the stage to which this scene belongs. + List where results are stored, the list is cleared at the beginning of the call. + + + + NavMesh utility functionality effective only in the Editor. + + + + + Displays in the Editor the precise intermediate data used during the build process of the specified NavMesh. + + NavMesh object for which debug data has been deliberately collected during the build process. + Bitmask that designates the types of data to show at one time. + + + + Represents the visualization state of the navigation debug graphics. + + + + + A count of how many users requesting navigation debug graphics to be enabled. + + + + + Editor API for the Unity Services editor feature. Normally Analytics is enabled from the Services window, but if writing your own editor extension, this API can be used. + + + + + Set the Analytics config end point. + + + + + Get the Analytics dashboard endpoint. + + + + + Reports whether device stats are enabled at runtime. + + + + + If set to true, this Boolean field enables the Analytics feature in Unity. It disables the feature if it is set to false. + + + + + Set the Analytics event end point. + + + + + Controls whether Unity initializes Analytics immediately on startup. + + + + + Set to true for testing Analytics integration only within the Editor. + + + + + Dispatches whenever a platform build starts. Use this event to enable Analytics in a platform build. + + + + + + Defines the delegate signature to handle AnalyticsSettings.RequireInBuildDelegate events. + + + + + Normally performance reporting is enabled from the Services window, but if writing your own editor extension, this API can be used. + + + + + This Boolean field causes the performance reporting feature in Unity to be enabled if true, or disabled if false. + + + + + Implement this interface to receive a callback after the Android Gradle project is generated. Inherited from UnityEditor.Build.IOrderedCallback. + + + + + Implement this function to receive a callback after the Android Gradle project is generated and before building begins. It is not called when doing an Internal build. + + The path to the root of the Unity library Gradle project. Note: when exporting the project, this parameter holds the path to the Unity library in the folder specified for export. + + + + Android CPU architecture. + + + + + All architectures. + + + + + 64-bit ARM architecture. + + + + + 32-bit ARM architecture. + + + + + Invalid architecture. + + + + + 32-bit Intel architecture. + + + + + 64-bit Intel architecture. + + + + + Represents an Android asset pack directory in a project. + + + + + Gets all Android asset pack importers. + + + Returns an array with all Android asset pack importers. + + + + + Describes the method for how content is displayed on the screen. + + + + + Always render offscreen and blit to the backbuffer. + + + + + Automatically determine the most appropriate method for drawing to the screen. + + + + + Never render offscreen and blit to the backbuffer. Always render directly to the backbuffer. + + + + + Type of Android build system. + + + + + Export ADT (legacy) project. This option is obsolete and no longer supported - please use AndroidBuildSystem.Gradle export instead. + + + + + Build APK using Gradle or export Gradle project. + + + + + Build APK using internal build system. + + + + + Build configurations for the generated project. + + + + + Build configuration set to Debug for the generated project. + + + + + Build configuration set to Development for the generated project. + + + + + Build configuration set to Release for the generated project. + + + + + Defines the options available for choosing the type of symbol file to create in an Android build. + + + + + Create a zip package containing debugging symbols. + + + + + Do not create a symbols package. + + + + + Create a zip package containing public symbols. + + + + + This enumeration has values for different qualities to decompress ETC2 textures on Android devices that don't support the ETC2 texture format. + + + + + Textures are decompressed to a suitable 16-bit format. + + + + + Textures are decompressed to the TextureFormat.RGBA32 format. + + + + + Textures are decompressed to the TextureFormat.RGBA32 format and downscaled to half of the original texture width and height. + + + + + This enumeration has values for different qualities to decompress an ETC2 texture on Android devices that don't support the ETC2 texture format. + + + + + Texture is decompressed to a suitable 16-bit format. + + + + + Texture is decompressed to the TextureFormat.RGBA32 format. + + + + + Texture is decompressed to the TextureFormat.RGBA32 format and downscaled to half of the original texture width and height. + + + + + Use the value defined in Player build settings. + + + + + Gamepad support level for Android TV. + + + + + Requires a gamepad for gameplay. + + + + + Game is fully operational with a D-pad, no gamepad needed. + + + + + Works with a gamepad, but does not require it. + + + + + How to minify the java code of your binary. + + + + + Use experimental internal gradle minification. + + + + + Use no minification. + + + + + Use proguard minification. + + + + + Preferred application install location. + + + + + Let the OS decide, app doesn't have any preferences. + + + + + Force installation into internal memory. Needed for things like Live Wallpapers. + + + + + Prefer external, if possible. Install to internal otherwise. + + + + + API levels that can be specified in scripts. Note that the lowest API level here strictly corresponds to the lowest supported API level, however these values should not be used to determine the highest supported API level. + + + + + Android 4.1, "Jelly Bean", API level 16. + + + + + Android 4.2, "Jelly Bean", API level 17. + + + + + Android 4.3, "Jelly Bean", API level 18. + + + + + Android 4.4, "KitKat", API level 19. + + + + + Android 5.0, "Lollipop", API level 21. + + + + + Android 5.1, "Lollipop", API level 22. + + + + + Android 6.0, "Marshmallow", API level 23. + + + + + Android 7.0, "Nougat", API level 24. + + + + + Android 7.1, "Nougat", API level 25. + + + + + Android 8.0, "Oreo", API level 26. + + + + + Android 8.1, "Oreo", API level 27. + + + + + Android 9.0, "Pie", API level 28. + + + + + Android 10.0, API level 29. + + + + + Android 11.0, API level 30. + + + + + Sets the target API level automatically, according to the latest installed SDK on your computer. + + + + + Application should show ActivityIndicator when loading. + + + + + Don't Show. + + + + + Inversed Large. + + + + + Inversed Small. + + + + + Large. + + + + + Small. + + + + + Android splash screen scale modes. + + + + + Center. + + + + + Scale to fill. + + + + + Scale to fit. + + + + + Target Android device architecture. + + + + + ARMv7 only. + + + + + All supported architectures. + + + + + Defines the types of devices on which an Android application is allowed to run. Used for the PlayerSettings.Android._androidTargetDevices property. + + + + + The Android build is allowed to run on all target devices. + + + + + The Android build is only allowed to run on Chrome OS devices. + + + + + The Android build is only allowed to run on Android phones, tablets, and TV devices, not on any type of Chrome OS device. + + + + + Lerp from 0 - 1. + + + + + Retuns the float value of the tween. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Returns a value between from and to depending on the current value of the bools animation. + + Value to lerp from. + Value to lerp to. + + + + Type specific implementation of BaseAnimValue_1.GetValue. + + + Current value. + + + + + An animated float value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Type specific implementation of BaseAnimValue_1.GetValue. + + + Current Value. + + + + + An animated Quaternion value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Type specific implementation of BaseAnimValue_1.GetValue. + + + Current Value. + + + + + An animated Vector3 value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Constructor. + + Start Value. + + + + + Type specific implementation of BaseAnimValue_1.GetValue. + + + Current Value. + + + + + Abstract base class for Animated Values. + + + + + Is the value currently animating. + + + + + Speed of the tween. + + + + + Target to tween towards. + + + + + Current value of the animation. + + + + + Callback while the value is changing. + + + + + Begin an animation moving from the start value to the target value. + + Target value. + Start value. + + + + Abstract function to be overridden in derived types. Should return the current value of the animated value. + + + Current Value. + + + + + Stop the animation and assign the given value. + + Value to assign. + + + + Abstract base class that provides an allocation free version of BaseAnimValue. + + + + + 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. + + + + + The actual animation curve. + + + + + The path of the game object / bone being animated. + + + + + The name of the property being animated. + + + + + The type of the component / material being animated. + + + + + AnimationMode is used by the AnimationWindow to store properties modified + by the AnimationClip playback. + + + + + The color used to show that a property is currently being animated. + + + + + The color used to show that an animated property has been modified. + + + + + The color used to show that an animated property automatically records changes in the animation clip. + + + + + Marks a property defined by an EditorCurveBinding as currently being animated. + + The GameObject being modified. + The binding for the property being modified. + + + + Marks a property as currently being animated. + + Description of the animation clip curve being modified. + Object property being modified. + Indicates whether to retain modifications when the targeted object is an instance of a Prefab. + + + + Initialise the start of the animation clip sampling. + + + + + Finish the sampling of the animation clip. + + + + + Checks whether the Editor is in Animation mode. + + An AnimationModeDriver object that tests if AnimationMode has been locked specifically for this driver. + + + + Checks whether the Editor is in Animation mode. + + An AnimationModeDriver object that tests if AnimationMode has been locked specifically for this driver. + + + + Checks whether the specified property is in Animation mode and is being animated. + + The object to determine if it contained the animation. + The name of the animation to search for. + + Whether the property search is found or not. + + + + + Samples the AnimationClip for the GameObject and also records modified properties when in Animation mode. + + The root GameObject for the animation. + The AnimationClip to sample. + The time at which to sample. + + Returns true when the Editor is in Animation mode. Returns false otherwise. + + + + + Samples the specified output index of a PlayableGraph and also records modified properties when in Animation mode. + + The PlayableGraph to sample. + The output index to sample in the Playable Graph. + The time at which to sample. + + + + Starts the Animation mode. + + Specify an AnimationModeDriver object to lock the AnimationMode to a driver. + + + + Starts the Animation mode. + + Specify an AnimationModeDriver object to lock the AnimationMode to a driver. + + + + Stops the Animation mode and reverts any properties that were animated while in Animation mode. + + An AnimationModeDriver object must be specified if one was specified when the Animation mode was started (StartAnimationMode.) + + + + Stops the Animation mode and reverts any properties that were animated while in Animation mode. + + An AnimationModeDriver object must be specified if one was specified when the Animation mode was started (StartAnimationMode.) + + + + AnimationMode uses AnimationModeDriver to identify the animation driver. + + + + + Condition that is used to determine if a transition must be taken. + + + + + The mode of the condition. + + + + + The name of the parameter used in the condition. + + + + + The AnimatorParameter's threshold value for the condition to be true. + + + + + The mode of the condition. + + + + + The condition is true when parameter value is equal to the threshold. + + + + + The condition is true when parameter value is greater than the threshold. + + + + + The condition is true when the parameter value is true. + + + + + The condition is true when the parameter value is false. + + + + + The condition is true when the parameter value is less than the threshold. + + + + + The condition is true when the parameter value is not equal to the threshold. + + + + + The Animator Controller controls animation through layers with state machines, controlled by parameters. + + + + + The layers in the controller. + + + + + Parameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example. + + + + + Adds a state machine behaviour class of a specific type to the AnimatorState for layer layerIndex. +This method should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. +Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. + + The AnimatorState to add the Behaviour to. + The layer index. + + + + The non-generic version of this method. + + The type of state machine behaviour to add. + The AnimatorState to add the Behaviour to. + The layer index. + + + + Utility function to add a layer to the controller. + + The name of the Layer. + The layer to add. + + + + Utility function to add a layer to the controller. + + The name of the Layer. + The layer to add. + + + + Utility function that creates a new state with the motion in it. + + The Motion that will be in the AnimatorState. + The layer where the Motion will be added. + + + + Utility function that creates a new state with the motion in it. + + The Motion that will be in the AnimatorState. + The layer where the Motion will be added. + + + + Utility function to add a parameter to the controller. + + The name of the parameter. + The type of the parameter. + The parameter to add. + + + + + Utility function to add a parameter to the controller. + + The name of the parameter. + The type of the parameter. + The parameter to add. + + + + + Creates an AnimatorController at the given path. + + The path where the AnimatorController asset will be created. + + The created AnimationController or null if an error occured. + + + + + Creates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it. + + The path where the AnimatorController will be created. + The default clip that will be played by the AnimatorController. + + + + Creates a BlendTree in a new AnimatorState. + + The name of the BlendTree. + The created BlendTree. + The index where the BlendTree will be created. + + + + Creates a BlendTree in a new AnimatorState. + + The name of the BlendTree. + The created BlendTree. + The index where the BlendTree will be created. + + + + This function will create a StateMachineBehaviour instance based on the class define in this script. + + MonoScript class to instantiate. + + Returns instance id of created object, returns 0 if something is not valid. + + + + + Constructor. + + + + + Use this function to retrieve the owner of this behaviour. + + The State Machine Behaviour to get context for. + + Returns the State Machine Behaviour edition context. + + + + + Returns all StateMachineBehaviour that match type T or are derived from T. + + + + + Gets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used. + + The AnimatorState which we want the Behaviour list. + The layer that is queried. + + + + Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used. + + The AnimatorState which we want the Motion. + The layer that is queried. + + + + Gets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used. + + The AnimatorState which we want the Motion. + The layer that is queried. + + + + Creates a unique name for the layers. + + The desired name of the AnimatorLayer. + + + + Creates a unique name for the parameter. + + The desired name of the AnimatorParameter. + + + + Utility function to remove a layer from the controller. + + The index of the AnimatorLayer. + + + + Utility function to remove a parameter from the controller. + + The index of the AnimatorParameter. + + + + Sets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used. + + The AnimatorState which we want to set the Behaviour list. + The layer to set the Behaviour list. + The Behaviour list that will be set. + + + + Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used. + + The AnimatorState which we want to set the Motion. + The Motion that will be set. + The layer to set the Motion. + + + + Sets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used. + + The AnimatorState which we want to set the Motion. + The Motion that will be set. + The layer to set the Motion. + + + + The Animation Layer contains a state machine that controls animations of a model or part of it. + + + + + The AvatarMask that is used to mask the animation on the given layer. + + + + + The blending mode used by the layer. It is not taken into account for the first layer. + + + + + The default blending weight that the layers has. It is not taken into account for the first layer. + + + + + When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback. + + + + + The name of the layer. + + + + + The state machine for the layer. + + + + + When active, the layer will take control of the duration of the Synced Layer. + + + + + Specifies the index of the Synced Layer. + + + + + Gets the override behaviour list for the state on the given layer. + + The state which we want to get the behaviour list. + + + + Gets the override motion for the state on the given layer. + + The state which we want to get the motion. + + + + Sets the override behaviour list for the state on the given layer. + + The state which we want to set the behaviour list. + The behaviour list that will be set. + + + + Sets the override motion for the state on the given layer. + + The state which we want to set the motion. + The motion that will be set. + + + + Specifies how the layer is blended with the previous layers. + + + + + Animations are added to the previous layers. + + + + + Animations overrides to the previous layers. + + + + + States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over. + + + + + The Behaviour list assigned to this state. + + + + + Offset at which the animation loop starts. Useful for synchronizing looped animations. +Units is normalized time. + + + + + The animator controller parameter that drives the cycle offset value. + + + + + Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. + + + + + Should Foot IK be respected for this state. + + + + + Should the state be mirrored. + + + + + The animator controller parameter that drives the mirror value. + + + + + Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. + + + + + The motion assigned to this state. + + + + + The hashed name of the state. + + + + + The default speed of the motion. + + + + + The animator controller parameter that drives the speed value. + + + + + Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. + + + + + A tag can be used to identify a state. + + + + + If timeParameterActive is true, the value of this Parameter will be used instead of normalized time. + + + + + If true, use value of given Parameter as normalized time. + + + + + The transitions that are going out of the state. + + + + + Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. + + + + + Utility function to add an outgoing transition to the exit of the state's parent state machine. + + If true, the exit time will be the equivalent of 0.25 second. + + The Animations.AnimatorStateTransition that was added. + + + + + Utility function to add an outgoing transition to the exit of the state's parent state machine. + + If true, the exit time will be the equivalent of 0.25 second. + + The Animations.AnimatorStateTransition that was added. + + + + + Adds a state machine behaviour class of type T to the AnimatorState. +Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. + + + The type of state machine behaviour to add. + + + + + Non-generic version of this method. + + + + + + Utility function to add an outgoing transition to the destination state. + + If true, the exit time will be the equivalent of 0.25 second. + The destination state. + + + + Utility function to add an outgoing transition to the destination state. + + If true, the exit time will be the equivalent of 0.25 second. + The destination state. + + + + Utility function to add an outgoing transition to the destination state machine. + + If true, the exit time will be the equivalent of 0.25 second. + The destination state machine. + + + + Utility function to add an outgoing transition to the destination state machine. + + If true, the exit time will be the equivalent of 0.25 second. + The destination state machine. + + + + Utility function to add an outgoing transition. + + The transition to add. + + + + Utility function to remove a transition from the state. + + Transition to remove. + + + + A graph controlling the interaction of states. Each state references a motion. + + + + + The position of the AnyState node. + + + + + The list of AnyState transitions. + + + + + The Behaviour list assigned to this state machine. + + + + + The state that the state machine will be in when it starts. + + + + + The position of the entry node. + + + + + The list of entry transitions in the state machine. + + + + + The position of the exit node. + + + + + The position of the parent state machine node. Only valid when in a hierachic state machine. + + + + + The list of sub state machines. + + + + + The list of states. + + + + + Utility function to add an AnyState transition to the specified state or statemachine. + + The destination state. + The destination statemachine. + + + + Utility function to add an AnyState transition to the specified state or statemachine. + + The destination state. + The destination statemachine. + + + + Utility function to add an incoming transition to the exit of it's parent state machine. + + The destination Animations.AnimatorState state. + The destination Animations.AnimatorStateMachine state machine. + + + + Utility function to add an incoming transition to the exit of it's parent state machine. + + The destination Animations.AnimatorState state. + The destination Animations.AnimatorStateMachine state machine. + + + + Utility function to add a state to the state machine. + + The name of the new state. + The position of the state node. + + The AnimatorState that was created for this state. + + + + + Utility function to add a state to the state machine. + + The name of the new state. + The position of the state node. + + The AnimatorState that was created for this state. + + + + + Utility function to add a state to the state machine. + + The state to add. + The position of the state node. + + + + Utility function to add a state machine to the state machine. + + The name of the new state machine. + The position of the state machine node. + + The newly created Animations.AnimatorStateMachine state machine. + + + + + Utility function to add a state machine to the state machine. + + The name of the new state machine. + The position of the state machine node. + + The newly created Animations.AnimatorStateMachine state machine. + + + + + Utility function to add a state machine to the state machine. + + The state machine to add. + The position of the state machine node. + + + + Adds a state machine behaviour class of type T to the AnimatorStateMachine. +Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. + + + + + A non-generic version of this method. + + The type of state machine behaviour class to add. + + + + Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. + + The source state machine. + + + + Utility function to add an outgoing transition from the source state machine to the destination. + + The source state machine. + The destination state machine. + The destination state. + + The Animations.AnimatorTransition transition that was created. + + + + + Utility function to add an outgoing transition from the source state machine to the destination. + + The source state machine. + The destination state machine. + The destination state. + + The Animations.AnimatorTransition transition that was created. + + + + + Utility function to add an outgoing transition from the source state machine to the destination. + + The source state machine. + The destination state machine. + The destination state. + + The Animations.AnimatorTransition transition that was created. + + + + + Gets the list of all outgoing state machine transitions from given state machine. + + The source state machine. + + + + Makes a unique state machine name in the context of the parent state machine. + + Desired name for the state machine. + + + + Makes a unique state name in the context of the parent state machine. + + Desired name for the state. + + + + Utility function to remove an AnyState transition from the state machine. + + The AnyStat transition to remove. + + + + Utility function to remove an entry transition from the state machine. + + The transition to remove. + + + + Utility function to remove a state from the state machine. + + The state to remove. + + + + Utility function to remove a state machine from its parent state machine. + + The state machine to remove. + + + + Utility function to remove an outgoing transition from source state machine. + + The transition to remove. + The source state machine. + + + + Sets the list of all outgoing state machine transitions from given state machine. + + The source state machine. + The outgoing transitions. + + + + + Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters. + + + + + Set to true to allow or disallow transition to self during AnyState transition. + + + + + The duration of the transition. + + + + + If AnimatorStateTransition.hasExitTime is true, exitTime represents the exact time at which the transition can take effect. + +This is represented in normalized time, so for example an exit time of 0.75 means that on the first frame where 75% of the animation has played, the Exit Time condition will be true. On the next frame, the condition will be false. + +For looped animations, transitions with exit times smaller than 1 will be evaluated every loop, so you can use this to time your transition with the proper timing in the animation, every loop. + +Transitions with exit times greater than one will be evaluated only once, so they can be used to exit at a specific time, after a fixed number of loops. For example, a transition with an exit time of 3.5 will be evaluated once, after three and a half loops. + + + + + When active the transition will have an exit time condition. + + + + + Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time. + + + + + Which AnimatorState transitions can interrupt the Transition. + + + + + The time at which the destination state will start. + + + + + The Transition can be interrupted by a transition that has a higher priority. + + + + + Creates a new animator state transition. + + + + + Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters. + + + + + Creates a new animator transition. + + + + + Base class for animator transitions. Transitions define when and how the state machine switches from one state to another. + + + + + Animations.AnimatorCondition conditions that need to be met for a transition to happen. + + + + + The destination state of the transition. + + + + + The destination state machine of the transition. + + + + + Is the transition destination the exit of the current state machine. + + + + + Mutes the transition. The transition will never occur. + + + + + Mutes all other transitions in the source state. + + + + + Utility function to add a condition to a transition. + + The Animations.AnimatorCondition mode of the condition. + The threshold value of the condition. + The name of the parameter. + + + + Utility function to remove a condition from the transition. + + The condition to remove. + + + + Blend trees are used to blend continuously animation between their children. They can either be 1D or 2D. + + + + + Parameter that is used to compute the blending weight of the children in 1D blend trees or on the X axis of a 2D blend tree. + + + + + Parameter that is used to compute the blending weight of the children on the Y axis of a 2D blend tree. + + + + + The Blending type can be either 1D or different types of 2D. + + + + + A copy of the list of the blend tree child motions. + + + + + Sets the maximum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true. + + + + + Sets the minimum threshold that will be used by the ChildMotion. Only used when useAutomaticThresholds is true. + + + + + When active, the children's thresholds are automatically spread between 0 and 1. + + + + + Utility function to add a child motion to a blend trees. + + The motion to add as child. + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to add a child motion to a blend trees. + + The motion to add as child. + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to add a child motion to a blend trees. + + The motion to add as child. + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to add a child blend tree to a blend tree. + + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to add a child blend tree to a blend tree. + + The position of the child. When using 2D blend trees. + The threshold of the child. When using 1D blend trees. + + + + Utility function to remove the child of a blend tree. + + The index of the blend tree to remove. + + + + The type of blending algorithm that the blend tree uses. + + + + + Direct control of blending weight for each node. + + + + + Best used when your motions do not represent different directions. + + + + + This blend type is used when your motions represent different directions, however you can have multiple motions in the same direction, for example "walk forward" and "run forward". + + + + + Basic blending using a single parameter. + + + + + Best used when your motions represent different directions, such as "walk forward", "walk backward", "walk left", and "walk right", or "aim up", "aim down", "aim left", and "aim right". + + + + + Structure that represents a state in the context of its parent state machine. + + + + + The position the the state node in the context of its parent state machine. + + + + + The state. + + + + + Structure that represents a state machine in the context of its parent state machine. + + + + + The position of the state machine node in the context of its parent state machine. + + + + + The state machine. + + + + + Structure that represents a motion in the context of its parent blend tree. + + + + + Normalized time offset of the child. + + + + + The parameter used by the child when used in a BlendTree of type BlendTreeType.Direct. + + + + + Mirror of the child. + + + + + The motion itself. + + + + + The position of the child. Used in 2D blend trees. + + + + + The threshold of the child. Used in 1D blend trees. + + + + + The relative speed of the child. + + + + + The keyframe reduction settings for compressing animation curves. + + + + + The amount the float animation curve is allowed to deviate from its original curve. This amount is expressed as a percentage: a positive value between 0 and 100. + + + + + Whether to apply keyframe reduction. + + + + + The amount the position animation curve is allowed to deviate from its original curve. This amount is expressed as a percentage: a positive value between 0 and 100. + + + + + The amount the rotation animation curve is allowed to deviate from its original curve. This amount is expressed as a number of degrees. It should be a positive value between 0 and 180. + + + + + The amount the scale animation curve is allowed to deviate from its original curve. This amount is expressed as a percentage: a positive value between 0 and 100. + + + + + Whether to apply rotation unrolling. This option is enabled by default. + + + + + Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip. + + + + + Returns the current time of the recording. (Read Only) + + + + + Returns true when the recorder is recording. (Read Only) + + + + + The GameObject root of the animated hierarchy. (Read Only) + + + + + Binds a GameObject's property as defined by EditorCurveBinding. + + The binding definition. + + + + Adds bindings for all of target's properties, and also for all the target's children if recursive is true. + + .root or any of its children. + Binds also all the target's children properties when set to true. + + + + Adds bindings for all the properties of component. + + The component to bind. + + + + TODO. + + + + + + + + TODO. + + + + + + + + Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true. + + .root or any of its children. + Binds also the target's children transform properties when set to true. + Type of the component. + + + + Adds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true. + + .root or any of its children. + Binds also the target's children transform properties when set to true. + Type of the component. + + + + Create a new GameObjectRecorder. + + The root GameObject for the animated hierarchy. + + + + TODO. + + + + + Returns an array of all the bindings added to the recorder. + + + Array of bindings. + + + + + Reset the recording. + + + + + Saves recorded animation to a destination clip. + + The destination clip. If this clip has animation curves, they will be removed. + The frames per second (FPS) for the clip. If no value is specified, by default, this method uses 60 FPS. + The filtering options for processing the animation curves when saved to the destination clip. If no options are specified, by default, this method filters out irrelevant keys by applying a light compression of 0.5 for positionError, rotationError, scaleError and floatError. + + + + Saves recorded animation to a destination clip. + + The destination clip. If this clip has animation curves, they will be removed. + The frames per second (FPS) for the clip. If no value is specified, by default, this method uses 60 FPS. + The filtering options for processing the animation curves when saved to the destination clip. If no options are specified, by default, this method filters out irrelevant keys by applying a light compression of 0.5 for positionError, rotationError, scaleError and floatError. + + + + Saves recorded animation to a destination clip. + + The destination clip. If this clip has animation curves, they will be removed. + The frames per second (FPS) for the clip. If no value is specified, by default, this method uses 60 FPS. + The filtering options for processing the animation curves when saved to the destination clip. If no options are specified, by default, this method filters out irrelevant keys by applying a light compression of 0.5 for positionError, rotationError, scaleError and floatError. + + + + Forwards the animation by dt seconds, then record the values of the added bindings. + + Delta time. + + + + This class contains all the owner's information for this State Machine Behaviour. + + + + + The Animations.AnimatorController that owns this state machine behaviour. + + + + + The object that owns this state machine behaviour. Could be an Animations.AnimatorState or Animations.AnimatorStateMachine. + + + + + The animator's layer index that owns this state machine behaviour. + + + + + Which AnimatorState transitions can interrupt the Transition. + + + + + The Transition can be interrupted by transitions in the destination AnimatorState. + + + + + The Transition can be interrupted by transitions in the source or the destination AnimatorState. + + + + + The Transition cannot be interrupted. Formely know as Atomic. + + + + + The Transition can be interrupted by transitions in the source AnimatorState. + + + + + The Transition can be interrupted by transitions in the source or the destination AnimatorState. + + + + + Editor utility functions for modifying animation clips. + + + + + Called when an animation curve, in an animation clip, is modified. + + + + + Retrieves the path from the root transform to the target transform. + + + + + Returns a string representing the path in the transform hierarchy. + + + + + Describes the type of modification that caused OnCurveWasModified to fire. + + + + + Retrieves all curves from a specific animation clip. + + + + + + + Retrieves all curves from a specific animation clip. + + + + + + + Retrieves the animatable bindings for a specific GameObject. + + + + + + + Retrieves the animated object that the binding points to. + + + + + + + Retrieves an array of animation clips associated with a GameObject or component. + + + + + + + Retrieves an array of animation clips associated with a GameObject or component. + + + + + + + Retrieves all animation events associated with an animation clip. + + + + + + Retrieves the float curve bindings in an animation clip. + + + + + + Retrieves the float curve that the binding points to. + + + + + + + + + + Retrieves the float curve that the binding points to. + + + + + + + + + + Retrieves the current float value by sampling a curve value on a specific GameObject. + + + + + + + + + + Retrives whether the animation clip is set to generate root motion curves. + + AnimationClip to query. + + + + Retrieves the broken tangent flag for a specfic keyframe. + + Curve to query. + Keyframe index. + + Broken flag at specified index. + + + + + Retrieves the left tangent mode of the keyframe at a specific index. + + Curve to query. + Keyframe index. + + Returns the tangent mode. + + + + + Retrieves the right tangent mode of the keyframe at a specific index. + + Curve to query. + Keyframe index. + + Returns the tangent mode. + + + + + Retrieves the object reference curve that the binding points to. + + + + + Returns an array of keyframes. + + + + + Retrieves the object reference curve bindings stored in the animation clip. + + + + + + Triggered when an animation curve, in an animation clip, has been modified. + + + + + + + + Sets the additive reference pose from referenceClip at time for animation clip clip. + + The animation clip to use. + The animation clip containing the reference pose. + The time that when the reference pose occurs in referenceClip. + + + + Sets the array of animation clips to be referenced in the Animation component. + + + + + + + Replaces all animation events in the animation clip. + + + + + + + Adds, modifies, or removes an editor float curve in an animation clip. + + The animation clip to modify. + The binding that defines the path and the properties of the curve. + The curve to add. Set to null to remove the curve. + + + + Adds, modifies, or removes multiple editor float curves in an animation clip. + + The animation clip to modify. + The binding that defines the path and the properties of each curve. + The curves to add. Setting curves in the array to null will remove these curves from the clip. + + + + + Sets whether the animation clip generates root motion curves. + + AnimationClip to change. + Set to true to enable generation of root motion curves. + + + + Change the specified keyframe broken tangent flag. + + The curve to modify. + Keyframe index. + Broken flag. + + + + Change the specified keyframe tangent mode. + + The curve to modify. + Keyframe index. + Tangent mode. + + + + Change the specified keyframe tangent mode. + + The curve to modify. + Keyframe index. + Tangent mode. + + + + Adds, modifies, or removes an object reference curve in an animation clip. + + The animation clip to modify. + The bindings that define the paths and the properties of each curve. + Array of Object reference values over time. Setting this to null will remove the curve. + + + + Adds, modifies, or removes object references curve in an animation clip. + + The animation clip to modify. + The bindings that define the paths and the properties of each curve. + Array of Object reference arrays, one per binding. + + + + Tangent constraints on Keyframe. + + + + + The tangents are automatically set to make the curve go smoothly through the key. + + + + + The tangents are automatically set to make the curve go smoothly through the key. + + + + + The curve retains a constant value between two keys. + + + + + The tangent can be freely set by dragging the tangent handle. + + + + + The tangent points towards the neighboring key. + + + + + Use the AnimationWindow class to select and edit Animation clips. + + + + + The animation clip selected in the Animation window. + + + + + True if Animation window can enable preview mode. False otherwise. (Read Only) + + + + + True if Animation window can enable recording mode. False otherwise. (Read Only) + + + + + The frame number at which the Animation window playhead is located. + + + + + This property toggles animation playback in the Animation window. + + + + + This property toggles previewing in the Animation window. + + + + + This property toggles recording in the Animation window. + + + + + The time value at which the Animation window playhead is located. + + + + + .NET API compatibility level. + + + + + .NET 2.0. + + + + + .NET 2.0 Subset. + + + + + Deprecated, use ApiCompatibilityLevel.NET_Unity_4_8 instead. + + + + + Micro profile, used by Mono scripting backend on iOS, tvOS, and Android if stripping level is set to "Use micro mscorlib". + + + + + Profile that targets the .NET Standard 2.1. + + + + + Deprecated, use ApiCompatibilityLevel.NET_Standard instead. + + + + + Profile that targets the union of the .NET Framework 4.8 and .NET Standard 2.1 API + + + + + Web profile, formerly used only by Samsung TV. + + + + + Apple Mobile CPU architecture. + + + + + 64-bit ARM architecture. + + + + + 32-bit ARM architecture. + + + + + All architectures. + + + + + Helpers for builtin arrays. + + + + + Appends item to the end of array. + + + + + + + Appends items to the end of array. + + + + + + + Compares two arrays. + + + + + True if both have the same number of elements and the contents are equal. + + + + + Compares two array references. + + + + + True if both have the same number of elements and are the same instances. + + + + + Clears the array. + + + + + + Determines if the array contains the item. + + + + + True if item is in array, false otherwise. + + + + + Find the index of the first element that satisfies the predicate. + + + + + The zero-based index of the first occurrence of the element, if found; otherwise, �1. + + + + + Index of first element with value value. + + + + + The zero-based index of the element, if found; otherwise -1. + + + + + Inserts item item at position index. + + + + + + + + Index of the last element with value value. + + + + + The zero-based index of the element, if found; otherwise -1. + + + + + Removes item from array. + + + + + + + Remove element at position index. + + + + + + + Method used for calculating a font's ascent. + + + + + Ascender method. + + + + + Bounding box method. + + + + + Legacy bounding box method. + + + + + Aspect ratio. + + + + + 16:10 aspect ratio. + + + + + 16:9 aspect ratio. + + + + + 4:3 aspect ratio. + + + + + 5:4 aspect ratio. + + + + + Undefined aspect ratios. + + + + + This class has event dispatchers for assembly reload events. + + + + + This event is dispatched just after Unity have reloaded all assemblies. + + + + + + This event is dispatched just before Unity reloads all assemblies. + + + + + + Delegate used for assembly reload events. + + + + + AssetBundle building map entry. + + + + + Addressable name used to load an asset. + + + + + AssetBundle name. + + + + + AssetBundle variant. + + + + + Asset names which belong to the given AssetBundle. + + + + + An Interface for accessing assets and performing operations on assets. + + + + + Unity raises this event when Cache Server connection is changed. + + Use CacheServerConnectionChangedParameters for this event. + + + + Callback raised whenever a package import is cancelled by the user. + + + + + + Callback raised whenever a package import successfully completes. + + + + + + Callback raised whenever a package import failed. + + + + + + Callback raised whenever a package import starts. + + + + + + Callback raised whenever a package import successfully completes that lists the items selected to be imported. + + + + + Gets the refresh import mode currently in use by the asset database. + + + + + Adds objectToAdd to an existing asset at path. + + Object to add to the existing asset. + Filesystem path to the asset. + + + + Adds objectToAdd to an existing asset identified by assetObject. + + + + + + + Decrements an internal counter which Unity uses to determine whether to allow automatic AssetDatabase refreshing behavior. + + + + + Get the GUID for the asset at path. + + Filesystem path for the asset. + Specifies whether this method should return a GUID for recently deleted assets. The default value is AssetPathToGUIDOptions.IncludeRecentlyDeletedAssets. + + GUID. + + + + + Get the GUID for the asset at path. + + Filesystem path for the asset. + Specifies whether this method should return a GUID for recently deleted assets. The default value is AssetPathToGUIDOptions.IncludeRecentlyDeletedAssets. + + GUID. + + + + + Checks the availability of the Cache Server. + + The IP address of the Cache Server. + The Port number of the Cache Server. + + Returns true when Editor can connect to the Cache Server. Returns false otherwise. + + + + + Checks if Unity can open an asset in the Editor. + + The instance ID of the asset. + + Returns true if Unity can successfully open the asset in the Editor, otherwise returns false. + + + + + Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being available for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered available for edit by the selected version control system. + + + + + Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being available for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered available for edit by the selected version control system. + + + + + Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being available for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered available for edit by the selected version control system. + + + + + Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being available for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered available for edit by the selected version control system. + + + + + Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being available for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered available for edit by the selected version control system. + + + + + Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being available for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered available for edit by the selected version control system. + + + + + Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being available for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered available for edit by the selected version control system. + + + + + Query whether an Asset file can be opened for editing in version control and is not exclusively locked by another user or otherwise unavailable. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being available for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered available for edit by the selected version control system. + + + + + Query which of the provided Asset files can be opened for editing in version control and are not remotely locked or otherwise unavailable. + + Paths to Assets or their .meta files, relative to the project folder. + Destination list of non-editable Asset paths. + Specifies how Unity should query the version control system. The default value is StatusQueryOptions.UseCachedIfPossible. + + + + Clears the importer override for the asset. + + Asset path. + + + + Removes all labels attached to an asset. + + + + + + Closes an active cache server connection. If no connection is active, then it does nothing. + + + + + Is object an asset? + + + + + + + Is object an asset? + + + + + + + Duplicates the asset at path and stores it at newPath. + + Filesystem path of the source asset. + Filesystem path of the new asset to create. + + Returns true if the copy operation is successful or false if part of the process fails. + + + + + Creates a new native Unity asset. + + Object to use in creating the asset. + Filesystem path for the new asset. + + + + Creates a new folder, in the specified parent folder. + +The parent folder string must start with the "Assets" folder, and all folders within the parent folder string must already exist. For example, when specifying "AssetsParentFolder1Parentfolder2/", the new folder will be created in "ParentFolder2" only if ParentFolder1 and ParentFolder2 already exist. + + The path to the parent folder. Must start with "Assets/". + The name of the new folder. + + The GUID of the newly created folder, if the folder was created successfully. Otherwise returns an empty string. + + + + + Deletes the specified asset or folder. + + Project relative path of the asset or folder to be deleted. + + Returns true if the asset has been successfully removed, false if it doesn't exist or couldn't be removed. + + + + + Lets you delete multiple assets or folders at once with performance benefits under version control. + + Project relative paths of the assets or folders to be deleted. + Project relative paths which could not be deleted. + + Returns true if all assets in paths have successfully been deleted, false if any of the specified paths don't exist or couldn't be removed. + + + + + The desired number of processes to use when importing assets, during an asset database refresh. + + + + + Increments an internal counter which Unity uses to determine whether to allow automatic AssetDatabase refreshing behavior. + + + + + Exports the assets identified by assetPathNames to a unitypackage file in fileName. + + + + + + + + + Exports the assets identified by assetPathNames to a unitypackage file in fileName. + + + + + + + + + Exports the assets identified by assetPathNames to a unitypackage file in fileName. + + + + + + + + + Exports the assets identified by assetPathNames to a unitypackage file in fileName. + + + + + + + + + Creates an external Asset from an object (such as a Material) by extracting it from within an imported asset (such as an FBX file). + + The sub-asset to extract. + The file path of the new Asset. + + An empty string if Unity has successfully extracted the Asset, or an error message if not. + + + + + Search the asset database using the search filter string. + + The filter string can contain search data. See below for details about this string. + The folders where the search will start. + + Array of matching asset. Note that GUIDs will be returned. If no matching assets were found, returns empty array. + + + + + Search the asset database using the search filter string. + + The filter string can contain search data. See below for details about this string. + The folders where the search will start. + + Array of matching asset. Note that GUIDs will be returned. If no matching assets were found, returns empty array. + + + + + Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. + + The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. + Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. + + + + Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. + + The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. + Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. + + + + Forcibly load and re-serialize the given assets, flushing any outstanding data changes to disk. + + The paths to the assets that should be reserialized. If omitted, will reserialize all assets in the project. + Specify whether you want to reserialize the assets themselves, their .meta files, or both. If omitted, defaults to both. + + + + Forces the Editor to use the desired amount of worker processes. Unity will either spawn new worker processes or shut down idle worker processes to reach the desired number. + + + + + Creates a new unique path for an asset. + + + + + + Return all the AssetBundle names in the asset database. + + + Array of asset bundle names. + + + + + Given an assetBundleName, returns the list of AssetBundles that it depends on. + + The name of the AssetBundle for which dependencies are required. + If false, returns only AssetBundles which are direct dependencies of the input; if true, includes all indirect dependencies of the input. + + The names of all AssetBundles that the input depends on. + + + + + Returns the hash of all the dependencies of an asset. + + Path to the asset. + GUID of the asset. + + Aggregate hash. + + + + + Returns the hash of all the dependencies of an asset. + + Path to the asset. + GUID of the asset. + + Aggregate hash. + + + + + Returns the path name relative to the project folder where the asset is stored. + + + + + + Returns the path name relative to the project folder where the asset is stored. + + The instance ID of the asset. + A reference to the asset. + + The asset path name, or null, or an empty string if the asset does not exist. + + + + + Returns the path name relative to the project folder where the asset is stored. + + The instance ID of the asset. + A reference to the asset. + + The asset path name, or null, or an empty string if the asset does not exist. + + + + + Gets the path to the asset file associated with a text .meta file. + + + + + + Returns an array containing the paths of all assets marked with the specified Asset Bundle name. + + + + + + Get the Asset paths for all Assets tagged with assetBundleName and + named assetName. + + + + + + + Gets the importer types associated with a given Asset type. + + The Asset path. + + Returns an array of importer types that can handle the specified Asset. + + + + + Retrieves an icon for the asset at the given asset path. + + + + + + Gets the IP address of the Cache Server in Editor Settings. + + + Returns the IP address of the Cache Server in Editor Settings. Returns empty string if IP address is not set in Editor settings. + + + + + Gets the Cache Server Download option from Editor Settings. + + + Returns true when Download from the Cache Server is enabled. Returns false otherwise. + + + + + Gets the Cache Server Upload option from Editor Settings. + + + Returns true when Upload to the Cache Server is enabled. Returns false otherwise. + + + + + Gets the Cache Server Namespace prefix set in Editor Settings. + + + Returns the Namespace prefix for the Cache Server. + + + + + Gets the Port number of the Cache Server in Editor Settings. + + + Returns the Port number of the Cache Server in Editor Settings. Returns 0 if Port number is not set in Editor Settings. + + + + + Gets the IP address of the Cache Server currently in use by the Editor. + + + Returns a string representation of the current Cache Server IP address. + + + + + Returns an array of all the assets that are dependencies of the asset at the specified pathName. + +Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. + + The path to the asset for which dependencies are required. + Controls whether this method recursively checks and returns all dependencies including indirect dependencies (when set to true), or whether it only returns direct dependencies (when set to false). + + The paths of all assets that the input depends on. + + + + + Returns an array of all the assets that are dependencies of the asset at the specified pathName. + +Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. + + The path to the asset for which dependencies are required. + Controls whether this method recursively checks and returns all dependencies including indirect dependencies (when set to true), or whether it only returns direct dependencies (when set to false). + + The paths of all assets that the input depends on. + + + + + Returns an array of the paths of assets that are dependencies of all the assets in the list of pathNames that you provide. + +Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. + + The path to the assets for which dependencies are required. + Controls whether this method recursively checks and returns all dependencies including indirect dependencies (when set to true), or whether it only returns direct dependencies (when set to false). + + The paths of all assets that the input depends on. + + + + + Returns an array of the paths of assets that are dependencies of all the assets in the list of pathNames that you provide. + +Note: GetDependencies() gets the Assets that are referenced by other Assets. For example, a Scene could contain many GameObjects with a Material attached to them. In this case, GetDependencies() will return the path to the Material Assets, but not the GameObjects as those are not Assets on your disk. + + The path to the assets for which dependencies are required. + Controls whether this method recursively checks and returns all dependencies including indirect dependencies (when set to true), or whether it only returns direct dependencies (when set to false). + + The paths of all assets that the input depends on. + + + + + Returns the name of the AssetBundle that a given asset belongs to. + + The asset's path. + + Returns the name of the AssetBundle that a given asset belongs to. See the method description for more details. + + + + + Returns the name of the AssetBundle Variant that a given asset belongs to. + + The asset's path. + + Returns the name of the AssetBundle Variant that a given asset belongs to. See the method description for more details. + + + + + Returns the type of the override importer. + + Asset path. + + Importer type. + + + + + Returns all labels attached to a given asset. + + + + + + Returns the type of the main asset object at assetPath. + + Filesystem path of the asset to load. + + + + Given a path to a directory in the Assets folder, relative to the project folder, this method will return an array of all its subdirectories. + + + + + + Gets the path to the text .meta file associated with an asset. + + The path to the asset. + + The path to the .meta text file or empty string if the file does not exist. + + + + + Gets the path to the text .meta file associated with an asset. + + The path to the asset. + + The path to the .meta text file or an empty string if the file does not exist. + + + + + Gets an object's type from an Asset path and a local file identifier. + + The Asset's path. + The object's local file identifier. + + The object's type. + + + + + Return all the unused assetBundle names in the asset database. + + + + + Changes during Refresh if anything has changed that can invalidate any artifact. + + + + + Changes whenever a new artifact is added to the artifact database. + + + + + Get the GUID for the asset at path. + + Filesystem path for the asset. All paths are relative to the project folder. + + The GUID of the asset. An all-zero GUID denotes an invalid asset path. + + + + + Gets the corresponding asset path for the supplied GUID, or an empty string if the GUID can't be found. + + The GUID of an asset. + + Path of the asset relative to the project folder. + + + + + Gets the corresponding asset path for the supplied GUID, or an empty string if the GUID can't be found. + + The GUID of an asset. + + Path of the asset relative to the project folder. + + + + + Import asset at path. + + + + + + + Import asset at path. + + + + + + + Imports package at packagePath into the current project. + + + + + + + Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. + + + + + + Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. errorMessage is the reason for the failure. + + + + + + + Checks whether the Cache Server is enabled in Project Settings. + + + Returns true when the Cache Server is enabled. Returns false otherwise. + + + + + Checks connection status of the Cache Server. + + + Returns true when Editor is connected to the Cache Server. Returns false otherwise. + + + + + Reports whether Directory Monitoring is enabled. + + + Returns true when Directory Monitoring is enabled. Returns false otherwise. + + + + + Determines whether the Asset is a foreign Asset. + + + + + + + Determines whether the Asset is a foreign Asset. + + + + + + + Is asset a main asset in the project window? + + + + + + + Is asset a main asset in the project window? + + + + + + + Returns true if the main asset object at assetPath is loaded in memory. + + Filesystem path of the asset to load. + + + + Query whether an asset's metadata (.meta) file is open for edit in version control. + + Object representing the asset whose metadata status you wish to query. + Returns a reason for the asset metadata not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset's metadata is considered open for edit by the selected version control system. + + + + + Query whether an asset's metadata (.meta) file is open for edit in version control. + + Object representing the asset whose metadata status you wish to query. + Returns a reason for the asset metadata not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset's metadata is considered open for edit by the selected version control system. + + + + + Query whether an asset's metadata (.meta) file is open for edit in version control. + + Object representing the asset whose metadata status you wish to query. + Returns a reason for the asset metadata not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset's metadata is considered open for edit by the selected version control system. + + + + + Query whether an asset's metadata (.meta) file is open for edit in version control. + + Object representing the asset whose metadata status you wish to query. + Returns a reason for the asset metadata not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset's metadata is considered open for edit by the selected version control system. + + + + + Determines whether the Asset is a native Asset. + + + + + + + Determines whether the Asset is a native Asset. + + + + + + + Query whether an Asset file is open for editing in version control. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered open for edit by the selected version control system. + + + + + Query whether an Asset file is open for editing in version control. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered open for edit by the selected version control system. + + + + + Query whether an Asset file is open for editing in version control. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered open for edit by the selected version control system. + + + + + Query whether an Asset file is open for editing in version control. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered open for edit by the selected version control system. + + + + + Query whether an Asset file is open for editing in version control. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered open for edit by the selected version control system. + + + + + Query whether an Asset file is open for editing in version control. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered open for edit by the selected version control system. + + + + + Query whether an Asset file is open for editing in version control. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered open for edit by the selected version control system. + + + + + Query whether an Asset file is open for editing in version control. + + Object representing the asset whose status you wish to query. + Path to the asset file or its .meta file on disk, relative to project folder. + Returns a reason for the asset not being open for edit. + Options for how the version control system should be queried. These options can effect the speed and accuracy of the query. Default is StatusQueryOptions.UseCachedIfPossible. + + True if the asset is considered open for edit by the selected version control system. + + + + + Query which of the provided Asset files are open for editing in version control. + + Paths to Assets or their .meta files, relative to the project folder. + Destination list of non-editable Asset paths. + Specifies how Unity should query the version control system. The default value is StatusQueryOptions.UseCachedIfPossible. + + + + Does the asset form part of another asset? + + The asset Object to query. + Instance ID of the asset Object to query. + + + + Does the asset form part of another asset? + + The asset Object to query. + Instance ID of the asset Object to query. + + + + Given a path to a folder, returns true if it exists, false otherwise. + + The path to the folder. + + Returns true if the folder exists. + + + + + Returns all sub Assets at assetPath. + + + + + + Returns an array of all Assets at assetPath. + + Filesystem path to the asset. + + + + Returns the first asset object of type type at given path assetPath. + + Path of the asset to load. + Data type of the asset. + + The asset matching the parameters. + + + + + Returns the main asset object at assetPath. + +The "main" Asset is the Asset at the root of a hierarchy (such as a Maya file which may contain multiples meshes and GameObjects). + + Filesystem path of the asset to load. + + + + Makes a file open for editing in version control. + + Specifies the path to a file relative to the project root. + + true if Unity successfully made the file editable in the version control system. Otherwise, returns false. + + + + + Makes a list of files open for editing in version control. + + Specifies an array of file paths relative to the project root. + Dialog prompt to show to the user, if a version control operation needs to be done. If null (default), no prompt is shown. + Output list of file paths that could not be made editable. + + true if Unity successfully made all files editable in the version control system. + + + + + Move an asset file (or folder) from one folder to another. + + The path where the asset currently resides. + The path which the asset should be moved to. + + An empty string if the asset has been successfully moved, otherwise an error message. + + + + + Lets you move multiple assets or folders to trash at once with performance benefits under version control. + + Project relative paths of the assets or folders to be deleted. + Project relative paths which could not be deleted. + + Returns true if all assets in paths have successfully been deleted, false if any of the specified paths don't exist or couldn't be removed. + + + + + Moves the specified asset or folder to the OS trash. + + Project relative path of the asset or folder to be deleted. + + Returns true if the asset has been successfully removed, false if it doesn't exist or couldn't be removed. + + + + + Opens the asset with associated application. + + + + + + + + + Opens the asset with associated application. + + + + + + + + + Opens the asset with associated application. + + + + + + + + + Opens the asset with associated application. + + + + + + + + + Opens the asset with associated application. + + + + + + + + + Opens the asset with associated application. + + + + + + + + + Opens the asset(s) with associated application(s). + + + + + + Import any changed assets. + + + + + + Import any changed assets. + + + + + + Options for controlling the Editor's use of parallel processes when it imports assets during an asset database refresh. + + + + + All assets are imported in the Editor process, and sequentially. + + + + + As many assets as possible are imported in parallel, in import worker processes. Importer queues and dependencies reported by the importer are respected. + + + + + Apply pending Editor Settings changes to the Asset pipeline. + + + + + Allows you to register a custom dependency that Assets can be dependent on. If you register a custom dependency, and specify that an Asset is dependent on it, then the Asset will get re-imported if the custom dependency changes. + + Name of dependency. You can use any name you like, but because these names are global across all your Assets, it can be useful to use a naming convention (eg a path-based naming system) to avoid clashes with other custom dependency names. + A Hash128 value of the dependency. + + + + Calling this function will release file handles internally cached by Unity. This allows modifying asset or meta files safely thus avoiding potential file sharing IO errors. + + + + + 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. + + The assetBundle name you want to remove. + Flag to indicate if you want to remove the assetBundle name even it's in use. + + + + Removes object from its asset (See Also: AssetDatabase.AddObjectToAsset). + + + + + + Remove all the unused assetBundle names in the asset database. + + + + + Rename an asset file. + + The path where the asset currently resides. + The new name which should be given to the asset. + + An empty string, if the asset has been successfully renamed, otherwise an error message. + + + + + Resets the internal cache server connection reconnect timer values. The default delay timer value is 1 second, and the max delay value is 5 minutes. Everytime a connection attempt fails it will double the delay timer value, until a maximum time of the max value. + + + + + Writes all unsaved changes to the specified asset to disk. + + The asset object to be saved, if dirty. + The guid of the asset to be saved, if dirty. + + + + Writes all unsaved changes to the specified asset to disk. + + The asset object to be saved, if dirty. + The guid of the asset to be saved, if dirty. + + + + Writes all unsaved asset changes to disk. + + + + + Sets a specific importer to use for the asset. + + Asset path. + + + + Replaces that list of labels on an asset. + + + + + + + Specifies which object in the asset file should become the main object after the next import. + + The object to become the main object. + Path to the asset file. + + + + Starts importing Assets into the Asset Database. This lets you group several Asset imports together into one larger import. + +Note: + +Calling AssetDatabase.StartAssetEditing() places the Asset Database in a state that will prevent imports until AssetDatabase.StopAssetEditing() is called. +This means that if an exception occurs between the two function calls, the AssetDatabase will be unresponsive. +Therefore, it is highly recommended that you place calls to AssetDatabase.StartAssetEditing() and AssetDatabase.StopAssetEditing() inside +either a try..catch block, or a try..finally block as needed. + + + + + Stops importing Assets into the Asset Database. This lets you group several Asset imports together into one larger import. + +Note: + +Calling AssetDatabase.StartAssetEditing() places the Asset Database in a state that will prevent imports until AssetDatabase.StopAssetEditing() is called. +This means that if an exception occurs between the two function calls, the AssetDatabase will be unresponsive. +Therefore, it is highly recommended that you place calls to AssetDatabase.StartAssetEditing() and AssetDatabase.StopAssetEditing() inside +either a try..catch block, or a try..finally block as needed. + + + + + Get the GUID and local file id from an object instance id. + + InstanceID of the object to retrieve information for. + The object to retrieve GUID and File Id for. + The asset reference to retrieve GUID and File Id for. + The GUID of an asset. + The local file identifier of this asset. + + True if the guid and file id were successfully found, false if not. + + + + + Get the GUID and local file id from an object instance id. + + InstanceID of the object to retrieve information for. + The object to retrieve GUID and File Id for. + The asset reference to retrieve GUID and File Id for. + The GUID of an asset. + The local file identifier of this asset. + + True if the guid and file id were successfully found, false if not. + + + + + Get the GUID and local file id from an object instance id. + + InstanceID of the object to retrieve information for. + The object to retrieve GUID and File Id for. + The asset reference to retrieve GUID and File Id for. + The GUID of an asset. + The local file identifier of this asset. + + True if the guid and file id were successfully found, false if not. + + + + + Get the GUID and local file id from an object instance id. + + InstanceID of the object to retrieve information for. + The object to retrieve GUID and File Id for. + The asset reference to retrieve GUID and File Id for. + The GUID of an asset. + The local file identifier of this asset. + + True if the guid and file id were successfully found, false if not. + + + + + Get the GUID and local file id from an object instance id. + + InstanceID of the object to retrieve information for. + The object to retrieve GUID and File Id for. + The asset reference to retrieve GUID and File Id for. + The GUID of an asset. + The local file identifier of this asset. + + True if the guid and file id were successfully found, false if not. + + + + + Removes custom dependencies that match the prefixFilter. + + Prefix filter for the custom dependencies to unregister. + + Number of custom dependencies removed. + + + + + Checks if an asset file can be moved from one folder to another. (Without actually moving the file). + + The path where the asset currently resides. + The path which the asset should be moved to. + + An empty string if the asset can be moved, otherwise an error message. + + + + + Writes the import settings to disk. + + + + + + Result of Asset delete operation + + + + + Tells Unity that the asset was deleted by the callback. Unity will not try to delete the asset, but will delete the cached version and preview file. + + + + + Tells the internal implementation that the callback did not delete the asset. The asset will be delete by the internal implementation. + + + + + Tells Unity that the file cannot be deleted and Unity should leave it alone. + + + + + Base class from which asset importers for specific asset types derive. + + + + + Get or set the AssetBundle name. + + + + + Get or set the AssetBundle variant. + + + + + The path name of the asset for this importer. (Read Only) + + + + + The value is true when no meta file is provided with the imported asset. + + + + + Get or set any user data. + + + + + Map a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type. + + The identifier of the sub-asset. + The object to be mapped to the internal object. Can belong to another Prefab or Asset, but not the Asset that is being changed. + + + + Retrieves the asset importer for the asset at path. + + + + + + Gets a copy of the external object map used by the AssetImporter. + + + The map between a sub-asset and an external Asset. + + + + + Removes an item from the map of external objects. + + The identifier of the sub-asset. + + Returns true if an element was removed, otherwise false. + + + + + Save asset importer settings if asset importer is dirty. + + + + + Set the AssetBundle name and variant. + + AssetBundle name. + AssetBundle variant. + + + + Represents a unique identifier for a sub-asset embedded in an imported Asset (such as an FBX file). + + + + + The name of the Asset. + + + + + The type of the Asset. + + + + + Constructs a SourceAssetIdentifier. + + The the sub-asset embedded in the imported Asset. + The type of the sub-asset embedded in the imported Asset. + The name of the sub-asset embedded in the imported Asset. + + + + Constructs a SourceAssetIdentifier. + + The the sub-asset embedded in the imported Asset. + The type of the sub-asset embedded in the imported Asset. + The name of the sub-asset embedded in the imported Asset. + + + + Checks if the AssetImporter supports remapping the given asset type. + + The type of asset to check. + + Returns true if the importer supports remapping the given type. Otherwise, returns false. + + + + + Defines the import context for scripted importers during an import event. + + + + + The path of the source asset file to be imported. + + + + + The main object set on the AssetImportContext. + + + + + Returns the current build target and creates a dependency on the target platform within a scripted importer. + + + + + Adds an object to the result of the import operation. + + A unique identifier associated to this object. + The Unity Object to add to the asset. + An optional 2D texture to use as the thumbnail for this object. + + + + Adds an object to the result of the import operation. + + A unique identifier associated to this object. + The Unity Object to add to the asset. + An optional 2D texture to use as the thumbnail for this object. + + + + Setup artifact dependency to an asset. + + The path of the Asset whose artifact should be the dependency. Note: Although the dependency is the artifact (import result) which is stored in the library folder, this parameter is the path to the Asset in the Assets folder, and not a path to the artifact in the Library folder. + The guid of the artifact dependency. + The artifact key of the artifact dependency. + + + + Setup artifact dependency to an asset. + + The path of the Asset whose artifact should be the dependency. Note: Although the dependency is the artifact (import result) which is stored in the library folder, this parameter is the path to the Asset in the Assets folder, and not a path to the artifact in the Library folder. + The guid of the artifact dependency. + The artifact key of the artifact dependency. + + + + Setup artifact dependency to an asset. + + The path of the Asset whose artifact should be the dependency. Note: Although the dependency is the artifact (import result) which is stored in the library folder, this parameter is the path to the Asset in the Assets folder, and not a path to the artifact in the Library folder. + The guid of the artifact dependency. + The artifact key of the artifact dependency. + + + + Allows you to specify that an Asset has a custom dependency. + + Name of dependency. You can use any name you like, but because these names are global across all your Assets, it can be useful to use a naming convention (eg a path-based naming system as in the example below) to avoid clashes with other custom dependency names. + + + + Allows you to specify that an Asset depends directly on the source file of another Asset (as opposed to the import result of another asset). + + The path of the source dependency. + The guid of the source asset dependency. + + + + Allows you to specify that an Asset depends directly on the source file of another Asset (as opposed to the import result of another asset). + + The path of the source dependency. + The guid of the source asset dependency. + + + + Returns the path of the Artifact file that was created by another importer, and adds a dependency to that file. + + The guid of the Artifact File dependency. + The Artifact key of the Artifact File dependency. + The name of the Artifact File to depend upon. See [[AssetImportContext.GetOutputArtifactFilePath. + + The path inside the Library folder from which you can read the content of the requested Artifact File. + + + + + Returns the path of the Artifact file that was created by another importer, and adds a dependency to that file. + + The guid of the Artifact File dependency. + The Artifact key of the Artifact File dependency. + The name of the Artifact File to depend upon. See [[AssetImportContext.GetOutputArtifactFilePath. + + The path inside the Library folder from which you can read the content of the requested Artifact File. + + + + + Returns the path of the Artifact file that was created by another importer, and adds a dependency to that file and the source asset path. + + The path of the Asset whose Artifact File should be the dependency. Note: Although the dependency is the Artifact File (import result) which is stored in the library folder, this parameter is the path to the Asset in the Assets folder, and not a path to the Artifact File in the Library folder. + The name of the Artifact File to depend upon. See [[AssetImportContext.GetOutputArtifactFilePath. + + The path inside the Library folder from which you can read the content of the requested Artifact File. + + + + + Gets the list of objects set on the AssetImportContext. + + The list of objects to be filled by the context. + + + + Returns the path where to write a new Artifact File with the given fileName. + + Unique identifier to refer to this Artifact File. + + The file path which can be used to create a new Artifact File. + + + + + Returns the path where to store the result of an import for a given extension. + + The extension string. + + The path where to store the result for the given extension. + + + + + Logs an error message encountered during import. + + The error message. + Optional Object that is targeted by the error. + + + + Logs a warning message encountered during import. + + The warning message. + Optional Object that is targeted by the warning. + + + + Sets the main object for import. + + The object to be set as the main object. This object must already be added with the AddObjectToAsset method. + + + + Default editor for all asset importer settings. + + + + + A SerializedObject that represents the extraDataTarget or the extraDataTargets of the AssetImporterEditor. + + + + + The extra data object associated with the Editor.target. + + + + + An array of objects associated with each Editor.targets. + + + + + Override this property to return a type that inherits from ScriptableObject. This makes the AssetImporterEditor aware of serialized data outside of the Importer. + + + + + Whether the ApplyRevertGUI method is required to draw in the Inspector. + + + + + Should imported object be shown as a separate editor? + + + + + Determines if the asset preview is handled by the AssetEditor or the Importer DrawPreview + + + + + Saves any changes from the Editor's control into the asset's import settings object. + + + + + Saves the changes from the editor UI to the settings object and imports the asset. + + + + + Implements the 'Apply' button of the inspector. + + + Returns true if the new settings were successfully applied. + + + + + Add's the 'Apply' and 'Revert' buttons to the editor. + + + + + This function is called when the Editor script is started. + + + + + Determines if the modifications to import settings can be applied. + + + Returns true if the edited import settings do not contain errors and can be applied. Otherwise returns false. + + + + + Determine if the import settings have been modified. + + + + + This method is called during the initialization process of the Editor, after Awake and before OnEnable. + + A ScriptableObject instance of the type provided by AssetImporterEditor.extraDataType. + The corresponding Editor.targets index of the provided extraData. + + + + Process the 'Apply' and 'Revert' buttons. + + + Returns true if the new settings were successfully applied. + + + + + This function is called when the editor object goes out of scope. + + + + + This function is called when the object is loaded. + + + + + Override this method to create your own Inpsector GUI for a ScriptedImporter. + + + + + Reset the import settings to their last saved values. + + + + + Implements the 'Revert' button of the inspector. + + + + + Represents camera information from an imported file. + + + + + Initializes and returns an instance of CameraDescription. + + + + + Disposes of the CameraDescription instance. This clears any resources that the instance was using. + + + + + Retrieves the property names of type float for this camera. + + The list of retrieved property names. + + + + Retrieves the property names of type int for this camera. + + The list of retrieved property names. + + + + Retrieves the property names of type string for this camera. + + The list of retrieved property names. + + + + Retrieves the property names of type Vector4 for this camera. + + The list of retrieved property names. + + + + Checks if a camera property is animated in a any AnimationClip. + + The name of the camera property. + + Returns true if the camera property is animated. Returns false otherwise. + + + + + Checks if a camera property is animated in a specific AnimationClip. + + Name of the camera's animated property. + The name of the AnimationClip. + + Returns true if the camera property is animated. Returns false otherwise. + + + + + Retrieves the AnimationCurve for an animated camera property in a specific AnimationClip. + + The name of the AnimationClip. + The name of the camera property. + The retrieved AnimationCurve, if one exists for the specified camera property. + + Returns true if the camera property is animated. Returns false otherwise. + + + + + Retrieves the value of a specified camera property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the camera. Returns false otherwise. + + + + + Retrieves the value of a specified camera property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the camera. Returns false otherwise. + + + + + Retrieves the value of a specified camera property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the camera. Returns false otherwise. + + + + + Retrieves the value of a specified camera property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the camera. Returns false otherwise. + + + + + Use this method attribute to specify which methods declare dependancies on imported assets. The methods are called by AssetDatabase during import. + + + + + The type of the importer for which the imported dependency getter is declared. + + + + + The version of the imported dependency getter. + + + + + Use the CollectImportedDependencies attribute to declare getters for imported dependencies. + + The type of the importer for which the getter is called by the AssetDatabase. + The version of the imported dependencies getter. + + + + This is a default implementation for AssetPostProcessor.OnPreprocessMaterialDescription, this implementation converts material descriptions imported from FBX assets into materials for the internal rendering pipeline. + + + + + Represents light information from an imported file. + + + + + Initializes and returns an instance of LightDescription. + + + + + Disposes of the LightDescription instance. This clears any resources that the instance was using. + + + + + Retrieves the property names of type float for this light. + + The list of retrieved property names. + + + + Retrieves the property names of type int for this light. + + The list of retrieved property names. + + + + Retrieves the property names of type string for this light. + + The list of retrieved property names. + + + + Retrieves the property names of type Vector4 for this light. + + The list of retrieved property names. + + + + Checks if a light property is animated in a any AnimationClip. + + The name of the light property. + + Returns true if the light property is animated. Returns false otherwise. + + + + + Checks if a light property is animated in a specific AnimationClip. + + The name of the light's animated property. + The name of the AnimationClip. + + Returns true if the light property is animated. Returns false otherwise. + + + + + Retrieves the AnimationCurve for an animated light property in a specific AnimationClip. + + The name of the AnimationClip. + The name of the light property. + The retrieved AnimationCurve, if one exists for the specified light property. + + Returns true if the light property is animated. Returns false otherwise. + + + + + Retrieves the value of a specified light property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the light. Returns false otherwise. + + + + + Retrieves the value of a specified light property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the light. Returns false otherwise. + + + + + Retrieves the value of a specified light property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the light. Returns false otherwise. + + + + + Retrieves the value of a specified light property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the light. Returns false otherwise. + + + + + Contains a set of typed properties for describing a texture input of a MaterialDescription. + + + + + The name of the material + + + + + Retrieves the property names of type float for this material. + + The list of retrieved property names. + + + + Retrieves the property names of type string for this material. + + The list of retrieved property names. + + + + Retrieves the property names of type TextureDescription for this material. + + The list of retrieved property names. + + + + Retrieves the property names of type Vector4 for this material. + + The list of retrieved property names. + + + + Checks if a material property is animated in a any AnimationClip. + + The name of the material property. + + Returns true if the material property is animated. Returns false otherwise. + + + + + Checks if a material property is animated in a specific AnimationClip. + + Name of the material's animated property. + The name of the AnimationClip. + + Returns true if the material property is animated. Returns false otherwise. + + + + + Retrieves the AnimationCurve for an animated material property in a specific AnimationClip. + + The name of the AnimationClip. + The name of the material property. + The retrieved AnimationCurve, if one exists for the specified material property. + + Returns true if the material property is animated. Returns false otherwise. + + + + + Retrieves the value of a specified material property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the material. Returns false otherwise. + + + + + Retrieves the value of a specified material property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the material. Returns false otherwise. + + + + + Retrieves the value of a specified material property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the material. Returns false otherwise. + + + + + Retrieves the value of a specified material property. + + Name of the property. + The retrieved value. + + Returns true if the property exists on the material. Returns false otherwise. + + + + + Abstract base class for custom Asset importers. + + + + + This method must by overriden by the derived class and is called by the Asset pipeline to import files. + + This argument contains all the contextual information needed to process the import event and is also used by the custom importer to store the resulting Unity Asset. + + + + Override this method if your ScriptedImporter supports remapping specific asset types. + + The type of asset to check. + + Returns true if the importer supports remapping the given type. Otherwise, returns false. + + + + + Class attribute used to register a custom asset importer derived from ScriptedImporter with Unity's Asset import pipeline. + + + + + List of file name extensions (not including the leading period character) that the scripted importer handles. + + + + + Enables controlling the ordering of asset import based on type. Positive values delay the processing of source asset files while negative values place them earlier in the import process. + + + + + List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). + + + + + Importer version number that is used by the import layer to detect new version of the importer and trigger re-imports when such events occur, to apply latest changes made to the scripted imrpoter. + + + + + Enable cache server uploads and downloads. + + + + + Determines whether the importer gets automatically selected for the specified extension(s). + + + + + Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. + + A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. + List of file name extensions (not including the leading period character) that the scripted importer handles. + Single file name extension (not including the leading period character) that the scripted importer handles. + Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. + List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). + + + + Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. + + A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. + List of file name extensions (not including the leading period character) that the scripted importer handles. + Single file name extension (not including the leading period character) that the scripted importer handles. + Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. + List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). + + + + Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. + + A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. + List of file name extensions (not including the leading period character) that the scripted importer handles. + Single file name extension (not including the leading period character) that the scripted importer handles. + Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. + List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). + + + + Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. + + A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. + List of file name extensions (not including the leading period character) that the scripted importer handles. + Single file name extension (not including the leading period character) that the scripted importer handles. + Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. + List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). + + + + Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. + + A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. + List of file name extensions (not including the leading period character) that the scripted importer handles. + Single file name extension (not including the leading period character) that the scripted importer handles. + Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. + List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). + + + + Use the ScriptedImporter attribute to register a custom importer derived from ScriptedImporter with Unity's Asset import pipeline. + + A number that is used by the import pipeline to detect new versions of the importer script. Changing this number will trigger a re-import of all assets matching the listed extensions. + List of file name extensions (not including the leading period character) that the scripted importer handles. + Single file name extension (not including the leading period character) that the scripted importer handles. + Gives control over ordering of asset import based on types. Positive values delay the processing of source asset files while negative values place them earlier in the import process. + List of file name extensions (not including the leading period character) that the scripted importer can handle in addition to the default file name extension(s). + + + + Default editor for source assets handled by Scripted Importers. + + + + + This is a default implementation for AssetPostProcessor.OnPreprocessMaterialDescription, this implementation converts material descriptions imported from Sketchup assets into materials for the internal rendering pipeline. + + + + + Original texture data information. + + + + + Determines if alpha channel is present in image data. + + + + + Determines if image has HDR data. + + + + + Height of the image data. + + + + + Width of the image data. + + + + + Struct that represents how Sprite asset should be generated when calling TextureGenerator.GenerateTexture. + + + + + Pivot value represented by SpriteAlignment. + + + + + Border value for the generated Sprite. + + + + + Name for the generated Sprite. + + + + + Sprite Asset creation uses this outline when it generates the Mesh for the Sprite. If this is not given, SpriteImportData.tesselationDetail will be used to determine the mesh detail. + + + + + Pivot value represented in Vector2. + + + + + Position and size of the Sprite in a given texture. + + + + + An identifier given to a Sprite. Use this to identify which data was used to generate that Sprite. + + + + + Controls mesh generation detail. This value will be ignored if SpriteImportData.ouline is provided. + + + + + Structure that represents the result from calling TextureGenerator.GenerateTexture. + + + + + Warnings that should be shown in Inspector after generating a Texture. + + + + + TextureGenerator.GenerateTexture reports warnings when you generate a Texture. + + + + + This is a Texture generated by TextureGenerator.GenerateTexture based on the colorBuffer argument passed to that function. + The actual texture type (2D, 3D, cubemap,..) depends on the TextureImporterSettings.textureShape settings of the generator. + + + + + Sprites that are generated by TextureGenerator.GenerateTexture from TextureGenerationSettings.spriteSheetData. + + + + + This is a Texture2D generated by TextureGenerator.GenerateTexture based on the colorBuffer argument passed to that function. + If the generator is configured to generate a non-2D texture (cubemap, 3D, ...), this member will always be null. To get the result for an arbitrary texture type, please use the TextureGenerationOutput.output property. + We recommend always using TextureGenerationOutput.output as the texture property will deprecated/removed in the future. + + + + + Thumbnail version of the generated texture. This may be null depending on the import settings. E.g. cubemaps will not return a thumbnail. + + + + + Represents how a texture should be generated from calling TextureGenerator.GenerateTexture. + + + + + Path where the Asset will be placed. + + + + + When set to true, the AssetPostprocessor hooks will be called during texture generation. The following will hold for any AssetPostprocessors triggered through TextureGenerator.GenerateTexture + - When the postprocessor is invoked AssetPostprocessor.assetPath will be set to the assetPath value in this structure. + - The value of AssetPostprocessor.context will be set to null. + - Only OnPostprocessTexture, OnPostprocessCubemap, ... is called. The OnPreprocessTexture functions are not called. + + + + + + Platform settings for generating the texture. + + + + + Indicates if the Sprite generated can be used for atlas packing. + + + + + Secondary textures for the generated Sprites. + + + + + Texture format for the image data. + + + + + Sprite Asset generation data. + + + + + Tag used for Sprite packing. + + + + + Settings for generating texture. + + + + + The Constructor initializes to most common value based on the TetureImporterType you pass in. + + Texture type. + + + + Experimental utilities for generating Texture2D. + + + + + Generates Texture2D and Sprite Assets based on the settings provided. + + Settings use for generating Texture2D and Sprite. + Color buffer for generating Texture2D and Sprite. + + Result of the generation. + + + + + Contains a set of typed properties for describing a texture input of a MaterialDescription. + + + + + UV coordinates offset (x,y). + + + + + Absolute path to the texture asset. + + + + + Path to the texture asset relative to the Asset folder. + + + + + UV coordinates scaling (x,y). + + + + + Reference to the texture asset. + + + + + This is a default implementation for AssetPostProcessor.OnPreprocessMaterialDescription, this implementation converts material descriptions imported from .3DS assets into materials for the internal rendering pipeline. + + + + + AssetModificationProcessor lets you hook into saving of serialized assets and + scenes which are edited inside Unity. + + + + + Result of Asset move + + + + + Tells the internal implementation that the script moved the asset physically on disk. + + + + + Tells the internal implementation that the asset was not moved physically on disk by the script. + + + + + Tells the internal implementation that the script could not move the assets. + + + + + Asset path to GUID options. + + + + + Return a GUID if the asset exists, or has recently been deleted. + + + + + Return a GUID only if the asset exists on disk. + + + + + Selects the Assetpipeline mode to use. + + + + + Use this if you want to use assetpipeline version 1. + + + + + Use this if you want to use assetpipeline version 2. + + + + + AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets. + + + + + Reference to the asset importer. + + + + + The path name of the asset being imported. + + + + + The import context. + + + + + Override the order in which importers are processed. + + + + + Returns the version of the asset postprocessor. + + + + + Logs an import error message to the console. + + + + + + + Logs an import error message to the console. + + + + + + + Logs an import warning to the console. + + + + + + + Logs an import warning to the console. + + + + + + + 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]. + + + + + Returns a preview texture for an asset. + + + + + + Returns a preview texture for an instanceID of an asset. + + + + + Returns the thumbnail for an object (like the ones you see in the project view). + + + + + + Returns the thumbnail for the type. + + + + + + Returns the thumbnail for the object's type. + + + + + 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. + + InstanceID of the assset that a preview has been requested for by: AssetPreview.GetAssetPreview(). + + + + 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. + + + + + Set the asset preview cache to a size that can hold all visible previews on the screen at once. + + The number of previews that can be loaded into the cache before the least used previews are being unloaded. + + + + AssetSettingsProvider is a specialization of the SettingsProvider class that converts legacy settings to Unified Settings. Legacy settings include any settings that used the Inspector to modify themselves, such as the *.asset files under the ProjectSettings folder. Under the hood, AssetSettingsProvider creates an Editor for specific Assets and builds the UI for the Settings window by wrapping the Editor.OnInspectorGUI function. + +Internally we use this class to wrap our existing settings. + + + + + Editor providing UI to modify the settings. + + + + + Create an AssetSettingsProvider from an asset path. + + Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. + Path of the asset on disk. + List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. + + Returns an AssetSettingsProvider that will create an Editor for this particular asset. + + + + + Create an AssetSettingsProvider from a settings object. + + Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. + Settings object to display + List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. + + Returns an AssetSettingsProvider that will create an Editor for this particular asset. + + + + + Create an AssetSettingsProvider from an asset resource path. + + Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. + Path of the resource on disk. + List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. + + Returns an AssetSettingsProvider that will create an Editor for this particular asset. + + + + + Creates a new AssetSettingsProvider so you can wrap legacy settings (that is, settings that previously appeared in the Inspector). + + Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. + Functor creating an Editor able to modify the settings. + List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. + Functor creating or getting a settings object. + + + + Creates a new AssetSettingsProvider so you can wrap legacy settings (that is, settings that previously appeared in the Inspector). + + Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. + Functor creating an Editor able to modify the settings. + List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. + Functor creating or getting a settings object. + + + + Overrides SettingsProvider.OnActivate for this AssetSettingsProvider. + + Search context in the search box on the Settings window. + Root of the UIElements tree. If you add to this root, the SettingsProvider uses UIElements instead of calling SettingsProvider.OnGUI to build the UI. If you do not add to this VisualElement, then you must use the IMGUI to build the UI. + + + + Overrides SettingsProvider.OnDeactivate for this AssetSettingsProvider. + + + + + Overrides SettingsProvider.OnFooterBarGUI for this AssetSettingsProvider. + + + + + Overrides SettingsProvider.OnGUI for this AssetSettingsProvider. + + Search context for the Settings window. Used to show or hide relevant properties. + + + + Overrides SettingsProvider.OnTitleBarGUI for this AssetSettingsProvider. This draws the button bar that contains the "add to preset" and the "help" buttons. + + + + + Antialiased curve rendering functionality used by audio tools in the editor. + + + + + Curve evaluation function that allows simultaneous evaluation of the curve y-value and a color of the curve at that point. + + Normalized x-position in the range [0; 1] at which the curve should be evaluated. + Color of the curve at the evaluated point. + + + + Curve evaluation function used to evaluate the curve y-value and at the specified point. + + Normalized x-position in the range [0; 1] at which the curve should be evaluated. + + + + Curve evaluation function that allows simultaneous evaluation of the min- and max-curves. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. Additionally the color of the curve at this point is evaluated. + + Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. + Color of the curve at the specified evaluation point. + Returned value of the minimum curve. Clamped to [-1; 1]. + Returned value of the maximum curve. Clamped to [-1; 1]. + + + + Renders a thin curve determined by the curve evaluation function. The solid color of the curve is set by the curveColor argument. + + Rectangle determining the size of the graph. + Curve evaluation function. + Solid fill color of the curve. The alpha-channel determines the amount of opacity. + + + + Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges. + + Rectangle determining the size of the graph. + Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. + Solid fill color of the curve. The alpha-channel determines the amount of opacity. + + + + Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and the bottom of the rectngle with smooth gradients along the edges. + + Rectangle determining the size of the graph. + Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. + Solid fill color of the curve. The alpha-channel determines the amount of opacity. + + + + Fills the area between the two curves evaluated by the AudioMinMaxCurveAndColorEvaluator provided with smooth gradients along the edges. + + Rectangle determining the size of the graph. + Normalized x-position in the range [0; 1] at which the min- and max-curves should be evaluated. The returned minValue and maxValue values are expected to be in the range [-1; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. + + + + Fills the area between the curve evaluated by the AudioCurveAndColorEvaluator provided and its vertical mirror image with smooth gradients along the edges. Useful for drawing amplitude plots of audio signals. + + Rectangle determining the size of the graph. + Normalized x-position in the range [0; 1] at which the curve should be evaluated. The returned value is expected to be in the range [0; 1] and a value of 0 corresponds to the vertical center of the rectangle that is drawn into. Values outside of this range will be clamped. + + + + Audio importer lets you modify AudioClip import settings from editor scripts. + + + + + When this flag is set, the audio clip will be treated as being ambisonic. + + + + + Compression bitrate. + + + + + The default sample settings for the AudioClip importer. + + + + + Force audioclips to mono? + + + + + Corresponding to the "Load In Background" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread. + + + + + Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. + + + + + Clears the sample settings override for the given platform. + + The platform to clear the overrides for. + + Returns true if any overrides were actually cleared. + + + + + Returns whether a given build target has its sample settings currently overridden. + + The platform to query if this AudioImporter has an override for. + + Returns true if the platform is currently overriden in this AudioImporter. + + + + + Return the current override settings for the given platform. + + The platform to get the override settings for. + + The override sample settings for the given platform. + + + + + Sets the override sample settings for the given platform. + + The platform which will have the sample settings overridden. + The override settings for the given platform. + + Returns true if the settings were successfully overriden. Some setting overrides are not possible for the given platform, in which case false is returned and the settings are not registered. + + + + + 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. + + + + + CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics. + + + + + LoadType defines how the imported AudioClip data should be loaded. + + + + + Audio compression quality (0-1) + +Amount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes. + + + + + Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate. + + + + + Defines how the sample rate is modified (if at all) of the importer audio file. + + + + + The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import. + + + + + Let Unity deduce the optimal sample rate for the AudioClip being imported. The audio file will be analysed and a minimal sample rate chosen while still preserving audio quality. + + + + + Override the sample rate of the imported audio file with a custom value. + + + + + Do not change the sample rate of the imported audio file. The sample rate will be preserved for the imported AudioClip. + + + + + An exception class that represents a failed build. + + + + + Constructs a BuildFailedException object. + + A string of text describing the error that caused the build to fail. + The exception that caused the build to fail. + + + + Constructs a BuildFailedException object. + + A string of text describing the error that caused the build to fail. + The exception that caused the build to fail. + + + + Get a BuildPlayerContext object from a Build.BuildPlayerProcessor.PrepareForBuild callback. + + + + + Add additional streaming assets to the built player data. For example, you can include AssetBundles or other streaming assets without first putting them in the project StreamingAssets folder. + + Path representing an existing file or directory. If the path doesn't exit, this function throws a FileNotFoundException. + The path within the StreamingAssets folder at which to place the additional assets. If null, the file or directory is placed directly in the StreamingAssets folder. + + + + The player build options associated with this build. + + + + + Extend BuildPlayerProcessor to receive callbacks during a player build. + + + + + Returns the relative callback order for callbacks. Callbacks with lower values are called before ones with higher values. + + + + + Implement this function to receive a callback before a player build starts. + + A context tied to the scheduled player build. + + + + Container for holding asset loading information for an AssetBundle to be built. + + + + + List of asset loading information for an AssetBundle. + + + + + Friendly AssetBundle name. + + + + + Default constructor for an empty AssetBundleInfo. + + + + + Container for holding preload information for a given serialized Asset. + + + + + Friendly name used to load the built asset. + + + + + GUID for the given asset. + + + + + List of objects that an asset contains in its source file. + + + + + List of objects that an asset references. + + + + + Default constructor for an empty AssetLoadInfo. + + + + + Struct containing settings that control the compression method of content. + + + + + Returns a BuildCompression struct set with the default values used for Lz4HC compression. + + + + + Returns a BuildCompression struct set with the default values used for LZMA compression. + + + + + Returns a BuildCompression struct set with the default values used for uncompressed. + + + + + Container for holding information about where objects will be serialized in a build. + + + + + Adds a mapping for a single Object to where it will be serialized out to the build. + + + + + + + + + Adds mappings for a set of Objects to where they will be serialized out to the build. + + + + + + + + Adds mappings for a set of Objects to where they will be serialized out to the build. + + + + + + + + Default constructor for an empty BuildReferenceMap. + + + + + Dispose the BuildReferenceMap destroying all internal state. + + + + + Returns true if the objects are equal. + + + + + + Filters this BuildReferenceMap instance to remove references to any objects that are not in the array of ObjectIdentifiers specified by objectIds. + + The set of desired objects. + + + + Gets the hash for the BuildReferenceMap. + + + + + Gets the hash code for the BuildReferenceMap. + + + + + ISerializable method for serialization support outside of Unity's internal serialization system. + + + + + + + Struct containing information on how to build content. + + + + + Specific build options to use when building content. + + + + + Platform group for which content will be built. + + + + + Platform target for which content will be built. + + + + + Type information to use for building content. + + + + + Caching object for the Scriptable Build Pipeline. + + + + + Default contructor. + + + + + Dispose the BuildUsageCache destroying all internal state. + + + + + Container for holding information about lighting information being used in a build. + + + + + Combines the usage data from another BuildUsageTagGlobal with this BuildUsageTagGlobal. + + + + + + + Container for holding information about how objects are being used in a build. + + + + + Default constructor for an empty BuildUsageTagSet. + + + + + Dispose the BuildUsageTagSet destroying all internal state. + + + + + Returns true if the objects are equal. + + + + + + Filters this BuildUsageTagSet instance to remove references to any objects that are not in the array of ObjectIdentifiers specified by objectIds. + + The set of desired objects. + + + + Gets the hash for the BuildReferenceMap. + + + + + Gets the hash code for the BuildUsageTagSet. + + + The hash code of the BuildUsageTagSet. + + + + + ISerializable method for serialization support outside of Unity's internal serialization system. + + + + + + + Returns an array of ObjectIdentifiers that this BuildUsageTagSet contains usage information about. + + + + + Adds the Object usage information from another BuildUsageTagSet to this BuildUsageTagSet. + + Object usage information to be added to this BuildUsageTagSet. + + + + Enum to indicate if compression should emphasize speed or size. + + + + + Content should be compressed as fast. + + + + + Content should be compressed as fast as possible. + + + + + Content should be compressed small. + + + + + Content should be compressed as small as possible. + + + + + None. Defaults to Normal. + + + + + Content should be ballanced between size and speed. + + + + + Enum containing the types of compression supported for built content. + + + + + Chunk-based content compression. + + + + + Chunk-based content compression using the high compression variant. + + + + + Single stream content compression. + + + + + Uncompressed content. + + + + + Build options for content. + + + + + Build a development version of the content files. + + + + + Do not include type information within the built content. + + + + + Build content with no additional options. + + + + + Build Flag to indicate the Unity Version should not be written to the serialized file. + + + + + Low level interface for building content for Unity. + + + + + Combines resource files into a single archive and compresses them based on the passed in options. + + + + + + + + Calculates the build usage of a set of objects. + + Objects that will have their build usage calculated. + Objects that reference the Objects being calculated. + Lighting information used by the build. + The BuildUsageTagSet where the calculated usage information will be stored. + Optional cache object to use for improving performance with multiple calls to this api. + + + + Calculates the build usage of a set of objects. + + Objects that will have their build usage calculated. + Objects that reference the Objects being calculated. + Lighting information used by the build. + The BuildUsageTagSet where the calculated usage information will be stored. + Optional cache object to use for improving performance with multiple calls to this api. + + + + Calculates dependency information for various internal Unity game manager classes. + + Settings for dependency calculation. + Global usage tag for lighting and fog modes in use in the project. + Output usage tags generated from dependency calculation. + Optional cache object to use for improving performance with multiple calls to this api. + Specifies how to calculate dependencies between internal Unity game managers and game assets. + + The calculated dependencies for internal Unity game manager classes. + + + + + Calculates dependency information for various internal Unity game manager classes. + + Settings for dependency calculation. + Global usage tag for lighting and fog modes in use in the project. + Output usage tags generated from dependency calculation. + Optional cache object to use for improving performance with multiple calls to this api. + Specifies how to calculate dependencies between internal Unity game managers and game assets. + + The calculated dependencies for internal Unity game manager classes. + + + + + Calculates dependency information for various internal Unity game manager classes. + + Settings for dependency calculation. + Global usage tag for lighting and fog modes in use in the project. + Output usage tags generated from dependency calculation. + Optional cache object to use for improving performance with multiple calls to this api. + Specifies how to calculate dependencies between internal Unity game managers and game assets. + + The calculated dependencies for internal Unity game manager classes. + + + + + Calculates the Scene dependency information. + + Optional cache object to use for improving performance with multiple calls to this api. + Input path of the Scene for dependency calculation. + Settings for dependency calculation. + Output usage tags generated from dependency calculation. + + Dependency information for the Scene. + + + + + Calculates the Scene dependency information. + + Optional cache object to use for improving performance with multiple calls to this api. + Input path of the Scene for dependency calculation. + Settings for dependency calculation. + Output usage tags generated from dependency calculation. + + Dependency information for the Scene. + + + + + Returns a unique hash for a given type's serialized layout. + + The type of the object. + The user script TypeDB for the player. + + The unique hash for a type's serialized layout. + + + + + Returns an array of AssetBundleBuild structs that detail the current asset bundle layout set in the AssetDatabase. + + + + + Gets information about the lighting and render settings in the active scene. + + The target platform. + + An object containing the lighting and fog settings for the active scene on the specified platform. + + + + + Returns the global usage information calculated by the Shader Stripping section of Graphics Settings. + + + + + Returns a list of visible objects directly contained inside of an asset. + + + + + + + Returns a list of objects referenced by an object. + + + + + + + + Returns a list of objects referenced by a set of objects. + + + + + + + + Returns a list of objects directly contained inside of an asset. + + + + + + + Returns a list of objects directly contained inside of a loose serialized file. + + + + + + + Returns the System.Type of the ObjectIdentifier specified by objectID. + + The specific object. + + The type of the object. + + + + + Returns the System.Type of the ObjectIdentifiers and the referenced SerializeReference class types specified by objectIDs. + + The specific objects. + + The array of unique types. + + + + + Returns the System.Type of the ObjectIdentifier and the referenced SerializeReference class types specified by objectID. + + The specific object. + + The array of unique types. + + + + + Returns True if the passed in target object is a valid runtime object. + + + + + + Starts a profile capture to record content build profile events. + + Used to filter captured events. + + + + Returns an array of ContentBuildProfileEvent structs that contain information for each occuring event. Also stops the profile capture. + + + + + Writes the current settings of internal Unity game manager classes to the 'globalgamemanagers' file on disk. + + The location to write the file to. + The set of parameters used to write the file. + + The detailed results from writing the file. + + + + + Writes Scene objects to a serialized file on disk. + + + + + + + TODO. + + + + + + + + + + + + + + + TODO. + + + + + + + + + + + + + + + TODO. + + + + + + + + + + + + + + + Writes objects to a serialized file on disk. + + + + + + + TODO. + + + + + + + + + + + + TODO. + + + + + + + + + + + + Details about a profile event captured using the ContentBuildInterface.BeginProfileCapture and ContentBuildInterface.EndProfileCapture APIs. + + + + + Additional metadata associated with the event. + + + + + Name of the event. + + + + + Time in microseconds that the event has occurred relative to when the profile capture began. + + + + + Enum used to label the event's type. + + + + + Dependency calculation flags to control what is returned, and how it operates. + + + + + Default mode. Dependencies are calculated recursively, and only valid references are returned. + + + + + Object dependencies returned for only missing references. + + + + + Depencency calculation is recursive. For each new valid reference discovered during calculation, the dependencies of those references will also be included in the returned results. + + + + + Depencency calculation is not recursive. Only dependencies of the initial passed in set will be returned. + + + + + Enum description of the type of file an object comes from. + + + + + Object is contained in a very old format. Currently unused. + + + + + Object is contained in the imported asset meta data located in the Library folder. + + + + + Object is contained in file not currently tracked by the AssetDatabase. + + + + + Object is contained in a standard asset file type located in the Assets folder. + + + + + Contains dependency information for internal Unity game manager classes. Call ContentBuildInterface.WriteGameManagersSerializedFile or ContentBuildInterface.CalculatePlayerDependenciesForGameManagers to get an instance of this class. + + + + + The project-wide identifiers for the game manager classes referenced in this collection of dependency information. + + + + + The project-wide identifiers for the game manager classes referenced in this collection of dependency information. + + + + + The project-wide identifiers for any objects referenced by the manager classes in the managerObjects list. + + + + + Struct that identifies a specific object project wide. + + + + + The file path on disk that contains this object. (Only used for objects not known by the AssetDatabase). + + + + + Type of file that contains this object. + + + + + The specific asset that contains this object. + + + + + The index of the object inside a serialized file. + + + + + Returns true if the objects are equal. + + + + + + Gets the hash code for the ObjectIdentifier. + + + + + Returns true if the ObjectIdentifiers are the same. + + + + + + + Returns true if the first ObjectIdentifier is greater than the second ObjectIdentifier. + + + + + + + Returns true if the first ObjectIdentifier is less than the second ObjectIdentifier. + + + + + + + Returns true if the ObjectIdentifiers are different. + + + + + + + Tries to return the InstanceID that represents this ObjectIdentifier. + + + + + + Tries to find, load, and return the Object that represents this ObjectIdentifier. + + + + + + Returns a nicely formatted string for this ObjectIdentifier. + + + + + Tries to convert a persistent Object into an ObjectIdentifier. + + + + + + + + Tries to convert a persistent Object into an ObjectIdentifier. + + + + + + + + Struct containing details about how an object was serialized. + + + + + Serialized object header information. + + + + + Raw byte data of the object if it was serialized seperately from the header. + + + + + Object that was serialized. + + + + + Container for holding a list of preload objects for a Scene to be built. + + + + + List of Objects for a serialized Scene that need to be preloaded. + + + + + Default constructor for an empty PreloadInfo. + + + + + Options for filtering captured profile events using the ContentBuildInterface.BeginProfileCapture and ContentBuildInterface.EndProfileCapture APIs. + + + + + Use to exclude all captured events that are less than 10 microseconds in duration. + + + + + Use to exclude none of the captured events. + + + + + Options for labelling captured profile events using the ContentBuildInterface.BeginProfileCapture and ContentBuildInterface.EndProfileCapture APIs. + + + + + Use to indicate that a task has begun. + + + + + Use to indicate that a task has ended. + + + + + Use to indicate that general information is being reported. + + + + + Details about a specific file written by the ContentBuildInterface.WriteSerializedFile or ContentBuildInterface.WriteSceneSerializedFile APIs. + + + + + Internal name used by the loading system for a resource file. + + + + + Path to the resource file on disk. + + + + + Bool to determine if this resource file represents serialized Unity objects (serialized file) or binary resource data. + + + + + Container for holding asset loading information for a streamed Scene AssetBundle to be built. + + + + + Friendly AssetBundle name. + + + + + List of Scene loading information for an AssetBundle. + + + + + Default constructor for an empty SceneBundleInfo. + + + + + Scene dependency information generated from the ContentBuildInterface.PrepareScene API. + + + + + Lighting information used by the Scene. + + + + + Types that are used by scene objects. + + + + + Path to the post processed version of the Scene. + + + + + List of objects referenced by the Scene. + + + + + Scene's original asset path. + + + + + Container for holding preload information for a given serialized Scene in an AssetBundle. + + + + + Friendly name used to load the built Scene from an asset bundle. + + + + + GUID for the given Scene. + + + + + Internal name used to load the built Scene from an asset bundle. + + + + + Default constructor for an empty SceneLoadInfo. + + + + + Container for holding object serialization order information for a build. + + + + + Order in which the object will be serialized to disk. + + + + + Source object to be serialzied to disk. + + + + + Default constructor for an empty SerializationInfo. + + + + + Struct containing information about where an object was serialized. + + + + + File path on disk where the object was serialized. + + + + + Byte offset for the start of the object's data. + + + + + Size of the object's data. + + + + + Container for holding information about a serialized file to be written. + + + + + Final file name on disk of the serialized file. + + + + + Internal name used by the loading system for a serialized file. + + + + + List of objects and their order contained inside a serialized file. + + + + + Default constructor for an empty WriteCommand. + + + + + Defines the write parameters for the ContentBuildInterface.WriteGameManagersSerializedFile function. + + + + + The global lighting information to use when writing the serialized file. + + + + + The set of external objects that can be referenced by this serialized file. + + + + + The settings to use when writing the serialized file. + + + + + This struct collects all the WriteSerializedFile parameters in to a single place. + + + + + Optional Parameter used when writing a serialized file for an Asset Bundle. + + + + + The global lighting information to use when writing the serialized file. + + + + + The set of external object dependencies that need to be loaded when loading the resulting serialized file. + + + + + The set of external objects that can be referenced by this serialized file. + + + + + The settings to use when writing the serialized file. + + + + + The the texture, material, mesh, and shader usage tags to use when writing the serialized file. + + + + + The struct of internal file name, list of objects, and order of objects to use when writing the serialized file. + + + + + Struct containing the results from the ContentBuildPipeline.WriteSerialziedFile and ContentBuildPipeline.WriteSceneSerialziedFile APIs. + + + + + SerializeReference instances fully qualified name which were included in the serialized file. + + + + + Types that were included in the serialized file. + + + + + Collection of files written by the ContentBuildInterface.WriteSerializedFile or ContentBuildInterface.WriteSceneSerializedFile APIs. + + + + + Collection of objects written to the serialized file. + + + + + This struct collects all the WriteSceneSerializedFile parameters in to a single place. + + + + + The global lighting information to use when writing the serialized file. + + + + + The set of external object dependencies that need to be loaded when loading the resulting serialzied file. + + + + + The set of external objects that can be referenced by this serialized file. + + + + + Optional Parameter used when writing a scene serialized file for an Asset Bundle. + + + + + The original scene asset path. + + + + + The settings to use when writing the serialized file. + + + + + The the texture, material, mesh, and shader usage tags to use when writing the serialized file. + + + + + The struct of internal file name, list of objects, and order of objects to use when writing the serialized file. + + + + + Implement this interface to receive a callback after the active build platform has changed. + + + + + This function is called automatically when the active build platform has changed. + + The build target before the change. + The new active build target. + + + + Implement this interface to receive a callback to filter assemblies away from the build. + + + + + Will be called after building script assemblies, but makes it possible to filter away unwanted scripts to be included. + + The current build options. + The list of assemblies that will be included. + + Returns the filtered list of assemblies that are included in the build. + + + + + Implement this interface to receive callbacks related to the running of IL2CPP. + + + + + Options to control code generation for IL2CPP compiler. + + + + + IL2CPP compiler will generate code optimized for build size and build time. + + + + + IL2CPP compiler will generate code optimized for runtime performance. + + + + + Interface that provides control over callback order. + + + + + Returns the relative callback order for callbacks. Callbacks with lower values are called before ones with higher values. + + + + + Implement this interface to receive a callback just after the player scripts have been compiled. + + + + + Implement this interface to receive a callback just after the player scripts have been compiled. + + A report containing information about the build, such as its target platform and output path. + + + + This interface is obsolete. Use Build.IPostprocessBuildWithReport instead. + + + + + This method is obsolete. Use Build.IPostprocessBuildWithReport.OnPostprocessBuild instead. + + + + + + + Implement this interface to receive a callback after the build is complete. + + + + + Implement this function to receive a callback after the build is complete. + + A BuildReport containing information about the build, such as the target platform and output path. + + + + This interface is obsolete. Use Build.IPreprocessBuildWithReport instead. + + + + + This method is obsolete. Use Build.IPreprocessBuildWithReport.OnPreprocessBuild instead. + + + + + + + Implement this interface to receive a callback before the build is started. + + + + + Implement this function to receive a callback before the build is started. + + A report containing information about the build, such as its target platform and output path. + + + + Implement this interface to receive a callback before a compute shader is compiled. + + + + + Implement this interface to receive a callback before Unity compiles a compute shader kernel into a build. + + The compute shader that Unity is about to compile. + The name of the kernel that Unity is about to compile. + The list of shader variants that Unity is about to compile. + + + + Implement this interface to receive a callback before a shader is compiled. + + + + + Implement this interface to receive a callback before a shader snippet is compiled. + + The shader that Unity is about to compile. + Details about the specific shader code being compiled. + List of variants that Unity is about to compile for the shader. + + + + Implement this interface to receive a callback for each Scene during the build. + + + + + Implement this function to receive a callback for each Scene during the build. + + The current Scene being processed. + + + + Implement this interface to receive a callback for each Scene during the build. + + + + + Implement this function to receive a callback for each Scene during the build. + + The current Scene being processed. + A report containing information about the current build. When this callback is invoked for Scene loading during Editor playmode, this parameter will be null. + + + + Implement this interface to receive callbacks related to the running of UnityLinker. + + + + + Generates additional link.xml files for preserving additional types and their members. + + The current built report. + Information about the current run of UnityLinker. + + The file path to the generated link.xml file. If the path is relative, GenerateAdditionalLinkXmlFile combines it with the working directory to make an absolute path. + + + + + Build Target by name. + + + + + iOS. + + + + + TvOS. + + + + + Android. + + + + + CloudRendering. + + + + + EmbeddedLinux. + + + + + LinuxHeadlessSimulation. + + + + + Nintendo Switch. + + + + + PS4. + + + + + Server. + + + + + Stadia. + + + + + Desktop Standalone. + + + + + Name of the build target. + + + + + Unknown. + + + + + WebGL. + + + + + Windows Store Apps. + + + + + Xbox One. + + + + + Sets which texture compression override to use when importing assets. + + + + + Import textures with fast, but lower quality, texture compression. + + + + + Import textures with texture compression off. + + + + + Do not override texture import compression parameters. + + + + + Low level interface for building scripts for Unity. + + + + + Compiles user scripts into one or more assemblies. + + + + + + + Script compilation options. + + + + + Include assertions in the compiled scripts. By default, the assertions are only included in development builds. + + + + + Build a development version of the scripts. + + + + + Compiled the scripts without any special settings. + + + + + Struct with result information returned from the PlayerBuildInterface.CompilePlayerScripts API. + + + + + Collection of assemblies compiled. + + + + + Type information generated by the script compilation call. + + + + + Struct containing information on how to build scripts. + + + + + User-specified preprocessor defines used while compiling assemblies. + + + + + Platform group for which scripts will be compiled. + + + + + Specific compiler options to use when compiling scripts. + + + + + Subtarget for which scripts will be compiled. + + + + + Platform group for which scripts will be compiled. + + + + + Container for holding information about script type and property data. + + + + + Dispose the TypeDB destroying all internal state. + + + + + Returns true if the objects are equal. + + + + + + Gets the hash for the BuildReferenceMap. + + + + + Gets the hash code for the TypeDB. + + + + + ISerializable method for serialization support outside of Unity's internal serialization system. + + + + + + + Contains information about a single file produced by the build process. + + + + + The unique indentifier of the build file. + + + + + The absolute path of the file produced by the build process. + + + + + The role the file plays in the build output. + + + + + The total size of the file, in bytes. + + + + + The BuildReport API gives you information about the Unity build process. + + + + + An array of all the files output by the build process. + + + + + An array of all the PackedAssets generated by the build process. + + + + + An optional array of ScenesUsingAssets generated by the build process if BuildOptions.DetailedBuildReport was used during the build. + + + + + An array of all the BuildSteps that took place during the build process. + + + + + The StrippingInfo object for the build. + + + + + A BuildSummary containing overall statistics and data about the build process. + + + + + Describes the outcome of the build process. + + + + + Indicates that the build was cancelled by the user. + + + + + Indicates that the build failed. + + + + + Indicates that the build completed successfully. + + + + + Indicates that the outcome of the build is in an unknown state. + + + + + Contains information about a single step in the build process. + + + + + The nesting depth of the build step. + + + + + The total duration for this build step. + + + + + All log messages recorded during this build step, in the order of which they occurred. + + + + + The name of this build step. + + + + + Contains information about a single log message recorded during the build process. + + + + + The text content of the log message. + + + + + The LogType of the log message. + + + + + Contains overall summary information about a build. + + + + + The time the build ended. + + + + + The time the build was started. + + + + + The Application.buildGUID of the build. + + + + + The BuildOptions used for the build, as passed to BuildPipeline.BuildPlayer. + + + + + The output path for the build, as provided to BuildPipeline.BuildPlayer. + + + + + The platform that the build was created for. + + + + + The platform group the build was created for. + + + + + The outcome of the build. + + + + + The total number of errors and exceptions recorded during the build process. + + + + + The total size of the build output, in bytes. + + + + + The total time taken by the build process. + + + + + The total number of warnings recorded during the build process. + + + + + The subtarget that the build was created for. + + + Returns the subtarget value. + + + + + This class provides constant values for some of the common roles used by files in the build. The role of each file in the build is available in BuildFile.role. + + + + + The BuildFile.role value of the file that provides config information used in Low Integrity mode on Windows. + + + + + The BuildFile.role value of built AssetBundle files. + + + + + The BuildFile.role value of an AssetBundle manifest file, produced during the build process, that contains information about the bundle and its dependencies. + + + + + The BuildFile.role value of the file that contains configuration information for the very early stages of engine startup. + + + + + The BuildFile.role value of the file that contains built-in resources for the engine. + + + + + The BuildFile.role value of the file that contains Unity's built-in shaders, such as the Standard shader. + + + + + The BuildFile.role value of the executable that is used to capture crashes from the player. + + + + + The BuildFile.role value of files that contain information for debuggers. + + + + + The BuildFile.role value of a managed library that is present in the build due to being a dependency of a CommonRoles.managedLibrary. + + + + + The BuildFile.role value of the main Unity runtime when it is built as a separate library. + + + + + The BuildFile.role value of an executable - the file that will actually be launched on the target device. + + + + + The BuildFile.role value of the file that contains global Project Settings data for the player. + + + + + The BuildFile.role value of files that provide the managed API for Unity. + + + + + The BuildFile.role value of a managed assembly, containing compiled script code. + + + + + The BuildFile.role value of a manifest AssetBundle, which is an AssetBundle that contains information about other AssetBundles and their dependencies. + + + + + The BuildFile.role value of files that are used as configuration data by the Mono runtime. + + + + + The BuildFile.role value of files that make up the Mono runtime itself. + + + + + The BuildFile.role value of the file that contains the contents of the project's "Resources" folder, packed into a single file. + + + + + The BuildFile.role value of a file that contains the packed content of a Scene. + + + + + The BuildFile.role value of a file that contains asset objects which are shared between Scenes. Examples of asset objects are textures, models, and audio. + + + + + The BuildFile.role value of files that have been copied into the build without modification from the StreamingAssets folder in the project. + + + + + The BuildFile.role value of a file that contains streaming resource data. + + + + + Contains information about a single packed Asset. + + + + + The unique identifier of the packed Asset. + + + + + The offset in a PackedAssets file that indicates the beginning of the packed Asset. + + + + + The size of the packed Asset. + + + + + The Global Unique Identifier (GUID) of the source Asset that the build process used to generate the packed Asset. + + + + + The file path to the source Asset that the build process used to generate the package Asset, relative to the Project directory. + + + + + The type of source Asset that the build process used to generate the package Asset, such as image, Mesh or audio types. + + + + + An extension to the BuildReport class that tracks how Assets contribute to the size of the build. + + + + + An array of PackedAssetInfo objects that holds information about the Assets that are included in the PackedAssets bundle, such as packed Asset size and type. + + + + + The identifier of the BuildFile that holds the contents of the packed Asset file. + + + + + The header size of the packed Asset file. + + + + + The file path to the Asset package, relative to the Data folder of the build. + + + + + Contains information about which scenes in a build have references to an Asset in the build. + + + + + The asset path. + + + + + The list of scenes in the build referring to the asset, identified by a string containing the scene index in the BuildPlayerOptions.scenes list, as well as the scene path. + + + + + An extension to the BuildReport class that tracks which scenes in the build have references to a specific asset in the build. + + + + + An array of ScenesUsingAsset that holds information about the Assets that are included in the build. + + + + + The StrippingInfo object contains information about which native code modules in the engine are still present in the build, and the reasons why they are still present. + + + + + The native engine modules that were included in the build. + + + + + Returns the list of dependencies or reasons that caused the given entity to be included in the build. + + The name of an engine module, class, or other entity present in the build. + + A list of modules, classes, or other entities that caused the provided entity to be included in the build. + + + + + Asset Bundle building options. + + + + + Append the hash to the assetBundle name. + + + + + Removes the Unity Version number in the Archive File & Serialized File headers during the build. + + + + + Use chunk-based LZ4 compression when creating the AssetBundle. + + + + + Includes all dependencies. + + + + + Forces inclusion of the entire asset. + + + + + Builds an asset bundle using a hash for the id of the object stored in the asset bundle. + + + + + Disables Asset Bundle LoadAsset by file name. + + + + + Disables Asset Bundle LoadAsset by file name with extension. + + + + + Do not include type information within the AssetBundle. + + + + + Do a dry run build. + + + + + Force rebuild the assetBundles. + + + + + Ignore the type tree changes when doing the incremental build check. + + + + + Build assetBundle without any special option. + + + + + Do not allow the build to succeed if any errors are reporting during it. + + + + + Don't compress the data when creating the AssetBundle. + + + + + Building options. Multiple options can be combined together. + + + + + Used when building Xcode (iOS) or Eclipse (Android) projects. + + + + + Allow script debuggers to attach to the player remotely. + + + + + Run the built player. + + + + + Build a compressed asset bundle that contains streamed Scenes loadable with the UnityWebRequest class. + + + + + Only build the scripts in a Project. + + + + + Clear all cached build results, resulting in a full rebuild of all scripts and all player data. + + + + + Use chunk-based LZ4 compression when building the Player. + + + + + Use chunk-based LZ4 high-compression when building the Player. + + + + + Sets the Player to connect to the Editor. + + + + + Start the player with a connection to the profiler in the editor. + + + + + Determines if the player should be using the custom connection ID. + + + + + Generates more information in the BuildReport. + + + + + Build a development version of the player. + + + + + Enables code coverage. You can use this as a complimentary way of enabling code coverage on platforms that do not support command line arguments. + + + + + Enables Deep Profiling support in the player. + + + + + Options for building the standalone player in headless mode. + + + + + Include assertions in the build. By default, the assertions are only included in development builds. + + + + + Force full optimizations for script compilation in Development builds. + + + + + Build will include Assemblies for testing. + + + + + Perform the specified build without any special settings or extra tasks. + + + + + Will force the buildGUID to all zeros. + + + + + Patch a Development app package rather than completely rebuilding it. + +Supported platforms: Android. + + + + + Enable Shader Livelink support. + + + + + Show the built player. + + + + + Do not allow the build to succeed if any errors are reporting during it. + + + + + Symlink runtime libraries when generating iOS Xcode project. (Faster iteration time). + + + + + Symlink sources when generating the project. This is useful if you're changing source files inside the generated project and want to bring the changes back into your Unity project or a package. + + + + + Don't compress the data when creating the asset bundle. + + + + + Sets the Player to wait for player connection on player start. + + + + + Lets you programmatically build players or AssetBundles which can be loaded from the web. + + + + + Is a player currently being built? + + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. + + + + Builds an asset bundle. + + Lets you specify a specific object that can be conveniently retrieved using AssetBundle.mainAsset. + An array of assets to write into the bundle. + The filename where to write the compressed asset bundle. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform to build the bundle for. + The optional crc output parameter can be used to get a CRC checksum for the generated AssetBundle, which can be used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle. + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) + + + + Builds an asset bundle, with custom names for the assets. + + A collection of assets to be built into the asset bundle. Asset bundles can contain any asset found in the project folder. + An array of strings of the same size as the number of assets. +These will be used as asset names, which you can then pass to AssetBundle.Load to load a specific asset. Use BuildAssetBundle to just use the asset's path names instead. + The location where the compressed asset bundle will be written to. + Automatically include dependencies or always include complete assets instead of just the exact referenced objects. + The platform where the asset bundle will be used. + An optional output parameter used to get a CRC checksum for the generated AssetBundle. (Used to verify content when downloading AssetBundles using UnityWebRequestAssetBundle.GetAssetBundle().) + + + + Build all AssetBundles specified in the editor. + + Output path for the AssetBundles. + AssetBundle building options. + Chosen target build platform. + + The manifest listing all AssetBundles included in this build. + + + + + Build AssetBundles from a building map. + + Output path for the AssetBundles. + AssetBundle building map. + AssetBundle building options. + Target build platform. + + The manifest listing all AssetBundles included in this build. + + + + + Checks if Unity can append the build. + + The BuildTarget to build. + The path where Unity builds the application. + + Returns a UnityEditor.CanAppendBuild enum that indicates whether Unity can append the build. + + + + + Builds a player. + + Provide various options to control the behavior of BuildPipeline.BuildPlayer. + + A BuildReport giving build process information. + + + + + Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead. + + The Scenes to include in the build. If empty, the build only includes the currently open Scene. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). + The path where the application will be built. + The BuildTarget to build. + Additional BuildOptions, like whether to run the built player. + + + An error message if an error occurred. + + + + + Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead. + + The Scenes to include in the build. If empty, the build only includes the currently open Scene. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). + The path where the application will be built. + The BuildTarget to build. + Additional BuildOptions, like whether to run the built player. + + + An error message if an error occurred. + + + + + Builds one or more Scenes and all their dependencies into a compressed asset bundle. + + Pathnames of levels to include in the asset bundle. + Pathname for the output asset bundle. + Runtime platform on which the asset bundle will be used. + Output parameter to receive CRC checksum of generated assetbundle. + Build options. See BuildOptions for possible values. + + String with an error message, empty on success. + + + + + Builds one or more Scenes and all their dependencies into a compressed asset bundle. + + Pathnames of levels to include in the asset bundle. + Pathname for the output asset bundle. + Runtime platform on which the asset bundle will be used. + Output parameter to receive CRC checksum of generated assetbundle. + Build options. See BuildOptions for possible values. + + String with an error message, empty on success. + + + + + Builds one or more Scenes and all their dependencies into a compressed asset bundle. + + Pathnames of levels to include in the asset bundle. + Pathname for the output asset bundle. + Runtime platform on which the asset bundle will be used. + Output parameter to receive CRC checksum of generated assetbundle. + Build options. See BuildOptions for possible values. + + String with an error message, empty on success. + + + + + Builds one or more Scenes and all their dependencies into a compressed asset bundle. + + Pathnames of levels to include in the asset bundle. + Pathname for the output asset bundle. + Runtime platform on which the asset bundle will be used. + Output parameter to receive CRC checksum of generated assetbundle. + Build options. See BuildOptions for possible values. + + String with an error message, empty on success. + + + + + Given a BuildTarget will return the well known string representation for the build target platform. + + An instance of the BuildTarget enum. + + Target platform name represented by the passed in BuildTarget. + + + + + Extract the crc checksum for the given AssetBundle. + + + + + + + Extract the hash for the given AssetBundle. + + + + + + + Returns the path of a player directory. For ex., Editor\Data\PlaybackEngines\AndroidPlayer. + +In some cases the player directory path can be affected by BuildOptions.Development. + + Build target. + Build options. + Build target group. + + + + Returns the path of a player directory. For ex., Editor\Data\PlaybackEngines\AndroidPlayer. + +In some cases the player directory path can be affected by BuildOptions.Development. + + Build target. + Build options. + Build target group. + + + + Returns the mode currently used by players to initiate a connect to the host. + + + + + + + Returns true if the specified build target is currently available in the Editor. + + build target group + build target + + + + Lets you manage cross-references and dependencies between different asset bundles and player builds. + + + + + Lets you manage cross-references and dependencies between different asset bundles and player builds. + + + + + Writes out a "boot.config" file that contains configuration information for the very early stages of engine startup. + + The location to write the file to. + The platform to target for this build. + Options for this build. + + + + Provide various options to control the behavior of BuildPipeline.BuildPlayer. + + + + + The path to an manifest file describing all of the asset bundles used in the build (optional). + + + + + User-specified preprocessor defines used while compiling assemblies for the player. + + + + + The path where the application will be built. + + + + + Additional BuildOptions, like whether to run the built player. + + + + + The Scenes to be included in the build. + + + + + The Subtarget to build. + + + + + The BuildTarget to build. + + + + + The BuildTargetGroup to build. + + + + + The default build settings window. + + + + + Exceptions used to indicate abort or failure in the callbacks registered via BuildPlayerWindow.RegisterBuildPlayerHandler and BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler. + + + + + Create a new BuildMethodException. + + Display this message as an error in the editor log. + + + + Create a new BuildMethodException. + + Display this message as an error in the editor log. + + + + Default build methods for the BuildPlayerWindow. + + + + + The built-in, default handler for executing a player build. Can be used to provide default functionality in a custom build player window. + + The options to build with. + + + + The built-in, default handler for calculating build player options. Can be used to provide default functionality in a custom build player window. + + Default options. + + The calculated BuildPlayerOptions. + + + + + Register a delegate to intercept or override the build process executed with the "Build" and "Build and Run" buttons. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.BuildPlayer. + + Delegate System.Action that takes a BuildPipeline.BuildPlayerOptions parameter. + + + + Register a delegate method to calculate BuildPlayerOptions that are passed to the build player handler. Registering a null value will restore default behavior, which is the equivalent of calling BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions. + + Delegate System.Func that takes a BuildPlayerOptions parameter. The value passed into the delegate will represent default options. The return value will be passed to the default build player handler, or to a custom handler set with BuildPlayerWindow.RegisterBuildPlayerHandler. + + + + Open the build settings window. + + + + + Target build platform. + + + + + Build an iOS player. + + + + + OBSOLETE: Use iOS. Build an iOS player. + + + + + Build to Apple's tvOS platform. + + + + + Build an Android .apk standalone app. + + + + + Build a CloudRendering standalone. + + + + + Build a LinuxHeadlessSimulation standalone. + + + + + Build to Nintendo 3DS platform. + + + + + Build a PS4 Standalone. + + + + + Build to PlayStation 5 platform. + + + + + Build a Stadia standalone. + + + + + Build a Linux standalone. + + + + + Build a Linux 64-bit standalone. + + + + + Build a Linux universal standalone. + + + + + Build a macOS standalone (Intel 64-bit). + + + + + Build a macOS Intel 32-bit standalone. (This build target is deprecated) + + + + + Build a macOS Intel 64-bit standalone. (This build target is deprecated) + + + + + Build a Windows standalone. + + + + + Build a Windows 64-bit standalone. + + + + + Build a Nintendo Switch player. + + + + + WebGL. + + + + + Build a web player. (This build target is deprecated. Building for web player will no longer be supported in future versions of Unity.) + + + + + Build a streamed web player. + + + + + Build an Windows Store Apps player. + + + + + Build a Xbox One Standalone. + + + + + Build target group. + + + + + Apple iOS target. + + + + + OBSOLETE: Use iOS. Apple iOS target. + + + + + Apple's tvOS target. + + + + + Android target. + + + + + CloudRendering target. + + + + + LinuxHeadlessSimulation target. + + + + + Nintendo 3DS target. + + + + + Sony Playstation 4 target. + + + + + Sony Playstation 5 target. + + + + + Google Stadia target. + + + + + PC (Windows, Mac, Linux) target. + + + + + Nintendo Switch target. + + + + + Unknown target. + + + + + WebGL. + + + + + Mac/PC webplayer target. + + + + + Windows Store Apps target. + + + + + Microsoft Xbox One target. + + + + + Struct used for AssetDatabase.cacheServerConnectionChanged. + + + + + Selects the cache server configuration mode. + + + + + Use this if you want to use the global cache server settings. + + + + + Use this if you want to disable the use of cache server for the project. + + + + + Use this if you want to enable use of the project specific cache server settings. + + + + + Options for the accelerate server validation mode. + + + + + Disable validation for the cache server. + + + + + Calculate and upload hashes. Validate Accelerator-provided hashes during downloads. + + + + + Calculate and uploaded content hashes to the Accelerator. Require Accelerator-provided hashes for download validation. + + + + + Calculate content hashes for uploaded artifacts and send them to the Accelerator for validation. + + + + + Base class for Attributes that require a callback index. + + + + + Add this attribute to a method to get a notification after scripts have been reloaded. + + + + + DidReloadScripts attribute. + + Order in which separate attributes will be processed. + + + + DidReloadScripts attribute. + + Order in which separate attributes will be processed. + + + + Indicates whether OnOpenAssetAttribute decorated method is a validation function that checks if asset opening is handled by Unity or a custom script. + + + + + Indicates that OnOpenAssetAttribute decorated method is an opening function. + + + + + Indicates that OnOpenAssetAttribute decorated method is a validation function. + + + + + Add this attribute to a method to get a notification just after building the player. + + + + + Add this attribute to a method to get a notification just after building the Scene. + + + + + Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified assembly. + + + + + The name of the assembly that should be run before this callback. + + + + + Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified assembly. + + The name of the assembly that should be run before this callback. + + + + Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified class. + + + + + The class type that should be run before this callback. + + + + + Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified class. + + The class type that should be run before this callback. + The assembly-qualified name of the class type that should be run before this callback. This dependency attribute will be ignored when the name can not be resolved, such as if the class is not present in the current project. + + + + Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified class. + + The class type that should be run before this callback. + The assembly-qualified name of the class type that should be run before this callback. This dependency attribute will be ignored when the name can not be resolved, such as if the class is not present in the current project. + + + + Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified package. + + + + + The name of the package that should be run before this callback. + + + + + Add this attribute to a callback method to mark that this callback must be run after any callbacks that are part of the specified package. + + The name of the package that should be run before this callback. + + + + Add this attribute to a callback method to indicate that this callback must be run before any callbacks that are part of the specified assembly. + + + + + The name of the assembly that should be called after this callback. + + + + + Add this attribute to a callback method to indicate that this callback must be run before any callbacks that are part of the specified assembly. + + The name of the assembly that should be called after this callback. + + + + Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified class. + + + + + The class type that should be run before this callback. + + + + + Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified class. + + The class type that should be run after this callback. + The assembly-qualified name of the class type that should be run after this callback. This dependency attribute will be ignored when the name can not be resolved, such as if the class is not present in the current project. + + + + Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified class. + + The class type that should be run after this callback. + The assembly-qualified name of the class type that should be run after this callback. This dependency attribute will be ignored when the name can not be resolved, such as if the class is not present in the current project. + + + + Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified package. + + + + + The name of the package that should be run after this callback. + + + + + Add this attribute to a callback method to mark that this callback must be run before any callbacks that are part of the specified package. + + The name of the package that should be run after this callback. + + + + Unity Camera Editor. + + + + + Settings for the camera editor. + + + + + See ScriptableObject.OnDestroy. + + + + + See ScriptableObject.OnDisable. + + + + + See ScriptableObject.OnEnable. + + + + + See Editor.OnInspectorGUI. + + + + + See Editor.OnSceneGUI. + + + + + Contains all drawable elements of the CameraEditor. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + See SerializedObject.ApplyModifiedProperties. + + + + + Draws the default [[CameraEditor] background color widget. + + + + + Draws the default [[CameraEditor] warnings issued by a camera. + + The camera from which warnings are read. + + + + Draws the default [[CameraEditor] clear flags widget. + + + + + Draws the default [[CameraEditor] clipping planes widget. + + + + + Draws the default [[CameraEditor] culling mask widget. + + + + + Draws the default [[CameraEditor] depth widget. + + + + + Draws the default [[CameraEditor] dynamic resolution widget. + + + + + Draws the default [[CameraEditor] HDR widget. + + + + + Draws the default [[CameraEditor] MSAA widget. + + + + + Draws the default [[CameraEditor] muliple display widget. + + + + + Draws the default [[CameraEditor] viewport widget. + + + + + Draws the default [[CameraEditor] occlusion culling widget. + + + + + Draws the default [[CameraEditor] projection widget. + + + + + Draws the default [[CameraEditor] rendering path widget. + + + + + Draws the default [[CameraEditor] target eye widget. + + + + + Draws the default [[CameraEditor] target texture widget. + + + + + + Draws the default [[CameraEditor] VR widget. + + + + + Exposed SerializedProperty for the inspected Camera. + + + + + Populate the settings object with data linked to the Camera SerializedObject. + + + + + See SerializedObject.Update. + + + + + Utilities for cameras. + + + + + Draw the frustrum gizmo of a camera. + + The camera to use. + + + + The aspect ratio of the game view. + + + + + Calculate the frustrum aspect ratio of a camera. + + Camera to use. + + The frustrum aspect ratio of the provided camera. + + + + + Calculate the points of the frustrum plane facing the viewer at a specific distance. + +The points array will be filled with the calculated points in the following order: left bottom, left top, right top and right bottom. + + Clip space to world space matrix. + View position in world space. + Distance from the view position of the plane. + Calculated points. (A minimum size of 4 elements is required). + + + + Draw the frustrum handles for a camera. + + The camera to use. + + + + Check whether a viewport is valid. + + Viewport to check. + + Whether the viewport is valid. + + + + + Calculate the world space position of a point in clip space. + +The z component will be used to get the point at the distance z from the viewer. + + Clip to world matrix to use. + The viewer's position in world space. + The position in clip space. + + The corresponding world space position. + + + + + Calculate the frustrum corners. + +Corners are calculated in this order: left bottom, left top, right top, right bottom. + + Camera to use. + The corners of the near plane. (A minimum size of 4 elements is required.) + The corners of the far plane. (A minimum size of 4 elements is required.) + The aspect ratio of the frustrum. + + Whether the frustrum was calculated. + + + + + Calculate the frustrum corners from the sensor physical properties, without taking gate fitting into account. +To get the actual frustum with gate fit adjustment, use CameraEditorUtils.TryGetFrustum. +This method is equivalent to CameraEditorUtils.TryGetFrustum for non-physical cameras. + +Corners are calculated in this order: left bottom, left top, right top, right bottom. + + Camera to use. + The corners of the near plane. (A minimum size of 4 elements is required.) + The corners of the far plane. (A minimum size of 4 elements is required.) + The aspect ratio of the frustrum. + + Whether the frustrum was calculated. + + + + + Project points from world to screen space. + + + + + Creates a CameraProjectionCache with the camera's current state. + + The Camera from which projection matrices will be copied. + + + + Converts a point from GUI position to screen space relative to the cached camera viewport. + + A point in GUI space to convert to screen space. + + guiPoint in screen space relative to the cached camera viewport. + + + + + Converts a point from screen space to GUI position relative to the viewport at the time the CameraProjectionCache was created. + + A point in screen space. + + screenPoint converted to GUI space relative to the cached camera viewport. + + + + + Converts a world space point to a 2D GUI position. + + A point in world space. + + A point in GUI space. + + + + + Transforms position from world space into screen space using the cached camera projection and viewport. + + A point in world space. + + The converted point in screen space. + + + + + Whether you can append an existing build using BuildOptions.AcceptExternalModificationsToPlayer. + + + + + The target platform supports appending builds, and the build is not in a valid state. + + + + + The target platform does not support appending builds. + + + + + The target platform supports appending builds, and the build can be appended. + + + + + Attribute used to make a custom editor support multi-object editing. + + + + + A change of this type indicates that a property of an asset object in memory has changed. This happens for example when Undo.RecordObject is used with an instance of an asset (e.g. Texture). + + + + + The GUID of the changed asset. + + + + + The instance ID of the modified asset. + + + + + The Scene that contains the modified asset. This is usually an invalid scene unless the asset is explicitly associated in a scene (e.g. RenderSettings). + + + + + Constructs a new instance. + + The GUID of the changed asset. + The instance ID of the modified asset. + The Scene that contains the modified asset. + + + + A change of this type indicates that a property of a GameObject or Component has changed. This happens for example when Undo.RecordObject is used with an instance of a Component. + + + + + The instance ID of the modified GameObject or Component. + + + + + The Scene that contains the GameObject associated with the change. If a Component is changed, this is the GameObject to which the component belongs. + + + + + Constructs a new instance. + + The instance ID of the modified GameObject or Component. + The Scene that contains the GameObject associated with the change. If a Component is changed, this is the GameObject to which the component belongs. + + + + A change of this type indicates that the parent of a GameObject has changed. This happens when Undo.SetTransformParent or SceneManager.MoveGameObjectToScene is used. + + + + + The instance ID of the GameObject whose parent changed. Note that this is not the instance ID of the Transform component. + + + + + The instance ID of the GameObject that is the new parent of the target. Note that this is not the instance ID of its Transform. + + + + + The Scene containing the new parent. This is useful to detect whether a GameObject was moved to another scene or moved to the root of a scene. + + + + + The instance ID of the GameObject that was the previous parent of the target. Note that this is not the instance ID of its Transform. + + + + + The scene containing the previous parent. This is useful to detect whether a GameObject was moved to another scene. + + + + + Constructs a new instance. + + The instance ID of the GameObject whose parent changed. Note that this is not the instance ID of the Transform component. + The scene containing the previous parent. This is useful to detect whether a GameObject was moved to another scene. + The instance ID of the GameObject that was the previous parent of the target. Note that this is not the instance ID of its Transform. + The Scene containing the new parent. This is useful to detect whether a GameObject was moved to another scene or moved to the root of a scene. + The instance ID of the GameObject that is the new parent of the target. Note that this is not the instance ID of its Transform. + + + + A change of this type indicates that the structure of a GameObject has changed. This happens when a component is added to or removed from the GameObject using Undo.AddComponent or Undo.DestroyObjectImmediate. + + + + + The instance ID of the GameObject that has been changed. + + + + + The Scene containing the GameObject that has been changed. + + + + + Constructs a new instance. + + The instance ID of the GameObject that has been changed. + The Scene containing the GameObject that has been changed. + + + + A change of this type indicates that the structure of a GameObject has changed and any GameObject in the hierarchy below it might have changed. This happens for example when Undo.RegisterFullObjectHierarchyUndo is used. + + + + + The instance ID of the GameObject that has been changed. + + + + + The scene containing the GameObject that has been changed. + + + + + Constructs a new instance. + + The instance ID of the GameObject that has been changed. + The Scene containing the GameObject that has been changed. + + + + A change of this type indicates that an open scene has been changed ("dirtied") without any more specific information available. This happens for example when EditorSceneManager.MarkSceneDirty is used. + + + + + The Scene that was changed. + + + + + Constructs a new instance. + + The Scene that was changed. + + + + Stores a curve and its name that will be used to create additional curves during the import process. + + + + + The animation curve. + + + + + The name of the animation curve. + + + + + AnimationClip mask options for ModelImporterClipAnimation. + + + + + Use a mask from your project to specify which transforms animation should be imported. + + + + + A mask containing all the transform in the file will be created internally. + + + + + No Mask. All the animation will be imported. + + + + + Use this class to retrieve information about the currently selected project and the current Unity ID that is logged in. + + + + + The ID of the organization that this project belongs to. (Read Only) + + + + + The name of the organization that this project belongs to. (Read Only) + + + + + A unique cloud project identifier. It is unique for every project (Read Only). + + + + + The name of the project entry in the dashboard associated with this project (Read Only). + + + + + The user ID of the currently logged-in Unity ID account (Read Only). + + + + + The user name of the currently logged in Unity ID account (Read Only). + + + + + Used as input to ColorField to configure the HDR color ranges in the ColorPicker. + + + + + Maximum allowed color component value when using the ColorPicker. + + + + + Maximum exposure value allowed in the Color Picker. + + + + + Minimum allowed color component value when using the ColorPicker. + + + + + Minimum exposure value allowed in the Color Picker. + + + + + + + Minimum brightness value allowed when using the Color Picker. + Maximum brightness value allowed when using the Color Picker. + Minimum exposure value used in the tonemapping section of the Color Picker. + Maximum exposure value used in the tonemapping section of the Color Picker. + + + + Flags for Assembly. + + + + + Selects assemblies compiled for the editor including test assemblies. + + + + + Selects assemblies compiled for the player including test assemblies. + + + + + Selects assemblies compiled for the player excluding test assemblies. + + + + + Class that represents an assembly compiled by Unity. + + + + + Returns Assembly.assemblyReferences and Assembly.compiledAssemblyReferences combined. + +This returns all assemblies that are passed to the compiler when building this assembly,. + + + + + Assembly references used to build this assembly. + +The references are also assemblies built as part of the Unity project. + +See Also: Assembly.compiledAssemblyReferences and Assembly.allReferences. + + + + + Assembly references to pre-compiled assemblies that used to build this assembly. + +See Also: Assembly.assemblyReferences and Assembly.allReferences. + + + + + Compiler options used to compile the assembly. + + + + + The defines used to compile this assembly. + + + + + Flags for the assembly. + +See Also: AssemblyFlags. + + + + + The name of the assembly. + + + + + The full output file path of this assembly. + + + + + Sets the root namespace of the assembly. + + + + + All the souce files used to compile this assembly. + + + + + Constructor. + + Assembly name. + Assembly output. + Assembliy source files. + Assembly defines. + Assembly references. + Compiled assembly references. + Assembly flags. + + + + Compiles scripts outside the Assets folder into a managed assembly that can be used inside the Assets folder. + + + + + Additional #define directives passed to compilation of the assembly. + + + + + Additional assembly references passed to compilation of the assembly. + + + + + Output path of the assembly to build. (Read Only) + + + + + Event that is invoked on the main thread when the assembly build finishes. + + First parameter is the output assembly path. Second parameter are the compiler messages. + + + + Event that is invoked on the main thread when the assembly build starts. + + Parameter is the output assembly path. + + + + BuildTarget for the assembly build. + + + + + BuildTargetGroup for the assembly build. + + + + + Compiler options to use when building the assembly. + + + + + Default defines used when compiling the assembly. + + + + + Default references used when compiling the assembly. + + + + + References to exclude when compiling the assembly. + + + + + Flags to control the assembly build. + + + + + Options to control the references that Unity uses during an assembly build. + + + + + Array of script paths used as input for assembly build. (Read Only) + + + + + Current status of assembly build. (Read Only) + + + + + Starts the build of the assembly. + +While building, the small progress icon in the lower right corner of Unity's main window will spin and EditorApplication.isCompiling will return true. + + + Returns true if build was started. Returns false if the build was not started due to the editor currently compiling scripts in the Assets folder. + + + + + AssemblyBuilder constructor. + + Path of the output assembly. Relative to project root. + Array of script paths to be compiled into the output assembly. Relative to project root. + + + + Flags used by AssemblyBuilder to control assembly build. + + + + + Defines whether the output assembly is an development build. + + + + + Defines whether the output assembly is an editor assembly. + + + + + None value. Default. + + + + + Status of the AssemblyBuilder build. + + + + + Indicates the AssemblyBuilder build has finished. + + + + + Indicates the AssemblyBuilder build is compiling. + + + + + Indicates the AssemblyBuilder build has not been started. + + + + + An exception throw for Assembly Definition Files errors. + + + + + File paths of the assembly definition files that caused the exception. + + + + + Constructor. + + Exception message. + File paths for assembly definition files. + + + + Contains information about a platform supported by the assembly definition files. + + + + + BuildTarget for the AssemblyDefinitionPlatform. + + + + + Display name for the platform. + + + + + Name used in assembly definition files. + + + + + Assembly definition file reference type. + + + + + Assembly definition file GUID reference. + + + + + Assembly definition file assembly name reference. + + + + + Flags for Assembly. + + + + + Indicates whether this assembly is an editor only assembly. + + + + + None value. Default. + + + + + Code optimization mode defines whether UnityEditor compiles scripts in Debug or Release mode. + + + + + Debug mode enables C# debugging but reduces C# performance. + + + + + Unitialized value for code optimization mode. + + + + + Release mode disables C# debugging but improves C# performance. + + + + + Methods and properties for script compilation pipeline. + + + + + An event that is invoked on the main thread when compilation of an assembly finishes. + + First parameter is the output assembly path. Second parameter are the compiler messages. + + + + An event that is invoked on the main thread when the assembly build starts. + + Parameter is the output assembly path. + + + + Current Compilation.CodeOptimization|code optimization mode. + + + + + This event triggers whenever the codeOptimization property changes between Compilation.CodeOptimization.Debug|Debug and Compilation.CodeOptimization.Release|Release modes. + + Current Compilation.CodeOptimization|code optimization mode value. + + + + An event that is invoked on the main thread when the compilation of assemblies finishes. + + A context object, which is a temporary store that allows you to compare compilation start and finish events. + + + + An event that is invoked on the main thread when the compilation of assemblies starts. + + A context object, which is a temporary store that allows you to compare compilation start and finish events. + + + + Converts an assembly definition file GUID reference to a GUID string. + + Assembly Definition File GUID reference. + + A GUID string. + + + + + Get all script assemblies compiled by Unity filtered by AssembliesType. + + + + Array of script assemblies compiled by Unity. + + + + + Returns the assembly definition file path from an assembly name. Returns null if there is no assembly definition file for the given assembly name. + + Assembly name. + + File path of assembly definition file. + + + + + Returns the assembly definition file path for an Assembly Definition File GUID or assembly name reference. Returns null if there is no assembly definition file for the given assembly reference. + + The assembly definition file GUID or assembly name reference. + + The file path of the given assembly definition file. + + + + + Returns the assembly definition file path for a source (script) path. Returns null if there is no assembly definition file for the given script path. + + Source (script) file path. + + File path of assembly definition file. + + + + + Returns all the platforms supported by assembly definition files. + +See Also: AssemblyDefinitionPlatform. + + + Platforms supported by assembly definition files. + + + + + Utility method to determine whether an Assembly Definition File reference is a GUID reference or an assembly name reference. + + The given assembly definition file reference. + + Whether the reference is a GUID or assembly name. + + + + + Returns the assembly name for a source (script) path. Returns null if there is no assembly name for the given script path. + + Source (script) path. + + Assembly name. + + + + + Gets the root namespace associated with the given script path. + + Source (script) file path. + + Returns the root namespace for the given script. If there is no root namespace defined for the script, it returns null. + + + + + Lists all the #define directives used to compile the specified assembly. + + The name of the assembly without the extension. + + A string array of #define directives declared for the assembly. Returns null if the assembly is not found. + + + + + Get all precompiled assembly names. + + + Precompiled assembly names. + + + + + Returns the Assembly file path from an assembly name. Returns null if there is no Precompiled Assembly name match. + + Assembly name. + + File path of precompiled assembly. + + + + + Returns the paths to the precompiled assemblies which are included when building editor assemblies and match any of the given PrecompiledAssemblySources. + + Determines which assembly paths will be returned. + + An array of paths to precompiled assemblies. + + + + + Lists all the #define directives used to compile the specified assembly, that is from a Response File. + + The name of the assembly without the extension. + + A string array of #define directives declared for the assembly. Returns null if the assembly is not found. + + + + + Use this to get a list of directories containing system references for the specific ApiCompatibilityLevel. + + + + Returns an array populated by absolute directory paths. + + + + + Converts the given GUID to an assembly definition file GUID reference. + + The given assembly definition file asset GUID. + + The assembly definition file GUID reference for the given asset GUID. + + + + + Allows you to test whether the specified #define constraints are satisfied by the specified list of #define directives. + + A string array of #define directives. + A string array of #define directives to to check compatibility against. + + True if the specified #define constraints are satisfied by the specified #define directives. Otherwise returns False. + + + + + Retrieves the ResponseFileData describing the content of the response file. + + The path to the response file to be parsed. + The absolute path to the root of the Project directory in which the response file is located. + Array of directories containing system reference libraries. + + Describes the content of the response file that was parsed. Errors, defines, etc. + + + + + Specifies the sources of precompiled assemblies referenced during compilation. + + + + + Matches all assembly sources. + + + + + Matches assemblies supplied by the target framework. + + + + + Matches any Unity assemblies. + + + + + Matches UnityEditor and editor module assemblies. + + + + + Matches UnityEngine and runtime module assemblies. + + + + + Matches precompiled assemblies present in the project and packages. + + + + + Allows you to request that the Editor recompile scripts in the project. + + Optional parameter to specify whether the Editor should clear the build cache before compilation. + + + + Allows you to request that the Editor recompile scripts in the project. + + Optional parameter to specify whether the Editor should clear the build cache before compilation. + + + + Compiler Message. + + + + + Line column for the message. + + + + + File for the message. + + + + + File line for the message. + + + + + Compiler message. + + + + + Message type. + + + + + Compiler message type. + + + + + Error message. + + + + + Info message. + + + + + Warning message. + + + + + An exception throw for Precompiled Assembly errors. + + + + + File paths for Precompiled Assemblies that caused the exception. + + + + + Constructor. + + Exception message. + File paths for Precompiled Assemblies. + + + + Options to control the Unity References to other assembly definition files that Unity uses during compilation. + + + + + Default options. + + + + + Use UnityEngine modules when compiling. + + + + + Options for specifying the behavior of CompilationPipeline.RequestScriptCompilation. + + + + + Clear all cached build results, resulting in a full rebuild of all scripts. + + + + + The default behavior. Unity will only recompile scripts that have changed, or that need recompiling due to changes in settings that affect script compilation. + + + + + Data class used for storing parsed response file data. + + + + + Array of define symbols. + + + + + Error messages that occurred during parsing the response file. + + + + + Array of absolute path reference to assemblies that should be referenced to the assemblies. + + + + + Additional compiler options written as is in the response file. + + + + + Where 'unsafe' code is allowed when compiling scripts. + + + + + Compiler options passed to the script compiler. + + + + + Additional compiler arguments. + + + + + Allow 'unsafe' code when compiling scripts. + + + + + Stores the path to the Roslyn global config file. + + + + + ApiCompatibilityLevel for a given Assembly. + + + + + Indicates whether performance optimization is enabled for the assembly + + + + + Creates ScriptCompilerOptions with default values used for script compilation. + + + + + Emit Reference Assembly when compiling scripts. + + + + + String representation of the language version being used to compile the current Assembly. + + + + + Array of path to the response files that affects the current compilation. + + + + + Stores the paths to the Roslyn Analyzer additional files. + + + + + Stores the paths to the .dll files. + + + + + Stores the path to the Roslyn ruleset file. + + + + + Define compute shader import settings in the Unity Editor. + + + + + The preprocessor that Unity uses to compile this compute shader. + + + + + Editor API for the Unity Services editor feature. Normally CrashReporting is enabled from the Services window, but if writing your own editor extension, this API can be used. + + + + + This Boolean field will cause the CrashReporting feature in Unity to capture exceptions that occur in the editor while running in Play mode if true, or ignore those errors if false. + + + + + This Boolean field will cause the CrashReporting feature in Unity to be enabled if true, or disabled if false. + + + + + The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash reports. The default is 10 log messages, the max is 50. Set this to 0 to disable capture of logs with your crash reports. + + + + + A change of this type indicates that an asset object has been created. This happens for example when Undo.RegisterCreatedObjectUndo is used with an instance of an asset (e.g. Texture). + + + + + The GUID of the new asset. + + + + + The instance ID of the modified asset. + + + + + The Scene that contains the new asset. This is usually an invalid scene unless the asset is explicitly associated in a scene (e.g. RenderSettings). + + + + + Constructs a new instance. + + The GUID of the new asset. + The instance ID of the modified asset. + The Scene that contains the new asset. + + + + A change of this type indicates that a GameObject has been created, possibly with additional objects below it in the hierarchy. This happens for example when Undo.RegisterCreatedObjectUndo is used with a GameObject. + + + + + The instance ID of the GameObject that has been created. + + + + + The scene containing the GameObject that has been created. + + + + + Constructs a new instance. + + The instance ID of the GameObject that has been created. + The scene containing the GameObject that has been created. + + + + Tells an Editor class which run-time type it's an editor for. + + + + + If true, match this editor only if all non-fallback editors do not match. Defaults to false. + + + + + Defines which object type the custom editor class can edit. + + Type that this editor can edit. + If true, child classes of inspectedType will also show this editor. Defaults to false. + + + + Defines which object type the custom editor class can edit. + + Type that this editor can edit. + If true, child classes of inspectedType will also show this editor. Defaults to false. + + + + Tells an Editor class which run-time type it's an editor for when the given RenderPipeline is activated. + + + + + Defines which object type the custom editor class can edit. + + Type that this editor can edit. + Type of RenderPipelineAsset that that should be active for this inspector to be used. + If true, child classes of inspectedType will also show this editor. Defaults to false. + + + + Defines which object type the custom editor class can edit. + + Type that this editor can edit. + Type of RenderPipelineAsset that that should be active for this inspector to be used. + If true, child classes of inspectedType will also show this editor. Defaults to false. + + + + Adds an extra preview in the Inspector for the specified type. + + + + + Tells a DefaultPreview which class it's a preview for. + + The type you want to create a custom preview for. + + + + Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for. + + + + + Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for. + + If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute. + If true, the drawer will be used for any children of the specified class unless they define their own drawer. + + + + Tells a PropertyDrawer or DecoratorDrawer class which run-time class or attribute it's a drawer for. + + If the drawer is for a custom Serializable class, the type should be that class. If the drawer is for script variables with a specific PropertyAttribute, the type should be that attribute. + If true, the drawer will be used for any children of the specified class unless they define their own drawer. + + + + Direct3D 11 fullscreen mode. + + + + + Exclusive mode. + + + + + Fullscreen window. + + + + + Direct3D 9 fullscreen mode. + + + + + Exclusive mode. + + + + + Fullscreen window. + + + + + Texture importer lets you modify Texture2D import settings for DDS textures from editor scripts. + + + + + Is texture data readable from scripts. + + + + + Base class to derive custom decorator drawers from. + + + + + The PropertyAttribute for the decorator. (Read Only) + + + + + Override this method to determine whether the inspector GUI for your decorator can be cached. + + + Whether the inspector GUI for your decorator can be cached. + + + + + Override this method to specify how tall the GUI for this decorator is in pixels. + + + + + Override this method to make your own GUI for the decorator. +See DecoratorDrawer for an example of how to use this. + + Rectangle on the screen to use for the decorator GUI. + + + + DefaultAsset is used for assets that do not have a specific type (yet). + + + + + Default definition for the Lighting Explorer. Can be overridden completely or partially. + + + + + Constructor. + + + + + Gets column definitions for 2D Lights. + + + Returns column definitions for 2D Lights. + + + + + Gets an array of all 2D lights in the scene. + + + Returns an array of 2D Lights. + + + + + This returns all the default tabs for the Lighting Explorer. + + + Default tabs for the Lighting Explorer. + + + + + Returns objects with an Emissive material. + + + Objects with an Emissive material. + + + + + Returns column definitions for Emissives. + + + Column definitions for Emissives. + + + + + Returns column definitions for Lights. + + + Column definitions for Lights. + + + + + Returns column definitions for Light Probes. + + + Column definitions for Light Probes. + + + + + Returns Light Probes. + + + Light Probes. + + + + + Returns Lights. + + + Lights. + + + + + Returns T type Objects to be shown in the Light Explorer. + + + Returns and array of T type Objects. + + + + + Returns column definitions for Reflection Probes. + + + Column definitions for Reflection Probes. + + + + + Returns Reflection Probes. + + + Reflection Probes. + + + + + A change of this type indicates that an asset object has been destroyed. This happens for example when Undo.DestroyObjectImmediate is used with an instance of an asset (e.g. Texture). + + + + + The GUID of the removed asset. + + + + + The instance ID of the modified asset. + + + + + The scene that contained the asset. This is usually an invalid scene unless the asset is explicitly associated in a scene (e.g. RenderSettings). + + + + + Constructs a new instance. + + The GUID of the removed asset. + The instance ID of the modified asset. + The Scene that contained the asset. + + + + A change of this type indicates that a GameObject and the entire hierarchy below it has been destroyed. This happens for example when Undo.DestroyObjectImmediate is used with an GameObject. + + + + + The instance ID of the GameObject that has been destroyed. + + + + + The instance ID for the parent GameObject of the GameObject that has been destroyed. + + + + + The scene containing the GameObject that has been destroyed. + + + + + Constructs a new instance. + + The instance ID of the GameObject that has been destroyed. + The instance ID for the parent GameObject of the GameObject that has been destroyed. + The Scene containing the GameObject that has been destroyed. + + + + Constructs a new instance. + + The instance ID of the GameObject that has been destroyed. + The instance ID for the parent GameObject of the GameObject that has been destroyed. + The Scene containing the GameObject that has been destroyed. + + + + The type of opt-out decision a user can make. + + + + + The decision to opt out of seeing a dialog box for all time on the user's current machine. + + + + + The decision to opt out of seeing a dialog box for the duration of the current Editor session. + + + + + Editor drag & drop operations. + + + + + Get or set ID of currently active drag and drop control. + + + + + References to Object|objects being dragged. + + + + + The file names being dragged. + + + + + The visual indication of the drag. + + + + + Accept a drag operation. + + + + + Allow override of the default behavior for the corresponding window. Multiple handlers can be registered on the same window. If a handler returns DragAndDropVisualMode.None the system will check the next handler. Any other results (DragAndDropVisualMode.Rejected or others DragAndDropVisualMode) means this handler has processed the drop event and no other handler will be called. The last handler is the default Unity handler. + + Function to handle drop on the corresponding window. + + + + Allow override of the default behavior for the corresponding window. Multiple handlers can be registered on the same window. If a handler returns DragAndDropVisualMode.None the system will check the next handler. Any other results (DragAndDropVisualMode.Rejected or others DragAndDropVisualMode) means this handler has processed the drop event and no other handler will be called. The last handler is the default Unity handler. + + Function to handle drop on the corresponding window. + + + + Allow override of the default behavior for the corresponding window. Multiple handlers can be registered on the same window. If a handler returns DragAndDropVisualMode.None the system will check the next handler. Any other results (DragAndDropVisualMode.Rejected or others DragAndDropVisualMode) means this handler has processed the drop event and no other handler will be called. The last handler is the default Unity handler. + + Function to handle drop on the corresponding window. + + + + Allow override of the default behavior for the corresponding window. Multiple handlers can be registered on the same window. If a handler returns DragAndDropVisualMode.None the system will check the next handler. Any other results (DragAndDropVisualMode.Rejected or others DragAndDropVisualMode) means this handler has processed the drop event and no other handler will be called. The last handler is the default Unity handler. + + Function to handle drop on the corresponding window. + + + + Get data associated with current drag and drop operation. + + + + + + Check if the handler is already registered for the destination window ID. + + ID of the destination window. + The handler of the targeted window. + + True if the handler is already registered. + + + + + Handler for the Hierarchy. + + ID of the Game Object in the Hierarchy window that is under the mouse cursor. + The parentForDraggedObjects is only set under special situations in Prefab Mode (most often it will be null). If this value is set the dropTargetInstanceID is 0. And the client code should use 'parentForDraggedObjects' as a forced parent of the drag. + True if the event is of type EventType.DragPerform. + Specify how the dragged object is to be dropped in the Hierarchy window. + + Returns DragAndDropVisualMode.None if this handler is not able to process event. In that case a new handler will be called for processing. Any other DragAndDropVisualMode results will stop the handler chain. + + + + + Handler for the Inspector. + + Target objects of the drag operation. + True if the event is of type EventType.DragPerform. + + Returns DragAndDropVisualMode.None if this handler is not able to process the event. In that case a new handler will be called for processing. Any other DragAndDropVisualMode results will stop the handler chain. + + + + + Clears drag & drop data. + + + + + Handler for the Project. + + ID of the dragged asset that is dropped into the Project browser window. + Path of the dragged asset that is dropped into the Project browser window. + True if the event is of type EventType.DragPerform. + + Returns DragAndDropVisualMode.None if this handler is not able to process the event. In that case a new handler will be called for processing. Any other DragAndDropVisualMode results will stop the handler chain. + + + + + Unregister a specific Drop Handler from a Window Drop Target. + + Handler to unregister. + + + + Unregister a specific Drop Handler from a Window Drop Target. + + Handler to unregister. + + + + Unregister a specific Drop Handler from a Window Drop Target. + + Handler to unregister. + + + + Unregister a specific Drop Handler from a Window Drop Target. + + Handler to unregister. + + + + Handler for the Scene. + + Dragged Game Object that is being dropped into the Scene view. + Position in the world. + Position in the viewport. + Parent transform of the dragged object. + True if the event is of type EventType.DragPerform. + + + + Set data associated with current drag and drop operation. + + + + + + + Start a drag operation. + + + + + + Visual indication mode for Drag & Drop operation. + + + + + Copy dragged objects. + + + + + Generic drag operation. + + + + + Link dragged objects to target. + + + + + Move dragged objects. + + + + + No indication (drag should not be performed). + + + + + Rejected drag operation. + + + + + IDs for core windows. These are used by the DragAndDrop.RemoveHandler API. + + + + + ID to target the Hierarchy. + + + + + ID to target the Inspector. + + + + + ID to target the Project browser. + + + + + ID to target the Scene view. + + + + + Drawing modes for Handles.DrawCamera. + + + + + Draw objects with the albedo component only. This value has been deprecated. Please use DrawCameraMode.RealtimeAlbedo. + + + + + The camera is set to display the alpha channel of the rendering. + + + + + Draw objects with baked GI only. This value has been deprecated. Please use DrawCameraMode.BakedLightmap. + + + + + Draw objects with the baked albedo component only. + + + + + Draw objects with different colors for each baked chart (UV island). + + + + + Draw objects with the baked directionality component only. + + + + + Draw objects with the baked emission component only. + + + + + Draw objects with baked indices only. + + + + + Draw objects with the baked lightmap only. + + + + + Draw objects with visible lightmap texels highlighted. + + + + + Draw objects with baked texel validity only. + + + + + Draw objects with overlapping lightmap texels highlighted. + + + + + Draw objects with different colors for each real-time chart (UV island). + + + + + Draw with different colors for each cluster. + + + + + Draw diffuse color of Deferred Shading G-buffer. + + + + + Draw world space normal of Deferred Shading G-buffer. + + + + + Draw smoothness value of Deferred Shading G-buffer. + + + + + Draw specular color of Deferred Shading G-buffer. + + + + + Draw objects with directionality for Enlighten Realtime Global Illumination. This value has been deprecated. Please use DrawCameraMode.RealtimeDirectionality. + + + + + Draw objects with the emission component only. This value has been deprecated. Please use DrawCameraMode.RealtimeEmissive. + + + + + Draw Mesh Renderers and Terrains in different colors to show their StaticEditorFlags.ContributeGI / ReceiveGI properties. With default colors: + +Yellow means 'ContributeGI' is off. +Blue means that 'ContributeGI' is on and the object receives GI from lightmaps. See Also: ReceiveGI.Lightmaps +Red means that 'ContributeGI' is on, but that the object receives GI from Light Probes instead. See Also: ReceiveGI.LightProbes. + +All colors can be adjusted under Preferences > Colors. + + + + + Draw objects with Enlighten Realtime Global Illumination only. This value has been deprecated. Please use DrawCameraMode.RealtimeIndirect. + + + + + The camera is set to show in red static lights that fall back to 'static' because more than four light volumes are overlapping. + + + + + Draw lit clusters. + + + + + The camera is set to display the texture resolution, with a red tint indicating resolution that is too high, and a blue tint indicating texture sizes that could be higher. + + + + + Draw the camera like it would be drawn in-game. This uses the clear flags of the camera. + + + + + The camera is set to display Scene overdraw, with brighter colors indicating more overdraw. + + + + + Draw objects with the Enlighten Realtime Global Illumination albedo component only. + + + + + Draw objects with different colors for each real-time chart (UV island). + + + + + Draw objects with the Enlighten Realtime Global Illumination directionality component only. + + + + + Draw objects with the Enlighten Realtime Global Illumination emission component only. + + + + + Draw objects with the Enlighten Realtime Global Illumination indirect light only. + + + + + The camera is set to draw color coded render paths. + + + + + The camera is set to draw directional light shadow map cascades. + + + + + The camera is set to display colored ShadowMasks, coloring light gizmo with the same color. + + + + + The camera is set to display SpriteMask and SpriteRenderer with SpriteRenderer.maskInteraction set. + + + + + Draw objects with different color for each GI system. + + + + + Draw the camera textured with selection wireframe and no background clearing. + + + + + Draw the camera where all objects have a wireframe overlay. and no background clearing. + + + + + The camera is set to run in texture streaming debug mode. + + + + + A custom mode defined by the user. + + + + + The camera is set to draw a physically based, albedo validated rendering. + + + + + The camera is set to draw a physically based, metal or specular validated rendering. + + + + + Draw the camera in wireframe and no background clearing. + + + + + The DrawGizmo attribute allows you to supply a gizmo renderer for any Component. + + + + + Defines when the gizmo should be invoked for drawing. + + Flags to denote when the gizmo should be drawn. + + + + Same as above. drawnGizmoType determines of what type the object we are drawing the gizmo of has to be. + + Flags to denote when the gizmo should be drawn. + Type of object for which the gizmo should be drawn. + + + + Derive from this base class to create a custom inspector or editor for your custom object. + + + + + An event raised while drawing the header of the Inspector window, after the default header items have been drawn. + + + + + + A SerializedObject representing the object or objects being inspected. + + + + + The object being inspected. + + + + + An array of all the object being inspected. + + + + + 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. + + The object the editor is tracking. + The requested editor type. Set to null for the default editor for the object. + The previous editor for the object. After returning from CreateCachedEditor previousEditor is an editor for the targetObject or targetObjects. + The objects the editor is tracking. + + + + + + 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. + + The object the editor is tracking. + The requested editor type. Set to null for the default editor for the object. + The previous editor for the object. After returning from CreateCachedEditor previousEditor is an editor for the targetObject or targetObjects. + The objects the editor is tracking. + + + + + + Creates a cached editor using a context object. + + + + + + + + + + Creates a cached editor using a context object. + + + + + + + + + + Make a custom editor for targetObject or targetObjects. + + All objects must be of the same type. + + + + + + + Make a custom editor for targetObject or targetObjects. + + All objects must be of the same type. + + + + + + + Make a custom editor for targetObject or targetObjects. + + All objects must be of the same type. + + + + + + + Make a custom editor for targetObject or targetObjects. + + All objects must be of the same type. + + + + + + + Make a custom editor for targetObject or targetObjects with a context object. + + + + + + + + Implement this method to make a custom UIElements inspector. + + + + + Draws the built-in inspector. + + + + + Draws the inspector GUI with a foldout header for target. + + The object to display the Inspector for. + The reference to a variable of type Editor. + + + + Call this function to draw the header of the editor. + + + + + The first entry point for Preview Drawing. + + The available area to draw the preview. + + + + Implement this method to show asset information on top of the asset preview. + + + + + Override this method if you want to change the label of the Preview area. + + + + + Override this method in subclasses if you implement OnPreviewGUI. + + + True if this component can be Previewed in its current state. + + + + + Implement this function to make a custom inspector. + + + + + Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. + + Rectangle in which to draw the preview. + Background image. + + + + Implement to create your own custom preview for the preview area of the inspector, the headers of the primary editor, and the object selector. + + Rectangle in which to draw the preview. + Background image. + + + + Override this method if you want to show custom controls in the preview header. + + + + + Override this method if you want to render a static preview. + + The asset to operate on. + An array of all Assets at assetPath. + Width of the created texture. + Height of the created texture. + + Generated texture or null. + + + + + Redraw any inspectors that shows this editor. + + + + + Checks if this editor requires constant repaints in its current state. + + + + + Returns the visibility setting of the "open" button in the Inspector. + + + Return true if the button should be hidden. + + + + + Override this method in subclasses to return false if you don't want default margins. + + + + + Editor API for the EditorAnalytics feature. + + + + + Returns true when EditorAnalytics is enabled. + + + + + This API is used for registering an Editor Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Event version number. + Hourly limit for this event name. + Maximum number of items in this event. + Vendor key name. + + + + This API is used for registering an Editor Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Event version number. + Hourly limit for this event name. + Maximum number of items in this event. + Vendor key name. + + + + This API is used to send an Editor Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Additional event data. + Event version number. + + + + This API is used to send an Editor Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Additional event data. + Event version number. + + + + Use this API to set the event end point URL. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Event version number. + Event end point URL. + + + + Use the API to set the event property. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Event version number. + Event priority. + + + + Provides access to Editor Analytics session information. + + + + + The total time, in milliseconds, that the user interacted with the Editor since the beginning of the current session. + + + + + The length of the current session, in milliseconds. + + + + + The total time, in milliseconds, that the Editor has been in focus during the current session. + + + + + A random, unique GUID identifying the current Editor session. + + + + + The total time, in milliseconds, that the Editor has been in playmode during the current session. + + + + + The number of Editor sessions that have occurred since the current instance of the Unity Editor was installed. + + + + + A random GUID uniquely identifying an Editor installation. + + + + + Main Application class. + + + + + Path to the Unity editor contents folder. (Read Only) + + + + + Returns the path to the Unity editor application. (Read Only) + + + + + Callback raised whenever the user contex-clicks on a property in an Inspector. + + + + + The path of the Scene that the user has currently open (Will be an empty string if no Scene is currently open). (Read Only) + + + + + Delegate which is called once after all inspectors update. + + + + + Event that is raised when an object or group of objects in the hierarchy changes. + + + + + + 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. + + + + + + Delegate for OnGUI events for every visible list item in the HierarchyWindow. + + + + + Is editor currently compiling scripts? (Read Only) + + + + + Is editor currently paused? + + + + + Is editor currently in play mode? + + + + + Is editor either currently in play mode, or about to switch to it? (Read Only) + + + + + Is editor currently connected to Unity Remote 4 client app. + + + + + Is true if the currently open Scene in the editor contains unsaved modifications. + + + + + Returns true if the current project was created as a temporary project. + + + + + True if the Editor is currently refreshing the AssetDatabase. + + + + + Delegate for changed keyboard modifier keys. + + + + + Event that is raised whenever the Editor's pause state changes. + + + + + + Event that is raised whenever the Editor's play mode state changes. + + + + + + Event that is raised whenever the state of the project changes. + + + + + + Callback raised whenever the state of the Project window changes. + + + + + Delegate for OnGUI events for every visible list item in the ProjectWindow. + + + + + Unity raises this event when the editor application is quitting. + + + + + + Returns the scripting runtime version currently used by the Editor. + + + + + Callback raised whenever the contents of a window's search box are changed. + + + + + The time since the editor was started. (Read Only) + + + + + Delegate for generic updates. + + + + + Unity raises this event when the editor application wants to quit. + + + + + + Plays system beep sound. + + + + + Delegate to be called from EditorApplication callbacks. + + + + + Set the hierarchy sorting method as dirty. + + + + + Switches the editor to Play mode. + + + + + Invokes the menu item in the specified path. + + + + + + Exit the Unity editor application. + + + + + + Switches the editor to Edit mode. + + + + + Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event. + + + + + + + Load the given level additively in play mode asynchronously + + + + + + Load the given level additively in play mode. + + + + + + Load the given level in play mode asynchronously. + + + + + + Load the given level in play mode. + + + + + + Prevents loading of assemblies when it is inconvenient. + + + + + Explicitly mark the current opened Scene as modified. + + + + + Create a new absolutely empty Scene. + + + + + Create a new Scene. + + + + + Open another project. + + The path of a project to open. + Arguments to pass to command line. + + + + Opens the Scene at path. + + + + + + Opens the Scene at path additively. + + + + + + Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event. + + + + + + + Normally, a player loop update will occur in the editor when the Scene has been modified. This method allows you to queue a player loop update regardless of whether the Scene has been modified. + + + + + Can be used to ensure repaint of the HierarchyWindow. + + + + + Can be used to ensure repaint of the ProjectWindow. + + + + + Saves all serializable assets that have not yet been written to disk (eg. Materials). + + + + + Ask the user if they want to save the open Scene. + + + + + Save the open Scene. + + The file path to save at. If empty, the current open Scene will be overwritten, or if never saved before, a save dialog is shown. + If set to true, the Scene will be saved without changing the currentScene and without clearing the unsaved changes marker. + + True if the save succeeded, otherwise false. + + + + + Save the open Scene. + + The file path to save at. If empty, the current open Scene will be overwritten, or if never saved before, a save dialog is shown. + If set to true, the Scene will be saved without changing the currentScene and without clearing the unsaved changes marker. + + True if the save succeeded, otherwise false. + + + + + Save the open Scene. + + The file path to save at. If empty, the current open Scene will be overwritten, or if never saved before, a save dialog is shown. + If set to true, the Scene will be saved without changing the currentScene and without clearing the unsaved changes marker. + + True if the save succeeded, otherwise false. + + + + + Delegate to be called from EditorApplication contextual inspector callbacks. + + The contextual menu which is about to be shown to the user. + The property for which the contextual menu is shown. + + + + Sets the path that Unity should store the current temporary project at, when the project is closed. + + The path that the current temporary project should be relocated to when closing it. + + + + Perform a single frame step. + + + + + Must be called after LockReloadAssemblies, to reenable loading of assemblies. + + + + + This class allows you to modify the Editor for an example of how to use this class. + +See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. + + + + + A delegate called whenever EditorBuildSettings.scenes is set. + + + + + + The list of Scenes that should be included in the build. +This is the same list of Scenes that is shown in the window. You can modify this list to set up which Scenes should be included in the build. + + + + + Store a reference to a config object by name. The object must be an asset in the project, otherwise it will not be saved when the editor is restarted or scripts are reloaded. To avoid name conflicts with other packages, it is recommended that names are qualified by a namespace, i.e. "company.package.name". + + The name of the object reference in string format. This string name must be unique within your project or the overwrite parameter must be set to true. + Object reference to be stored. This object must be persisted and not null. + Boolean parameter used to specify that you want to overwrite an entry with the same name if one already exists. + + Throws an exception if the object is null, not persisted, or if there is a name conflict and the overwrite parameter is set to false. + + + + + Return a string array containing the names of all stored config object references. + + + Returns an array of strings containing the names of all stored references. If there are no references, an empty array will be returned. + + + + + Remove a config object reference by name. + + The name in string format of the config object reference to be removed. This is the name given to the object when the reference is first created. Note: This may be different than the object name as an object can be added multiple times with different names. + + Returns true if the reference was found and removed, otherwise false. + + + + + Retrieve a config object reference by name. + + The name in string format of the config object reference to be fetched. + The config object reference where the returned object will be stored. This must be an object of type Object. + + Returns true if the config object reference was found and the type matched the result parameter. Returns false if the entry is not found, the config object reference is null, or if the type requested does not match the type stored. + + + + + Represents entries in the Scenes list, as displayed in the window. This class contains the Scene path of a Scene and an enabled flag that indicates whether the Scene is enabled in the Build Settings window or not. + +You can use this class in combination with EditorBuildSettings.scenes to populate the list of Scenes included in the build via script. This is useful when you create custom editor scripts to automate your build pipeline. + +See EditorBuildSettings.scenes for an example script. + + + + + Whether this Scene is enabled in the for an example of how to use this class. + +See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. + + + + + The file path of the Scene as listed in the Editor for an example of how to use this class. + +See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. + + + + + Defines how a curve is attached to an object that it controls. + + + + + The transform path of the object that is animated. + + + + + The name of the property to be animated. + + + + + The type of the property to be animated. + + + + + Creates a preconfigured binding for a curve where values should not be interpolated. + + The transform path to the object to animate. + The type of the object to animate. + The name of the property to animate on the object. + + + + Creates a preconfigured binding for a float curve. + + The transform path to the object to animate. + The type of the object to animate. + The name of the property to animate on the object. + + + + Creates a preconfigured binding for a curve that points to an Object. + + The transform path to the object to animate. + The type of the object to animate. + The name of the property to animate on the object. + + + + These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout. + + + + + Is the platform-dependent "action" modifier key held down? (Read Only) + + + + + Event used to react on clicks on a text hyperlink part. + + The first parameter of type EditorWindow corresponds to the window that contains the text that was clicked. The second parameter of type HyperLinkClickedEventArgs contains the hyperlink data. + + + + The indent level of the field labels. + + + + + Makes the following controls give the appearance of editing multiple different values. + + + + + Starts a new code block to check for GUI changes. + + + + + Create a group of controls that can be disabled. + + Boolean specifying if the controls inside the group should be disabled. + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + The action that happens when you click the icon. + Optional GUIStyle for icon. + Rectangle on the screen to use for the control. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + The action that happens when you click the icon. + Optional GUIStyle for icon. + Rectangle on the screen to use for the control. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. + + Rectangle on the screen to use for the control, including label if applicable. + Optional label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label. + The SerializedProperty to use for the control. + + The actual label to use for the control. + + + + + Makes Center and Extents field for entering a Bounds. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes Center and Extents field for entering a Bounds. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes Position and Size field for entering a BoundsInt. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes Position and Size field for entering a BoundsInt. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes Position and Size field for entering a BoundsInt. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Get whether a SerializedProperty's inspector GUI can be cached. + + The SerializedProperty in question. + + Whether the property's inspector GUI can be cached. + + + + + Check if any control was changed inside a block of code. + + + + + True if GUI.changed was set to true, otherwise false. + + + + + Begins a ChangeCheckScope. + + + + + Makes a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + + + The color selected by the user. + + + + + Makes a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + + + The color selected by the user. + + + + + Makes a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + + + The color selected by the user. + + + + + Makes a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + + + The color selected by the user. + + + + + Makes a field for selecting a Color. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + + + The color selected by the user. + + + + + Makes a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Makes a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Makes a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Makes a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Makes a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Makes a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + + The curve edited by the user. + + + + + Makes a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. + + + + Makes a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. + + + + Makes a delayed text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Makes a delayed text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Makes a delayed text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Makes a delayed text field for entering doubles. + + Rectangle on the screen to use for the double field. + The double property to edit. + Optional label to display in front of the double field. Pass GUIContent.none to hide label. + + + + Makes a delayed text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Makes a delayed text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Makes a delayed text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Makes a delayed text field for entering floats. + + Rectangle on the screen to use for the float field. + The float property to edit. + Optional label to display in front of the float field. Pass GUIContent.none to hide label. + + + + Makes a delayed text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + Makes a delayed text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + Makes a delayed text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + Rectangle on the screen to use for the int field. + The int property to edit. + Optional label to display in front of the int field. Pass GUIContent.none to hide label. + + + + Makes a delayed text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Makes a delayed text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Makes a delayed text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Makes a delayed text field. + + Rectangle on the screen to use for the text field. + The text property to edit. + Optional label to display in front of the int field. Pass GUIContent.none to hide label. + + + + Create a group of controls that can be disabled. + + + + + Create a new DisabledGroupScope and begin the corresponding group. + + Boolean specifying if the controls inside the group should be disabled. + + + + Create a group of controls that can be disabled. + + + + + Create a new DisabledScope and begin the corresponding group. + + Boolean specifying if the controls inside the group should be disabled. + + + + Makes a text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering doubles. + + Rectangle on the screen to use for the double field. + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + The mip-level to sample. If negative, the texture is sampled normally. +Sets material's _Mip property. + Specifies which color components of image will get written. Sets material's _ColorMask property. + Specifies the exposure for the texture. Sets material's _Exposure property. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + The mip-level to sample. If negative, the texture is sampled normally. +Sets material's _Mip property. + Specifies which color components of image will get written. Sets material's _ColorMask property. + Specifies the exposure for the texture. Sets material's _Exposure property. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + The mip-level to sample. If negative, the texture is sampled normally. +Sets material's _Mip property. + Specifies which color components of image will get written. Sets material's _ColorMask property. + Specifies the exposure for the texture. Sets material's _Exposure property. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + The mip-level to sample. If negative, the texture is sampled normally. +Sets material's _Mip property. + Specifies which color components of image will get written. Sets material's _ColorMask property. + Specifies the exposure for the texture. Sets material's _Exposure property. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + The mip-level to sample. If negative, the texture is sampled normally. +Sets material's _Mip property. + Specifies which color components of image will get written. Sets material's _ColorMask property. + Specifies the exposure for the texture. Sets material's _Exposure property. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + The mip-level to sample. If negative, the texture is sampled normally. +Sets material's _Mip property. + Specifies which color components of image will get written. Sets material's _ColorMask property. + Specifies the exposure for the texture. Sets material's _Exposure property. + + + + Draws the texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + Material to be used when drawing the texture. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + The mip-level to sample. If negative, the texture is sampled normally. +Sets material's _Mip property. + Specifies which color components of image will get written. Sets material's _ColorMask property. + Specifies the exposure for the texture. Sets material's _Exposure property. + + + + Draws a filled rectangle of color at the specified position and size within the current editor window. + + The position and size of the rectangle to draw. + The color of the rectange. + + + + Draws the alpha channel of a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + What mip-level to sample. If negative, texture will be sampled normally. +It sets material _Mip property. + + + + Draws the alpha channel of a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + What mip-level to sample. If negative, texture will be sampled normally. +It sets material _Mip property. + + + + Draws the alpha channel of a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + What mip-level to sample. If negative, texture will be sampled normally. +It sets material _Mip property. + + + + Draws the alpha channel of a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. + What mip-level to sample. If negative, texture will be sampled normally. +It sets material _Mip property. + + + + Makes a button that reacts to mouse down, for displaying your own dropdown content. + + Rectangle on the screen to use for the button. + Text, image and tooltip for this button. + Whether the button should be selectable by keyboard or not. + Optional style to use. + + true when the user clicks the button. + + + + + Makes a button that reacts to mouse down, for displaying your own dropdown content. + + Rectangle on the screen to use for the button. + Text, image and tooltip for this button. + Whether the button should be selectable by keyboard or not. + Optional style to use. + + true when the user clicks the button. + + + + + Draws a label with a drop shadow. + + Where to show the label. + Text to show +@style style to use. + + + + + + Draws a label with a drop shadow. + + Where to show the label. + Text to show +@style style to use. + + + + + + Draws a label with a drop shadow. + + Where to show the label. + Text to show +@style style to use. + + + + + + Draws a label with a drop shadow. + + Where to show the label. + Text to show +@style style to use. + + + + + + Ends a code block and checks for any GUI changes. + + + Returns true if GUI state changed since the call to EditorGUI.BeginChangeCheck, otherwise false. + + + + + Ends a disabled group started with BeginDisabledGroup. + + + + + Closes a group started with BeginFoldoutHeaderGroup. +See Also: EditorGUILayout.BeginFoldoutHeaderGroup. + + + + + Ends a Property wrapper started with BeginProperty. + + + + + Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. + + Rectangle on the screen to use for the enum flags field. + Optional label to display in front of the enum flags field. + Enum flags value (Only supports enum values for enum types with int as the underlying type). + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. + + Rectangle on the screen to use for the enum flags field. + Optional label to display in front of the enum flags field. + Enum flags value (Only supports enum values for enum types with int as the underlying type). + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. + + Rectangle on the screen to use for the enum flags field. + Optional label to display in front of the enum flags field. + Enum flags value (Only supports enum values for enum types with int as the underlying type). + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. + + Rectangle on the screen to use for the enum flags field. + Optional label to display in front of the enum flags field. + Enum flags value (Only supports enum values for enum types with int as the underlying type). + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. + + Rectangle on the screen to use for the enum flags field. + Optional label to display in front of the enum flags field. + Enum flags value (Only supports enum values for enum types with int as the underlying type). + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. + + Rectangle on the screen to use for the enum flags field. + Optional label to display in front of the enum flags field. + Enum flags value (Only supports enum values for enum types with int as the underlying type). + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. An option for the value 0 with name "Nothing" and an option for the value ~0 (that is, all bits set) with the name "Everything" are always displayed at the top of the menu. The names for the values 0 and ~0 can be overriden by defining these values in the enum type. + + Rectangle on the screen to use for the enum flags field. + Optional label to display in front of the enum flags field. + Enum flags value (Only supports enum values for enum types with int as the underlying type). + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes a field for enum based masks. + + Rectangle on the screen to use for this control. + Caption/label for the control. + Enum to use for the flags. + Optional GUIStyle. + + A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes a field for enum based masks. + + Rectangle on the screen to use for this control. + Caption/label for the control. + Enum to use for the flags. + Optional GUIStyle. + + A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes a field for enum based masks. + + Rectangle on the screen to use for this control. + Caption/label for the control. + Enum to use for the flags. + Optional GUIStyle. + + A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes a field for enum based masks. + + Rectangle on the screen to use for this control. + Caption/label for the control. + Enum to use for the flags. + Optional GUIStyle. + + A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes a field for enum based masks. + + Rectangle on the screen to use for this control. + Caption/label for the control. + Enum to use for the flags. + Optional GUIStyle. + + A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes a field for enum based masks. + + Rectangle on the screen to use for this control. + Caption/label for the control. + Enum to use for the flags. + Optional GUIStyle. + + A selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes an enum popup selection field for a bitmask. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + + The enum options that has been selected by the user. + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes an enum popup selection field for a bitmask. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + + The enum options that has been selected by the user. + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes an enum popup selection field for a bitmask. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + + The enum options that has been selected by the user. + + + + + This method is obsolete. Use EditorGUI.EnumFlagsField instead. + +Makes an enum popup selection field for a bitmask. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + + The enum options that has been selected by the user. + + + + + Makes an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Makes an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Makes an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Makes an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Makes an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Makes an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Makes an enum popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Makes a text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering floats. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Move keyboard focus to a named text field and begin editing of the content. + + Name set using GUI.SetNextControlName. + + + + Makes a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Makes a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Makes a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Makes a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Makes a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Makes a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Makes a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Makes a label with a foldout arrow to the left of it. + + Rectangle on the screen to use for the arrow and label. + The shown foldout state. + The label to show. + Optional GUIStyle. + Should the label be a clickable part of the control? + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Get the height needed for a PropertyField control. + + Height of the property area. + Descriptive text or image. + Should the returned height include the height of child properties? + + + + + Get the height needed for a PropertyField control. + + Height of the property area. + Descriptive text or image. + Should the returned height include the height of child properties? + + + + + Get the height needed for a PropertyField control. + + Height of the property area. + Descriptive text or image. + Should the returned height include the height of child properties? + + + + + Get the height needed for a PropertyField control. + + Height of the property area. + Descriptive text or image. + Should the returned height include the height of child properties? + + + + + Get the height needed for a PropertyField control. + + Height of the property area. + Descriptive text or image. + Should the returned height include the height of child properties? + + + + + Makes a field for editing a Gradient. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The gradient to edit. + Display the HDR Gradient Editor. + Display the gradient and Gradient Editor in this color space. + + The gradient edited by the user. + + + + + Makes a field for editing a Gradient. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The gradient to edit. + Display the HDR Gradient Editor. + Display the gradient and Gradient Editor in this color space. + + The gradient edited by the user. + + + + + Makes a field for editing a Gradient. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The gradient to edit. + Display the HDR Gradient Editor. + Display the gradient and Gradient Editor in this color space. + + The gradient edited by the user. + + + + + Makes a field for editing a Gradient. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The gradient to edit. + Display the HDR Gradient Editor. + Display the gradient and Gradient Editor in this color space. + + The gradient edited by the user. + + + + + Makes a field for editing a Gradient. + + Rectangle on the screen to use for the field. + Optional label to display in front of the field. + The gradient to edit. + Display the HDR Gradient Editor. + Display the gradient and Gradient Editor in this color space. + + The gradient edited by the user. + + + + + Makes a label for some control. + + Rectangle on the screen to use in total for both the label and the control. + Rectangle on the screen to use for the label. + Label to show for the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Optional GUIStyle to use for the label. + + + + Makes a label for some control. + + Rectangle on the screen to use in total for both the label and the control. + Rectangle on the screen to use for the label. + Label to show for the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Optional GUIStyle to use for the label. + + + + Makes a label for some control. + + Rectangle on the screen to use in total for both the label and the control. + Rectangle on the screen to use for the label. + Label to show for the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Optional GUIStyle to use for the label. + + + + Makes a help box with a message to the user. + + Rectangle on the screen to draw the help box within. + The message text. + The type of message. + + + + Scope for managing the indent level of the field labels. + + + + + Creates an IndentLevelScope and increases the EditorGUI indent level. + + The EditorGUI indent level will be increased by this amount inside the scope. + + + + Creates an IndentLevelScope and increases the EditorGUI indent level. + + The EditorGUI indent level will be increased by this amount inside the scope. + + + + Makes an inspector-window-like titlebar. + + Rectangle on the screen to use for the titlebar. + The foldout state shown with the arrow. + The object (for example a component) that the titlebar is for. + The objects that the titlebar is for. + Whether this editor should display a foldout arrow in order to toggle the display of its properties. + + The foldout state selected by the user. + + + + + Makes an inspector-window-like titlebar. + + Rectangle on the screen to use for the titlebar. + The foldout state shown with the arrow. + The object (for example a component) that the titlebar is for. + The objects that the titlebar is for. + Whether this editor should display a foldout arrow in order to toggle the display of its properties. + + The foldout state selected by the user. + + + + + Makes an inspector-window-like titlebar. + + Rectangle on the screen to use for the titlebar. + The foldout state shown with the arrow. + The object (for example a component) that the titlebar is for. + The objects that the titlebar is for. + Whether this editor should display a foldout arrow in order to toggle the display of its properties. + + The foldout state selected by the user. + + + + + Makes an inspector-window-like titlebar. + + Rectangle on the screen to use for the titlebar. + The foldout state shown with the arrow. + The object (for example a component) that the titlebar is for. + The objects that the titlebar is for. + Whether this editor should display a foldout arrow in order to toggle the display of its properties. + + The foldout state selected by the user. + + + + + Makes a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering integers. + + Rectangle on the screen to use for the int field. + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Makes an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Makes an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Makes an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Makes an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Makes an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Makes an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + Makes an integer popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional GUIStyle. + + The value of the option that has been selected by the user. + + + + + + + Rectangle on the screen to use for the field. + The SerializedProperty to use for the control. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional label in front of the field. + + + + + + Rectangle on the screen to use for the field. + The SerializedProperty to use for the control. + An array with the displayed options the user can choose from. + An array with the values for each option. If optionValues a direct mapping of selectedValue to displayedOptions is assumed. + Optional label in front of the field. + + + + Makes a slider the user can drag to change an integer value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Makes a slider the user can drag to change an integer value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Makes a slider the user can drag to change an integer value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Makes a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Makes a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Makes a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Makes a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Makes a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Makes a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Makes a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Makes a label field. (Useful for showing read-only info.) + + Rectangle on the screen to use for the label field. + Label in front of the label field. + The label to show to the right. + Style information (color, etc) for displaying the label. + + + + Makes a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Makes a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Makes a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Makes a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Makes a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Makes a layer selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + + The layer selected by the user. + + + + + Make a clickable link label. + + Rectangle on the screen to use for the control. The underline is done with the bottom border so set the size accordingly. + Label of the link. + + true when the user clicks the link. + + + + + Make a clickable link label. + + Rectangle on the screen to use for the control. The underline is done with the bottom border so set the size accordingly. + Label of the link. + + true when the user clicks the link. + + + + + Makes a text field for entering long integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering long integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering long integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering long integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a text field for entering long integers. + + Rectangle on the screen to use for the long field. + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + + The value entered by the user. + + + + + Makes a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Makes a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Makes a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Makes a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Makes a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Makes a field for masks. + + Rectangle on the screen to use for this control. + Label for the field. + The current mask to display. + A string array containing the labels for each flag. + Optional GUIStyle. + A string array containing the labels for each flag. + + The value modified by the user. + + + + + Makes a special slider the user can use to specify a range between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + + + + Makes a special slider the user can use to specify a range between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + + + + Makes a special slider the user can use to specify a range between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + + + + Makes a special slider the user can use to specify a range between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + + + + Makes a multi-control with text fields for entering multiple floats in the same line. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + Array with small labels to show in front of each float field. There is room for one letter per field only. + Array with the values to edit. + + + + Makes a multi-control with text fields for entering multiple floats in the same line. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + Array with small labels to show in front of each float field. There is room for one letter per field only. + Array with the values to edit. + + + + Makes a multi-control with text fields for entering multiple integers in the same line. + + Rectangle on the screen to use for the integer field. + Array with small labels to show in front of each int field. There is room for one letter per field only. + Array with the values to edit. + + + + Makes a multi-control with several property fields in the same line. + + Rectangle on the screen to use for the multi-property field. + The SerializedProperty of the first property to make a control for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + Array with small labels to show in front of each float field. There is room for one letter per field only. + + + + Makes a multi-control with several property fields in the same line. + + Rectangle on the screen to use for the multi-property field. + The SerializedProperty of the first property to make a control for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + Array with small labels to show in front of each float field. There is room for one letter per field only. + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + + The object that has been set by the user. + + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label to display in front of the field. Pass GUIContent.none to hide the label. + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label to display in front of the field. Pass GUIContent.none to hide the label. + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label to display in front of the field. Pass GUIContent.none to hide the label. + + + + Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label to display in front of the field. Pass GUIContent.none to hide the label. + + + + Makes a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Makes a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Makes a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Makes a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Makes a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Makes a text field where the user can enter a password. + + Rectangle on the screen to use for the password field. + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + + The password entered by the user. + + + + + Makes a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Makes a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Makes a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Makes a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Makes a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Makes a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Makes a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Makes a generic popup selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + + The index of the option that has been selected by the user. + + + + + Makes a label in front of some control. + + Rectangle on the screen to use in total for both the label and the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Label to show in front of the control. + Style to use for the label. + + Rectangle on the screen to use just for the control itself. + + + + + Makes a label in front of some control. + + Rectangle on the screen to use in total for both the label and the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Label to show in front of the control. + Style to use for the label. + + Rectangle on the screen to use just for the control itself. + + + + + Makes a label in front of some control. + + Rectangle on the screen to use in total for both the label and the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Label to show in front of the control. + Style to use for the label. + + Rectangle on the screen to use just for the control itself. + + + + + Makes a label in front of some control. + + Rectangle on the screen to use in total for both the label and the control. + The unique ID of the control. If none specified, the ID of the following control is used. + Label to show in front of the control. + Style to use for the label. + + Rectangle on the screen to use just for the control itself. + + + + + Makes a progress bar. + + Rectangle on the screen to use in total for both the control. + Value that is shown. + + + + + + Use this to make a field for a SerializedProperty in the Editor. + + Rectangle on the screen to use for the property field. + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Use this to make a field for a SerializedProperty in the Editor. + + Rectangle on the screen to use for the property field. + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. + + + + + The actual label to use for the control. + + + + + Create a new PropertyScope and begin the corresponding property. + + Rectangle on the screen to use for the control, including label if applicable. + Label in front of the slider. Use null to use the name from the SerializedProperty. Use GUIContent.none to not display a label. + The SerializedProperty to use for the control. + + + + Makes an X, Y, W, and H field for entering a Rect. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, W, and H field for entering a Rect. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, W, and H field for entering a Rect. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, W, and H for Rect using SerializedProperty (not public). + + + + + Makes an X, Y, W, and H field for entering a RectInt. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, W, and H field for entering a RectInt. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, W, and H field for entering a RectInt. + + Rectangle on the screen to use for the field. + Optional label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes a selectable label field. (Useful for showing read-only info that can be copy-pasted.) + + Rectangle on the screen to use for the label. + The text to show. + Optional GUIStyle. + + + + Makes a selectable label field. (Useful for showing read-only info that can be copy-pasted.) + + Rectangle on the screen to use for the label. + The text to show. + Optional GUIStyle. + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + The value that has been set by the user. + + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Makes a slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + + + + Makes a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Makes a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Makes a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Makes a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Makes a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Makes a tag selection field. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + + The tag selected by the user. + + + + + Makes a text area. + + Rectangle on the screen to use for the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Makes a text area. + + Rectangle on the screen to use for the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Makes a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Makes a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Makes a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Makes a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Makes a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Makes a text field. + + Rectangle on the screen to use for the text field. + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + + The text entered by the user. + + + + + Makes a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Makes a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Makes a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Makes a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Makes a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Makes a toggle. + + Rectangle on the screen to use for the toggle. + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + + The selected state of the toggle. + + + + + Makes a toggle field where the toggle is to the left and the label immediately to the right of it. + + Rectangle on the screen to use for the toggle. + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + + The value set by the user. + + + + + Makes a toggle field where the toggle is to the left and the label immediately to the right of it. + + Rectangle on the screen to use for the toggle. + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + + The value set by the user. + + + + + Makes a toggle field where the toggle is to the left and the label immediately to the right of it. + + Rectangle on the screen to use for the toggle. + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + + The value set by the user. + + + + + Makes a toggle field where the toggle is to the left and the label immediately to the right of it. + + Rectangle on the screen to use for the toggle. + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + + The value set by the user. + + + + + Makes an X and Y field for entering a Vector2. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X and Y field for entering a Vector2. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X and Y integer field for entering a Vector2Int. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X and Y integer field for entering a Vector2Int. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, and Z field for entering a Vector3. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, and Z field for entering a Vector3. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, and Z integer field for entering a Vector3Int. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, and Z integer field for entering a Vector3Int. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Makes an X, Y, Z, and W field for entering a Vector4. + + Rectangle on the screen to use for the field. + Label to display above the field. + The value to edit. + + The value entered by the user. + + + + + Auto laid out version of EditorGUI. + + + + + Begin a build target grouping and get the selected BuildTargetGroup back. + + + + + Begins a group that can be be hidden/shown and the transition will be animated. + + A value between 0 and 1, 0 being hidden, and 1 being fully visible. + + If the group is visible or not. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + The action that happens when you click the icon. + Optional GUIStyle for icon. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + The action that happens when you click the icon. + Optional GUIStyle for icon. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Begin a horizontal group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a horizontal group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a vertical group with a toggle to enable or disable all the controls within at once. + + Label to show above the toggled controls. + Enabled state of the toggle group. + + The enabled state selected by the user. + + + + + Begin a vertical group with a toggle to enable or disable all the controls within at once. + + Label to show above the toggled controls. + Enabled state of the toggle group. + + The enabled state selected by the user. + + + + + Begin a vertical group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. + Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. + Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical group and get its rect back. + + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. + Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make Center & Extents field for entering a Bounds. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make Center & Extents field for entering a Bounds. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make Center & Extents field for entering a Bounds. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make Position & Size field for entering a BoundsInt. + + Make Position & Size field for entering a Bounds. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make Position & Size field for entering a BoundsInt. + + Make Position & Size field for entering a Bounds. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make Position & Size field for entering a BoundsInt. + + Make Position & Size field for entering a Bounds. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a field for selecting a Color. + + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The color selected by the user. + + + + + Make a field for selecting a Color. + + Optional label to display in front of the field. + The color to edit. + If true, the color picker should show the eyedropper control. If false, don't show it. + If true, allow the user to set an alpha value for the color. If false, hide the alpha component. + If true, treat the color as an HDR value. If false, treat it as a standard LDR value. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The color selected by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + Optional label to display in front of the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The curve edited by the user. + + + + + Make a field for editing an AnimationCurve. + + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. + + + + Make a field for editing an AnimationCurve. + + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. + + + + Make a delayed text field for entering doubles. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, + GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Make a delayed text field for entering doubles. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, + GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Make a delayed text field for entering doubles. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, + GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Make a delayed text field for entering doubles. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, + GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Make a delayed text field for entering doubles. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, + GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Make a delayed text field for entering doubles. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, + GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the double field. + + + + + Make a delayed text field for entering doubles. + + The double property to edit. + Optional label to display in front of the double field. Pass GUIContent.none to hide label. + + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, + GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a delayed text field for entering doubles. + + The double property to edit. + Optional label to display in front of the double field. Pass GUIContent.none to hide label. + + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, + GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a delayed text field for entering floats. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Make a delayed text field for entering floats. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Make a delayed text field for entering floats. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Make a delayed text field for entering floats. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Make a delayed text field for entering floats. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Make a delayed text field for entering floats. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the float field. + + + + + Make a delayed text field for entering floats. + + The float property to edit. + Optional label to display in front of the float field. Pass GUIContent.none to hide label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a delayed text field for entering floats. + + The float property to edit. + Optional label to display in front of the float field. Pass GUIContent.none to hide label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a delayed text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + Make a delayed text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + Make a delayed text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + Make a delayed text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + Make a delayed text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + Make a delayed text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the int field. + + + + + Make a delayed text field for entering integers. + + The int property to edit. + Optional label to display in front of the int field. Pass GUIContent.none to hide label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a delayed text field for entering integers. + + The int property to edit. + Optional label to display in front of the int field. Pass GUIContent.none to hide label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a delayed text field. + + Optional label to display in front of the int field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Make a delayed text field. + + Optional label to display in front of the int field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Make a delayed text field. + + Optional label to display in front of the int field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Make a delayed text field. + + Optional label to display in front of the int field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Make a delayed text field. + + Optional label to display in front of the int field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Make a delayed text field. + + Optional label to display in front of the int field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. Note that the return value will not change until the user has pressed enter or focus is moved away from the text field. + + + + + Make a delayed text field. + + The text property to edit. + Optional label to display in front of the int field. Pass GUIContent.none to hide label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a delayed text field. + + The text property to edit. + Optional label to display in front of the int field. Pass GUIContent.none to hide label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering double values. + + Optional label to display in front of the double field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a button that reacts to mouse down, for displaying your own dropdown content. + + Text, image and tooltip for this button. + Whether the button should be selectable by keyboard or not. + Optional style to use. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the user clicks the button. + + + + + Make a button that reacts to mouse down, for displaying your own dropdown content. + + Text, image and tooltip for this button. + Whether the button should be selectable by keyboard or not. + Optional style to use. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the user clicks the button. + + + + + Makes a toolbar populated with the specified collection of editor tools. + + The collection of editor tools for the toolbar. + + + + Makes a toolbar populated with the specified collection of editor tools. + + The collection of editor tools for the toolbar. + + + + Makes a toolbar populated with the collection of editor tools that match the EditorToolAttribute of the target object. + + The target object. + An optional prefix label. + + + + Makes a toolbar populated with the collection of editor tools that match the EditorToolAttribute of the target object. + + The target object. + An optional prefix label. + + + + Close a group started with BeginBuildTargetSelectionGrouping. + + + + + Closes a group started with BeginFadeGroup. + + + + + Closes a group started with BeginFoldoutHeaderGroup. + + + + + Close a group started with BeginHorizontal. + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + Close a group started with BeginToggleGroup. + + + + + Close a group started with BeginVertical. + + + + + Displays a menu with an option for every value of the enum type when clicked. + + Optional label to display in front of the enum flags field. + Enum flags value. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. + + Optional label to display in front of the enum flags field. + Enum flags value. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. + + Optional label to display in front of the enum flags field. + Enum flags value. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. + + Optional label to display in front of the enum flags field. + Enum flags value. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. + + Optional label to display in front of the enum flags field. + Enum flags value. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. + + Optional label to display in front of the enum flags field. + Enum flags value. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. + + Optional label to display in front of the enum flags field. + Enum flags value. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + Displays a menu with an option for every value of the enum type when clicked. + + Optional label to display in front of the enum flags field. + Enum flags value. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + + The enum flags value modified by the user. This is a selection BitMask where each bit represents an Enum value index. (Note this returned value is not itself an Enum). + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value modified by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value modified by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value modified by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value modified by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value modified by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make a field for enum based masks. + + Prefix label for this field. + Enum to use for the flags. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value modified by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make an enum popup selection field for a bitmask. + + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + Optional layout options. + + The enum options that has been selected by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make an enum popup selection field for a bitmask. + + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + Optional layout options. + + The enum options that has been selected by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make an enum popup selection field for a bitmask. + + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + Optional layout options. + + The enum options that has been selected by the user. + + + + + This method is obsolete. Use EditorGUILayout.EnumFlagsField instead. + +Make an enum popup selection field for a bitmask. + + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + Optional layout options. + + The enum options that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Make an enum popup selection field. + + Optional label in front of the field. + The enum option the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Set to true to include Enum values with ObsoleteAttribute. Set to false to exclude Enum values with ObsoleteAttribute. + Method called for each Enum value displayed. The specified method should return true if the option can be selected, false otherwise. + + The enum option that has been selected by the user. + + + + + Begins a group that can be be hidden/shown and the transition will be animated. + + + + + Whether the group is visible. + + + + + Create a new FadeGroupScope and begin the corresponding group. + + A value between 0 and 1, 0 being hidden, and 1 being fully visible. + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering float values. + + Optional label to display in front of the float field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + Specifies whether clicking the label toggles the foldout state. The default value is false. Set to true to include the label in the clickable area. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Get a rect for an Editor control. + + Optional boolean to specify if the control has a label. Default is true. + The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. + Optional GUIStyle to use for the control. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Get a rect for an Editor control. + + Optional boolean to specify if the control has a label. Default is true. + The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. + Optional GUIStyle to use for the control. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Get a rect for an Editor control. + + Optional boolean to specify if the control has a label. Default is true. + The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. + Optional GUIStyle to use for the control. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Get a rect for an Editor control. + + Optional boolean to specify if the control has a label. Default is true. + The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. + Optional GUIStyle to use for the control. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field for editing a Gradient. + + Optional label to display in front of the field. + The gradient to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The gradient edited by the user. + + + + + Make a field for editing a Gradient. + + Optional label to display in front of the field. + The gradient to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The gradient edited by the user. + + + + + Make a field for editing a Gradient. + + Optional label to display in front of the field. + The gradient to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The gradient edited by the user. + + + + + Make a field for editing a Gradient. + + Optional label to display in front of the field. + The gradient to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The gradient edited by the user. + + + + + Make a help box with a message to the user. + + The message text. + The type of message. + If true, the box will cover the whole width of the window; otherwise it will cover the controls part only. + + + + Make a help box with a message to the user. + + The message text. + The type of message. + If true, the box will cover the whole width of the window; otherwise it will cover the controls part only. + + + + Disposable helper class for managing BeginHorizontal / EndHorizontal. + + + + + The rect of the horizontal group. + + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an inspector-window-like titlebar. + + The foldout state shown with the arrow. + The object (for example a component) or objects that the titlebar is for. + + + The foldout state selected by the user. + + + + + Make an inspector-window-like titlebar. + + The foldout state shown with the arrow. + The object (for example a component) or objects that the titlebar is for. + + + The foldout state selected by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering integers. + + Optional label to display in front of the int field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + Optional label in front of the field. + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value of the option that has been selected by the user. + + + + + Make an integer popup selection field. + + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional label in front of the field. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make an integer popup selection field. + + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional label in front of the field. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make an integer popup selection field. + + The value of the option the field shows. + An array with the displayed options the user can choose from. + An array with the values for each option. + Optional label in front of the field. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change an integer value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a label field. (Useful for showing read-only info.) + + Label in front of the label field. + The label to show to the right. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a layer selection field. + + Optional label in front of the field. + The layer shown in the field. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The layer selected by the user. + + + + + Make a clickable link label. + + Label of the link. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the user clicks the link. + + + + + Make a clickable link label. + + Label of the link. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the user clicks the link. + + + + + Make a text field for entering long integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering long integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering long integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering long integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering long integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a text field for entering long integers. + + Optional label to display in front of the long field. + The value to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a field for masks. + + Prefix label of the field. + The current mask to display. + A string array containing the labels for each flag. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + The value modified by the user. + + + + + Make a special slider the user can use to specify a range between a min and a max. + + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a special slider the user can use to specify a range between a min and a max. + + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a special slider the user can use to specify a range between a min and a max. + + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The object that has been set by the user. + + + + + Make a field to receive any object type. + + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The object that has been set by the user. + + + + + Make a field to receive any object type. + + Optional label in front of the field. + The object the field shows. + The type of the objects that can be assigned. + Allow assigning Scene objects. See Description for more info. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The object that has been set by the user. + + + + + Make a field to receive any object type. + + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. Pass GUIContent.none to hide the label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. Pass GUIContent.none to hide the label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. Pass GUIContent.none to hide the label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. Pass GUIContent.none to hide the label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a text field where the user can enter a password. + + Optional label to display in front of the password field. + The password to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The password entered by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a generic popup selection field. + + Optional label in front of the field. + The index of the option the field shows. + An array with the options shown in the popup. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The index of the option that has been selected by the user. + + + + + Make a label in front of some control. + + Label to show to the left of the control. + + + + + + Make a label in front of some control. + + Label to show to the left of the control. + + + + + + Make a label in front of some control. + + Label to show to the left of the control. + + + + + + Make a label in front of some control. + + Label to show to the left of the control. + + + + + + Make a label in front of some control. + + Label to show to the left of the control. + + + + + + Make a label in front of some control. + + Label to show to the left of the control. + + + + + + Make a field for SerializedProperty. + + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make a field for SerializedProperty. + + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make a field for SerializedProperty. + + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make a field for SerializedProperty. + + The SerializedProperty to make a field for. + Optional label to use. If not specified the label of the property itself is used. Use GUIContent.none to not display a label at all. + If true the property including children is drawn; otherwise only the control itself (such as only a foldout but nothing below it). + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + True if the property has children and is expanded and includeChildren was set to false; otherwise false. + + + + + Make an X, Y, W & H field for entering a Rect. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a Rect. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a Rect. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a RectInt. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a RectInt. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, W & H field for entering a RectInt. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The scroll position to use. + Whether to always show the horizontal scrollbar. If false, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Whether to always show the vertical scrollbar. If false, it is only shown when the content inside the ScrollView is higher than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) + + The text to show. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) + + The text to show. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value that has been set by the user. + + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a slider the user can drag to change a value between a min and a max. + + Optional label in front of the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a small space between the previous control and the following. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a tag selection field. + + Optional label in front of the field. + The tag the field shows. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The tag selected by the user. + + + + + Make a text area. + + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text area. + + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a text field. + + Optional label to display in front of the text field. + The text to edit. + Optional GUIStyle. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered by the user. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> + +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> + +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> + +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> + +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> + +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Make a toggle. + + Optional label in front of the toggle. + The shown state of the toggle. + Optional GUIStyle. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> + +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The selected state of the toggle. + + + + + Begin a vertical group with a toggle to enable or disable all the controls within at once. + + + + + The enabled state selected by the user. + + + + + + + Label to show above the toggled controls. + Enabled state of the toggle group. + + + + + + Label to show above the toggled controls. + Enabled state of the toggle group. + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a toggle field where the toggle is to the left and the label immediately to the right of it. + + Label to display next to the toggle. + The value to edit. + Optional GUIStyle to use for the label. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Makes a toolbar populated with the specified collection of editor tool contexts. + + An optional prefix label to display before the toolbar. Pass null to omit this prefix. + The collection of editor tools for the toolbar. + + + + Makes a toolbar populated with the collection of EditorToolContext that match the EditorToolContextAttribute.targetType of the target object. + + An optional prefix label. Pass null to omit the label. + The target object. This may be either a Component or an Editor. + + + + Make an X & Y field for entering a Vector2. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + + The value entered by the user. + + + + + Make an X & Y field for entering a Vector2. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> + + The value entered by the user. + + + + + Make an X & Y integer field for entering a Vector2Int. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X & Y integer field for entering a Vector2Int. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y & Z field for entering a Vector3. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y & Z field for entering a Vector3. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout + properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y & Z integer field for entering a Vector3Int. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y & Z integer field for entering a Vector3Int. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Make an X, Y, Z & W field for entering a Vector4. + + Label to display above the field. + The value to edit. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The value entered by the user. + + + + + Disposable helper class for managing BeginVertical / EndVertical. + + + + + The rect of the vertical group. + + + + + Create a new VerticalScope and begin the corresponding vertical group. + + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Miscellaneous helper stuff for EditorGUI. + + + + + The width of the GUI area for the current EditorWindow or other view. This Property should only be accessed within an OnGUI call. + + + + + Is a text field currently editing text? + + + + + The minimum width in pixels reserved for the fields of Editor GUI controls. + + + + + Is the Editor GUI is hierarchy mode? + + + + + Is the user currently using the pro skin? (Read Only) + + + + + The width in pixels reserved for labels of Editor GUI controls. + + + + + The scale of GUI points relative to screen pixels for the current view + +This value is the number of screen pixels per point of interface space. For instance, 2.0 on retina displays. Note that the value may differ from one view to the next if the views are on monitors with different UI scales. + + + + + Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup. + + + + + Get the height used by default for vertical spacing between controls. + + + + + The system copy buffer. + + + + + True if a text field currently has focused and the text in it is selected. + + + + + Get a white texture. + + + + + Is the Editor GUI currently in wide mode? + + + + + Add a custom mouse pointer to a control. + + The rectangle the control should be shown within. + The mouse cursor to use. + ID of a target control. + + + + Add a custom mouse pointer to a control. + + The rectangle the control should be shown within. + The mouse cursor to use. + ID of a target control. + + + + Creates an event that can be sent to another window. + + The command to be sent. + + + + Draw a color swatch. + + The rectangle to draw the color swatch within. + The color to draw. + + + + Draw a curve swatch. + + The rectangle to draw the color swatch within. + The curve to draw. + The curve to draw as a SerializedProperty. + The color to draw the curve with. + The color to draw the background with. + Optional parameter to specify the range of the curve which should be included in swatch. + + + + Draw a curve swatch. + + The rectangle to draw the color swatch within. + The curve to draw. + The curve to draw as a SerializedProperty. + The color to draw the curve with. + The color to draw the background with. + Optional parameter to specify the range of the curve which should be included in swatch. + + + + Draw swatch with a filled region between two SerializedProperty curves. + + + + + + + + + + + Draw swatch with a filled region between two curves. + + + + + + + + + + + Get a texture from its source filename. + + + + + + Get one of the built-in GUI skins, which can be the game view, inspector or Scene view skin as chosen by the parameter. + + + + + + Layout list of string items left to right, top to bottom in the given area. + + Area where to layout the items. + Style for the items. + Extra horizontal spacing between successive items. + Extra vertical spacing between item rows. + Strings to layout. + + List of rectangles for the passed items. + + + + + Gets the custom icon associated with an object. Only GameObjects and MonoScripts have associated custom icons. + + The GameObject or MonoScript to query + + Returns the custom icon associated with the object. If there is no custom icon associated with the object, returns null. + + + + + Get the size that has been set using SetIconSize. + + + + + Returns position of Unity Editor's main window. + + + Position of Unity Editor's main window. + + + + + The controlID of the currently showing object picker. + + + + + The object currently selected in the object picker. + + + + + Does a given class have per-object thumbnails? + + + + + + Fetch the GUIContent from the Unity builtin resources with the given name. + + Name of the desired icon. + Tooltip for hovering over the icon. + + + + Fetch the GUIContent from the Unity builtin resources with the given name. + + Name of the desired icon. + Tooltip for hovering over the icon. + + + + Disposable scope helper for GetIconSize / SetIconSize. + + + + + Begin an IconSizeScope. + + Size to be used for icons rendered as GUIContent within this scope. + + + + Check if any enabled camera can render to a particular display. + + Display index. + + True if a camera will render to the display. + + + + + Load a built-in resource. + + + + + + Load a required built-in resource. + + + + + + Make all EditorGUI look like regular controls. + + Width to use for prefixed labels. + Width of text entries. + + + + + + Make all EditorGUI look like regular controls. + + Width to use for prefixed labels. + Width of text entries. + + + + + + Make all EditorGUI look like regular controls. + + Width to use for prefixed labels. + Width of text entries. + + + + + + Make all EditorGUI look like simplified outline view controls. + + + + + Return a GUIContent object with the name and icon of an Object. + + + + + + + Ping an object in the Scene like clicking it in an inspector. + + The object to be pinged. + + + + + Ping an object in the Scene like clicking it in an inspector. + + The object to be pinged. + + + + + Convert a position from pixel to point space. + + A GUI position in pixel space. + + A vector representing the same position in point space. + + + + + Convert a Rect from pixel space to point space. + + A GUI rect measured in pixels. + + A rect representing the same area in points. + + + + + Convert a Rect from point space to pixel space. + + A GUI rect measured in points. + + A rect representing the same area in pixels. + + + + + Converts a position from point to pixel space. + + A GUI position in point space. + + The same position in pixel space. + + + + + Specifies a scope in which a callback gets called before each property is rendered. + + + + + Begin an PropertyCallbackScope. + + Callback to be called for each property being rendered and before drawing starts. + + + + Releases the callback. + + + + + Send an input event into the game. + + + + + + Render all ingame cameras. + + The device coordinates to render all game cameras into. + Show gizmos as well. + + + + + + Render all ingame cameras. + + The device coordinates to render all game cameras into. + Show gizmos as well. + + + + + + Sets a custom icon to associate with a GameObject or MonoScript. The custom icon is displayed in the Scene view and the Inspector. + + The GameObject or MonoScript to associate the icon with. + The custom icon to associate with the GameObject or MonoScript. When this value is null, the default icon is restored. + + + + Set icons rendered as part of GUIContent to be rendered at a specific size. + + + + + + Sets position of Unity Editor's main window. + + + + + + Show the object picker from code. + + The object to be selected by default. + Is selection of Scene objects allowed, or should it only show assets. + Default search filter to apply. + The id of the control to set. This is useful if you are showing more than one of these. You can get the value at a later time. + + + + Utility functions for working with JSON data and engine objects. + + + + + Overwrite data in an object by reading from its JSON representation. + + The JSON representation of the object. + The object to overwrite. + + + + Generate a JSON representation of an object. + + The object to convert to JSON form. + If true, format the output for readability. If false, format the output for minimum size. Default is false. + + The object's data in JSON format. + + + + + Generate a JSON representation of an object. + + The object to convert to JSON form. + If true, format the output for readability. If false, format the output for minimum size. Default is false. + + The object's data in JSON format. + + + + + Stores and accesses Unity Editor preferences. + + + + + Removes all keys and values from the preferences. Use with caution. + + + + + Removes key and its corresponding value from the preferences. + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the float value corresponding to key if it exists in the preference file. + + Name of key to read float from. + Float value to return if the key is not in the storage. + + The float value stored in the preference file or the defaultValue id the + requested float does not exist. + + + + + Returns the float value corresponding to key if it exists in the preference file. + + Name of key to read float from. + Float value to return if the key is not in the storage. + + The float value stored in the preference file or the defaultValue id the + requested float does not exist. + + + + + Returns the value corresponding to key in the preference file if it exists. + + Name of key to read integer from. + Integer value to return if the key is not in the storage. + + The value stored in the preference file. + + + + + Returns the value corresponding to key in the preference file if it exists. + + Name of key to read integer from. + Integer value to return if the key is not in the storage. + + The value stored in the preference file. + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns true if key exists in the preferences file. + + Name of key to check for. + + The existence or not of the key. + + + + + Sets the value of the preference identified by key. + + + + + + + Sets the float value of the preference identified by key. + + Name of key to write float into. + Float value to write into the storage. + + + + Sets the value of the preference identified by key as an integer. + + Name of key to write integer to. + Value of the integer to write into the storage. + + + + Sets the value of the preference identified by key. Note that EditorPrefs does not support null strings and will store an empty string instead. + + + + + + + The editor selected render mode for Scene View selection. + + + + + The Renderer has no selection highlight or wireframe in the Editor. + + + + + The Renderer has selection highlight but no wireframe in the Editor. + + + + + The Renderer has wireframe but not selection highlight in the Editor. + + + + + User settings for Unity Editor. + + + + + Controls whether to insert a space before a number in duplicated Asset names. + + + + + Select the assetpipeline mode. + + + + + Enable asynchronous Shader compilation in Game and Scene view. + + + + + Controls the size of the batches used when making cacheserver download requests. + + + + + Toggle whether to enable authentication to cache server. + + + + + Toggle whether to enable downloading from cache server. + + + + + Toggle whether to enable TLS encryption to cache server. + + + + + Toggle whether to enable uploading from cache server. + + + + + Cache server endpoint IP address + + + + + Select cache server mode + + + + + Sets the namespace prefix to use for the cache server. + + + + + Select Accelerator server validation mode. + + + + + Enables the Caching Shader Preprocessor. + + + + + This property is now obsolete. Use EditorSettings.enableCookiesInLightmapper. + + + + + Determines whether cookies should be evaluated by the Progressive Lightmapper during Global Illumination calculations. + + + + + Enable texture mipmap streaming system when in Edit Mode. + + + + + Enable texture mipmap streaming system when in Play Mode. + + + + + Determines the state of the Enter Play Mode Options in the Unity Editor. + + + + + Determines whether the Enter Play Mode Options are enabled in the Unity Editor or not. + + + + + Indicates the amount of digits to use for the numbers in a duplicated GameoObject's name. + + + + + Indicates which naming scheme to use for duplicated GameObjects. + + + + + Allow Auto Save in Prefab Mode for this project. + + + + + Allows you to specify a Scene to use as the for Prefabs. + + + + + Allows you to specify a Scene to use as the for UI Prefabs. + + + + + Controls which root namespace gets written into the c# .csproj projects that Unity generates. + + + + + Controls list of extensions of files that will be included in the c# .csproj projects that Unity generates. + + + + + Controls the Editor's use of parallel processes when it imports assets during an asset database refresh, for this project. + + + + + Forces Unity to write references and other inline mappings on one line, to help reduce version control noise. + + + + + Power of 2 value to add a boundary (padding) to Sprites packed to the Atlas (Legacy Sprite Packer). + + + + + Gets or sets compression method used for Unity Remote screen stream. + + + + + Gets or sets device ID used for Unity Remote feature. + + + + + Gets or sets joystick source used in editor when Unity Remote is connected. + + + + + Gets or sets resolution used for Unity Remote screen stream. + + + + + Enable the legacy fixed sample counts for baking Light Probes with Progressive Lightmapper. + + + + + Determines if the Unity Editor emulates the networking security restrictions of the web player. + + + + + The url the web security emulation feature will pretend your game is hosted at. + + + + + Which naming scheme to use for duplicated GameObjects. + + + + + Adds a dot followed by a number to the name of an instantiated or duplicated GameObject ("Prefab.1"). + + + + + Adds a space and a number in parenthesis to the name of an instantiated or duplicated GameObject ("Prefab (1)"). + + + + + Adds an underscore and a number to the name of an instantiated or duplicated GameObject ("Prefab_1"). + + + + + Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin. + + + + + The skin used for game views. + + + + + The skin used for inspectors. + + + + + The skin used for Scene views. + + + + + Control the behavior of handle snapping in the editor. + + + + + Gets or sets whether grid snapping is enabled. + + + + + Callback triggered when the grid snap enabled value changes. + + + + + + Gets or sets the increment that translation handles snap to. + + + + + Gets or sets the increment that rotation handles snap to. + + + + + Gets or sets the increment that scale handles snap to. + + + + + Resets EditorSnap settings to default values. + + + + + Common GUIStyles used for EditorGUI controls. + + + + + Bold font. + + + + + Style for bold label. + + + + + Style for label with small font which is centered and grey. + + + + + Style used for headings for Color fields. + + + + + Style used for headings for EditorGUI.Foldout. + + + + + Style used for headings for EditorGUILayout.BeginFoldoutHeaderGroup. + + + + + Style used for icon for EditorGUILayout.BeginFoldoutHeaderGroup. + + + + + Style used for headings for EditorGUI.Foldout. + + + + + Style used for background box for EditorGUI.HelpBox. + + + + + Style used for a standalone icon button. + + + + + Wrap content in a vertical group with this style to get the default margins used in the Inspector. + + + + + Wrap content in a vertical group with this style to get full width margins in the Inspector. + + + + + Style used for the labelled on all EditorGUI overloads that take a prefix label. + + + + + Style for label with large font. + + + + + Style used for headings for Layer masks. + + + + + Style used for links. + + + + + Mini Bold font. + + + + + Style for mini bold label. + + + + + Style used for a standalone small button. + + + + + Style used for the leftmost button in a horizontal button group. + + + + + Style used for the middle buttons in a horizontal group. + + + + + Style used for the rightmost button in a horizontal group. + + + + + Mini font. + + + + + Style for label with small font. + + + + + Style used for the drop-down controls. + + + + + Smaller text field. + + + + + Style used for field editors for numbers. + + + + + Style used for headings for object fields. + + + + + Style used for object fields that have a thumbnail (e.g Textures). + + + + + Style used for headings for the Select button in object fields. + + + + + Style used for EditorGUI.Popup, EditorGUI.EnumPopup,. + + + + + Style used for a radio button. + + + + + Style used to draw a marquee selection rect in the SceneView. + + + + + Standard font. + + + + + Style used for EditorGUI.TextArea. + + + + + Style used for EditorGUI.TextField. + + + + + Style used for headings for EditorGUI.Toggle. + + + + + Style used for headings for EditorGUILayout.BeginToggleGroup. + + + + + Toolbar background from top of windows. + + + + + Style for Button and Toggles in toolbars. + + + + + Toolbar Dropdown. + + + + + Toolbar Popup. + + + + + Toolbar search field. + + + + + Toolbar text field. + + + + + Style for white bold label. + + + + + Style for white label. + + + + + Style for white large label. + + + + + Style for white mini label. + + + + + Style for word wrapped label. + + + + + Style for word wrapped mini label. + + + + + Use this class to implement editor tools. This is the base class from which all editor tools are inherited. + + + + + Use this property to allow the current EditorTool to enable/disable grid snapping. + + + + + The object being inspected. + + + + + An array of the objects being inspected. + + + + + The icon and tooltip for this custom editor tool. If this function is not implemented, the toolbar displays the Inspector icon for the target type. If no target type is defined, the toolbar displays the Tool Mode icon. + + + + + Checks whether the custom editor tool is available based on the state of the editor. + + + Returns true if the custom editor tool is available. Returns false otherwise. + + + + + Invoked after this EditorTool becomes the active tool. + + + + + Use this method to implement a custom editor tool. + + The window that is displaying the custom editor tool. + + + + Invoked before this EditorTool stops being the active tool. + + + + + Registers an EditorTool as either a Global tool or a Component tool for a specific target type. + + + + + Registers an EditorTool as either a Global tool or a CustomEditor tool. + + The name to display in menus. + Set to the type that this tool can edit. Set to null if the tool is not a Component tool. + Set to the EditorToolContext type that this tool is related to. When an EditorTool defines an editorToolContext scope, the tool is not shown in menus and must be activated by the EditorToolContext.ResolveTool method. + + + + Registers an EditorTool as either a Global tool or a CustomEditor tool. + + The name to display in menus. + Set to the type that this tool can edit. Set to null if the tool is not a Component tool. + Set to the EditorToolContext type that this tool is related to. When an EditorTool defines an editorToolContext scope, the tool is not shown in menus and must be activated by the EditorToolContext.ResolveTool method. + + + + Use this class to implement specialized versions of the built-in transform tools. Built-in transform tools include Move, Rotate, Scale, Rect, and Transform. + + + + + The object being inspected. + + + + + An array of the objects being inspected. + + + + + Defines the EditorTool type for a given Tool. + + The Tool that needs to be resolved to an EditorTool type. + + An EditorTool type for the requested Tool. + + + + + Invoked after this EditorToolContext becomes the active tool context. + + + + + Implements any common functionality for the set of manipulation tools available for this context. + + The window that is displaying the active EditorTool. + + + + Invoked before this EditorToolContext stops being the active tool context. + + + + + Returns the matching EditorTool type for the specified Tool given the context. + + The Tool to resolve to an EditorTool type. + + An EditorTool type for the requested Tool. + + + + + Registers an EditorToolContext as either a global context or a Component context for a specific target type. + + + + + Registers an EditorToolContext as either a global tool context or a Component tool context. + + The name to display in menus. + Set to the type that this tool can edit. Set to null if the tool is not a Component tool. + + + + This class represents the default context for manipulation tools. When GameObjectToolContext is active, manipulation tools affect the transform property of GameObjects in the SceneView Selection. + + + + + Implement this interface to draw handles when the selection contains a type targeted by an EditorTool. + + + + + Implement this method to draw non-interactive handles when a custom editor tool is available. + + + + + Base class from which EditorToolAttribute and EditorToolContextAttribute inherit. + + + + + The name that displays in menus. + + + + + If provided, the EditorTool will only be made available when the ToolManager.activeContextType is equal to targetContext. + + + + + Set to the type that this EditorTool or EditorToolContext can edit. Set to null if the tool is not specific to a Component and should be available at any time. + + + + + This class manipulates editor tools in the Scene view. + + + + + Defines an event handler for when the active EditorToolContext changes. + + An event issued after the active EditorToolContext changes. + + + + Defines an event handler for when the active EditorToolContext will change. + + An event issued before the active EditorToolContext changes. + + + + Gets the type of EditorToolContext that is currently active. The default value is GameObjectToolContext. + + + + + Defines an event handler for when the active tool changes. + + An event issued after the active tool changes. + + + + Defines an event handler for when the active tool changes. + + An event issued before the active tool changes. + + + + Gets the type of the EditorTool that is currently active. + + + + + Test if an EditorToolContext is currently the active tool context. + + The EditorToolContext to compare with the active tool context. + + Returns true if the context is active, false if it is not the active context. + + + + + Test if an EditorTool is currently the active tool. + + The EditorTool to compare with the active tool. + + Returns true if the tool is active, false if it is not the active tool. + + + + + Sets the last-used global EditorTool as the active tool. + + + + + Sets the last-used EditorTool as the active tool. + + + + + Sets the active EditorToolContext. + + The EditorToolContext type to be set as the active tool. + + + + Sets the active EditorToolContext. + + The EditorToolContext type to be set as the active tool. + + + + Sets the active EditorTool. + + The EditorTool type to set as the active tool. + The EditorTool instance to set as the active tool. + + + + Sets the active EditorTool. + + The EditorTool type to set as the active tool. + The EditorTool instance to set as the active tool. + + + + Sets the active EditorTool. + + The EditorTool type to set as the active tool. + The EditorTool instance to set as the active tool. + + + + User build settings for the Editor + + + + + The currently active build target. + + + + + Triggered in response to SwitchActiveBuildTarget. + + + + + DEFINE directives for the compiler. + + + + + Enable source-level debuggers to connect. + + + + + Android platform options. + + + + + Specifies the type of symbol package to create. + + + + + Set to true to create a symbols.zip file in the same location as the .apk or .aab file. + + + + + ETC2 texture decompression fallback on Android devices that don't support ETC2. + + + + + Use deprecated Android SDK tools to pack application. + + + + + Set to true to build an Android App Bundle (aab file) instead of an apk. The default value is false. + + + + + Is build script only enabled. + + + + + Enables Deep Profiling support in the player. + + + + + Compress files in package. + + + + + Build data compressed with PSArc. + + + + + Start the player with a connection to the profiler. + + + + + Enables a development build. + + + + + Whether the standalone player is built in headless mode. + + + + + Are array bounds actively validated? + + + + + Are divide by zero's actively validated? + + + + + Are null references actively validated? + + + + + Export Android Project for use with Android Studio/Gradle. + + + + + Force installation of package, even if error. + + + + + Force full optimizations for script complilation in Development builds. + + + + + Specifies code generation option for IL2CPP. + + + + + Place the built player in the build folder. + + + + + Scheme with which the project will be run in Xcode. + + + + + The scheme Xcode uses to run this project. + + + + + The scheme Xcode uses to run this project. + + + + + Force the port used by the managed debugger. Default is 0 which means platform-specific auto-selection of a port. + + + + + Places the package on the outer edge of the disk. + + + + + Build submission materials. + + + + + The override for the maximum texture size when importing assets. + + + + + The asset importing override of texture compression. + + + + + PS4 Build Subtarget. + + + + + Specifies which version of PS4 hardware to target. + + + + + The currently selected build target group. + + + + + The currently selected target for a standalone build. + + + + + Desktop standalone build subtarget. + + + + + 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. + + + + + Symlink runtime libraries with an iOS Xcode project. + + + + + Symlink sources when generating the project. + + + + + Instructs the player to wait for managed debugger to attach before executing any script code. + + + + + Sets the Player to wait for player connection on player start. + + + + + WebGL Build subtarget. + + + + + Use prebuilt JavaScript version of Unity engine. + + + + + Specifies the Windows DevicePortal connection address of the device to deploy and launch the UWP app on when using Build and Run. + + + + + Specifies the Windows DevicePortal password for the device to deploy and launch the UWP app on when using Build and Run. + + + + + Specifies the Windows DevicePortal username for the device to deploy and launch the UWP app on when using Build and Run. + + + + + Sets and gets the Windows device to launch the UWP app when using Build and Run. + + + + + Sets and gets target device type for the application to run on when building to Windows Store platform. + + + + + The build type for the Universal Windows Platform. + + + + + Sets and gets target UWP SDK to build Windows Store application against. + + + + + Sets and gets Visual Studio version to build Windows Store application with. + + + + + Xbox Build subtarget. + + + + + The currently selected Xbox One Deploy Drive. + + + + + The currently selected Xbox One Deploy Method. + + + + + Network shared folder path e.g. +MYCOMPUTER\SHAREDFOLDER\. + + + + + Sets the XBox to reboot and redeploy when the deployment fails. + + + + + Windows account username associated with PC share folder. + + + + + Get the current location for the build. + + + + + + Returns value for platform specifc Editor setting. + + The name of the platform. + The name of the setting. + + + + Set a new location for the build. + + + + + + + Set platform specifc Editor setting. + + The name of the platform. + The name of the setting. + Setting value. + + + + Select a new build target to be active. + + Target build platform. + Build target group. + + True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI). + + + + + Select a new build target to be active. + + Target build platform. + Build target group. + + True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI). + + + + + Select a new build target to be active during the next Editor update. + + Target build platform. + Build target group. + + True if the build target was successfully switched, false otherwise (for example, if license checks fail, files are missing, or if the user has cancelled the operation via the UI). + + + + + Editor utility functions. + + + + + True if there are any compilation error messages in the log. + + + + + Clears the default parent GameObject from either a specific Scene or the active Scene. + + Specify a Scene to clear the default parent object for a specific Scene. If a Scene is not specified, this method clears the default parent object for the active Scene. + + + + Clears the default parent GameObject from either a specific Scene or the active Scene. + + Specify a Scene to clear the default parent object for a specific Scene. If a Scene is not specified, this method clears the default parent object for the active Scene. + + + + Clear target's dirty flag. + + + + + + Removes the progress bar. + + + + + Collect all objects in the hierarchy rooted at each of the given objects. + + Array of objects where the search will start. + + Array of objects heirarchically attached to the search array. + + + + + Calculates and returns a list of all assets the assets listed in roots depend on. + + + + + + Compress a cubemap texture. + + + + + + + + Compress a cubemap texture. + + + + + + + + Compress a texture. + + + + + + + + Compress a texture. + + + + + + + + Copy all settings of a Unity Object. + + + + + + + Copy all settings of a Unity Object to a second Object if they differ. + + + + + + + Copies the serializable fields from one managed object to another. + + The object to copy data from. + The object to copy data to. + + + + Creates a game object with HideFlags and specified components. + + + + + + + + Displays or updates a progress bar that has a cancel button. + + + + + + + + This method displays a modal dialog. + + The title of the message box. + The text of the message. + Label displayed on the OK dialog button. + Label displayed on the Cancel dialog button. + + Returns true if the user clicks the OK button. Returns false otherwise. + + + + + This method displays a modal dialog. + + The title of the message box. + The text of the message. + Label displayed on the OK dialog button. + Label displayed on the Cancel dialog button. + + Returns true if the user clicks the OK button. Returns false otherwise. + + + + + This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again. + + The title of the message box. + The text of the message. + Label displayed on the OK dialog button. + Label displayed on the Cancel dialog button. + The type of opt-out decision a user can make. + The unique key setting to store the decision under. + + true if the user clicks the ok button, or previously opted out. Returns false if the user cancels or closes the dialog without making a decision. + + + + + This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again. + + The title of the message box. + The text of the message. + Label displayed on the OK dialog button. + Label displayed on the Cancel dialog button. + The type of opt-out decision a user can make. + The unique key setting to store the decision under. + + true if the user clicks the ok button, or previously opted out. Returns false if the user cancels or closes the dialog without making a decision. + + + + + Displays a modal dialog with three buttons. + + Title for dialog. + Purpose for the dialog. + Dialog function chosen. + Close dialog with no operation. + Choose alternative dialog purpose. + + Returns the id of the chosen button. The ids are 0, 1 or 2 corresponding to the ok, cancel and alt buttons respectively. + + + + + Displays a popup menu. + + + + + + + + Displays or updates a progress bar. + + + + + + + + Brings the project window to the front and focuses it. + + + + + Returns a text for a number of bytes. + + + + + + This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again. + + The type of opt-out decision a user can make. + The unique key setting to store the decision under. + + true if the user previously opted out of seeing the dialog associated with dialogOptOutDecisionStorageKey. Returns false if the user did not yet opt out. + + + + + Returns an integer that indicates the number of times the specified object's serialized properties have changed. + + The object's instance ID. + The object. + + + + Returns an integer that indicates the number of times the specified object's serialized properties have changed. + + The object's instance ID. + The object. + + + + Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button). + + + + + + Translates an instance ID to a reference to an object. + + + + + + Gets a boolean value that indicates whether the specified object has changed since the last time it was saved. + + The object's instance ID. + The object. + + True if the object has changed; otherwise false. + + + + + Gets a boolean value that indicates whether the specified object has changed since the last time it was saved. + + The object's instance ID. + The object. + + True if the object has changed; otherwise false. + + + + + Determines if an object is stored on disk. + + + + + + Gets a boolean value. This value indicates whether your CPU is unable to execute Unity natively and is running an emulated version. + + + + + Human-like sorting. + + + + + + + Displays the "open file" dialog and returns the selected path name. + + + + + + + + Displays the "open file" dialog and returns the selected path name. + + Title for dialog. + Default directory. + File extensions in form { "Image files", "png,jpg,jpeg", "All files", "*" }. + + + + Displays the "open folder" dialog and returns the selected path name. + + + + + + + + Open properties editor for an Object. + + The object to open in the properties editor. + + + + The Unity Editor reloads script assemblies asynchronously on the next frame. This resets the state of all the scripts, but Unity does not compile any code that has changed since the previous compilation. + + + + + Displays the "save file" dialog and returns the selected path name. + + + + + + + + + Displays the "save file" dialog in the Assets folder of the project and returns the selected path name. + + + + + + + + + Displays the "save folder" dialog and returns the selected path name. + + + + + + + + Sets this camera to allow animation of materials in the Editor. + + + + + + + Sets the global time for this camera to use when rendering. + + + + + + + Set custom diff tool settings. + + Diff tool path. + Two - way diff command line. + Three - way diff command line. + Merge command line. + Sets Custom Tool as current active Revision Control Diff/Merge tool. + + + + Sets the default parent object for the active Scene. + + The GameObject to set as the default parent object. + + + + This method displays a modal dialog that lets the user opt-out of being shown the current dialog box again. + + The type of opt-out decision a user can make. + The unique key setting to store the decision under. + The unique key setting to store the decision under. + + + + Marks target object as dirty. + + The object to mark as dirty. + + + + Set the enabled state of the object. + + + + + + + Set the Scene View selected display mode for this Renderer. + + + + + + + Sets whether the selected Renderer's wireframe will be hidden when the GameObject it is attached to is selected. + + + + + + + Unloads assets that are not used. + + When true delete assets even if linked in scripts. + + + + Unloads assets that are not used. + + When true delete assets even if linked in scripts. + + + + Updates the global shader properties to use when rendering. + + Time to use. -1 to disable. + + + + Derive from this class to create an editor window. + + + + + Does the window automatically repaint whenever the Scene has changed? + + + + + Returns true if EditorWindow is docked. + + + + + The EditorWindow which currently has keyboard focus. (Read Only) + + + + + Returns true if EditorWindow is focused. + + + + + This property specifies whether the Editor prompts the user to save or discard unsaved changes before the window closes. + + + + + Is this window maximized? + + + + + The maximum size of this window when it is floating or modal. The maximum size is not used when the window is docked. + + + + + The minimum size of this window when it is floating or modal. The minimum size is not used when the window is docked. + + + + + The EditorWindow currently under the mouse cursor. (Read Only) + + + + + The desired position of the window in screen space. + + + + + Retrieves the root visual element of this window hierarchy. + + + + + The message that displays to the user if they are prompted to save + + + + + The title of this window. + + + + + The GUIContent used for drawing the title of EditorWindows. + + + + + Specifies whether a layout pass is performed before all user events (for example, EventType.MouseDown or EventType, KeyDown), or is only performed before repaint events. + + + + + Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window. + + + + + Checks whether MouseMove events are received in the GUI in this Editor window. + + + + + Mark the beginning area of all popup windows. + + + + + Close the editor window. + + + + + Creates an EditorWindow of type T. + + The type of the window. Must derive from EditorWindow. + The title of the created window. If this value is null, use the class name as title. + An array of EditorWindow types that the window will attempt to dock onto. + + + + Creates an EditorWindow of type T. + + The type of the window. Must derive from EditorWindow. + The title of the created window. If this value is null, use the class name as title. + An array of EditorWindow types that the window will attempt to dock onto. + + + + Discards unsaved changes to the contents of the window. + + + + + Close a window group started with EditorWindow.BeginWindows. + + + + + Moves keyboard focus to another EditorWindow. + + + + + Focuses the first found EditorWindow of specified type if it is open. + + The type of the window. Must derive from EditorWindow. + + + + Focuses the first found EditorWindow of type T if it is open. + + The type of the window. Must derive from EditorWindow. + + + + Gets the extra panes associated with the window. + + + The extra panes that are specific to the window. + + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + An array of EditorWindow types that the window will attempt to dock onto. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + An array of EditorWindow types that the window will attempt to dock onto. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type T which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + An array of EditorWindow types that the window will attempt to dock onto. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Returns the first EditorWindow of type t which is currently on the screen. + + The type of the window. Must derive from EditorWindow. + The position on the screen where a newly created window will show. + Set this to true, to create a floating utility window, false to create a normal window. + If GetWindow creates a new window, it will get this title. If this value is null, use the class name as title. + Whether to give the window focus, if it already exists. (If GetWindow creates a new window, it will always get focus). + + + + Checks if an editor window is open. + + The type of the window. Must derive from EditorWindow. + + Returns true if an EditorWindow, matching the specified type, is open. Returns false otherwise. + + + + + Called when the UI scaling for this EditorWindow is changed. + + + + + Stop showing notification message. + + + + + Make the window repaint. + + + + + Performs a save action on the contents of the window. + + + + + Sends an Event to a window. + + + + + + Show the EditorWindow window. + + Immediately display Show. + + + + Show the EditorWindow window. + + Immediately display Show. + + + + Shows a window with dropdown behaviour and styling. + + The button from which the position of the window will be determined (see description). + The initial size of the window. + + + + Show the editor window in the auxiliary window. + + + + + Show modal editor window. + + + + + Shows the EditorWindow as a floating modal window. + + + + + Show a notification message. + + The contents of the notification message. + The duration the notification is displayed. Measured in seconds. + + + + Show a notification message. + + The contents of the notification message. + The duration the notification is displayed. Measured in seconds. + + + + Shows an Editor window using popup-style framing. + + + + + Show the EditorWindow as a floating utility window. + + + + + Get an Overlay with matching ID from an EditorWindow canvas. + + ID of the overlay to retrieve. + Contains the overlay with matching id, or null if no matching overlay was found. + + Returns true if the overlay was found, false otherwise. + + + + + Use this class to set title text and icon for an Editor window. + + + + + Specifies the path to an Editor window's default icon. + + + + + Specifies an Editor window's title text. + + + + + When set to true Unity sets the window's icon name to be the same as its type name. + + + + + Creates Editor window title content. + + + + + Determines the flags for the Enter Play Mode Options in the Unity Editor. + + + + + When Domain Reload is disabled, scripts are not reloaded when entering Play Mode. This makes it quicker to switch to Play Mode, because there's no need to destroy, create and reload the .NET Application Domain. + + + + + When Scene Reload is disabled, Unity resets the Scene state and emulates all of the required post-processor calls when entering Play Mode, instead of reloading the whole Scene. This makes it quicker to switch to Play Mode, because there's no need to destroy, create and awaken all the Scene objects, and serialize and deserialize the Scene from disk. + + + + + This makes Unity reload the .NET Application Domain and entire Scene when entering Play Mode. + + + + + Editor tools for working with persistent UnityEvents. + + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, call to the listener. Will be invoked with the arguments as defined by the Event and sent from the call location. + + Event to modify. + Function to call. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + Argument to use when invoking. + + + + Adds a persistent, preset call to the listener. + + Event to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + Argument to use when invoking. + + + + Modifies the event at the given index. + + Event to modify. + Index to modify. + Function to call. + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Removes the given function from the event. + + Event to modify. + Index to remove (if specified). + Function to remove (if specified). + + + + Unregisters the given listener at the specified index. + + Event to modify. + Index to unregister. + + + + Uniquely identifies a produced artifact such as an imported asset (e.g. result of importing a texture). + + + + + True if this ArtifactID is valid. + + + + + The unique value. + + + + + An ArtifactKey is used for specifying an artifact to lookup or produce. + + + + + The guid specifying the asset in question. + + + + + The managed type of the importer to use for producing the artifact. + + + + + Returns true is the hash value is valid. (Read Only) + + + + + Construct an ArtifactKey. + + The guid. + The guid. + The managed type of the importer. + + + + Construct an ArtifactKey. + + The guid. + The guid. + The managed type of the importer. + + + + Use the Licensing Utility class to request user permissions. User permissions are referred to as entitlements. Entitlements are simple strings. For example, "com.unity.editor.ui". + + + + + Checks if the current user is entitled to a specific entitlement. + + The requested entitlement string. + + Returns true if the user is entitled to the entitlement string. Returns false otherwise. + + + + + Checks if the current user is entitled to a list of entitlements. + + The requested list of entitlement strings. + + Returns a list of entitlement strings that the user is entitled to based on the requested list. + + + + + Experimental lightmapping features. + + + + + Event which is called when additional probe bakes have completed and results are ready to be fetched. + + + + + + Writes out the filtered Ambient Occlusion texture to disk when the Lighting Data Asset is created and will be located next to the other lightmaps. This only works in On Demand mode and if Ambient Occlusion is turned on. Please note that the values from the direct and indirect exposure sliders are not applied. Currently not supported by the Progressive GPU lightmapper. + + + + + If enabled ignores the direct contribution from the environment lighting in baked probes. + + + + + Starts a synchronous lighting bake job for the target Scene. + + The Scene to generate lighting data for. + + Returns true if Unity successfully completes the lighting bake job. Returns false if Unity does not successfully complete the lighting bake job. + + + + + Starts an asynchronous lighting bake job for the target Scene. + + The Scene to generate lighting data for. + + Returns true if Unity successfully starts the lighting bake job. Returns false if Unity does not successfully start the lighting bake job. + + + + + Retrieve the bake result of additional probes. + + The identifier that was used to submit an array of positions to be baked. + + True if outBakedProbeSH and outBakedProbeValidity could be successfully returned. + + + + + Retrieve the custom bake results. + + The unnormalized amount of sky visibility for the input points (in xyz). The w component is the fraction of rays that strike backfaces. + + True if the results were retrieved. False if there is no data available or the results array does not match the number of points in the bake. + + + + + Submit additional probe positions to be baked using an identifier. + + An ID to identify the positions to be baked. This ID is used later to retrieve the result for those positions. + An array of probe positions. + + + + Set the custom bake inputs. + + The positions (xyz) of the points for which the amount of sky visibility is calculated. The w component is an offset that will be applied to the ray originating at the position. + The number of samples on the upper hemisphere used to calculate the sky visibility. + + + + Manually sets a light as dirty. + + The light to set as dirty. + + + + Defines the required members for a ScriptableBakedReflectionSystem implementation. + + + + + Number of stages of the baking process. + + + + + The hashes of the current baked state of the ScriptableBakedReflectionSystem. + + + + + Implement this method to bake all of the loaded reflection probes. + + + Returns true when the reflection probe baking process completed successfully. Returns false when the baking did not complete - for example if the current scene has never been saved. + + + + + Cancel the running bake jobs. + + + + + Clear the state of the ScriptableBakedReflectionSystem. + + + + + Synchronize the baked data with the actual components and rendering settings. + + + + + This method is called every Editor update until the ScriptableBakedReflectionSystem indicates that the baking is complete, with handle.SetIsDone(true). (See IScriptableBakedReflectionSystemStageNotifier.SetIsDone). + + Current Scene state hash. + A handle to receive notifications about the status of the stages of the baking process. + + + + An implementation of this interface is provided while ticking an ScriptableBakedReflectionSystem. (See IScriptableBakedReflectionSystem.Tick). + + + + + Update the baking stage progress information. + + The current stage in progress. + The progress message to display. + The progress to report (between 0 and 1). + + + + Indicates that a stage is complete. + + The completed stage. + + + + Indicates whether the baking is complete. + + Whether the baking is complete. + + + + This class contains hashes that represents the Scene state. + + + + + A hash representing the state of the ambient probe. + + + + + A hash representing the state of Scene objects. + + + + + A hash representing the settings of the sky. + + + + + Empty implementation of IScriptableBakedReflectionSystem. + + + + + Number of stages of the baking process. + + + + + The hashes of the current baked state of the ScriptableBakedReflectionSystem. + + + + + Implement this method to bake all of the loaded reflection probes. + + + True when the probe were baked, false when baking was not completed. + + + + + Cancel the running bake jobs. + + + + + Clear the state of ScriptableBakedReflectionSystem. + + + + + Synchronize the baked data with the actual components and rendering settings. + + + + + This method is called during the Editor update until the ScriptableBakedReflectionSystem indicates that the baking is complete, with handle.SetIsDone(true). (See IScriptableBakedReflectionSystemStageNotifier.SetIsDone). + + Current Scene state hash. + A handle to receive notifications about the status of the stages of the baking process. + + + + Global settings for the scriptable baked reflection system. + + + + + The currently active ScriptableBakedReflectionSystem, see IScriptableBakedReflectionSystem. + + + + + Export package option. Multiple options can be combined together using the | operator. + + + + + Default mode. Will not include dependencies or subdirectories nor include Library assets unless specifically included in the asset list. + + + + + In addition to the assets paths listed, all dependent assets will be included as well. + + + + + The exported package will include all library assets, ie. the project settings located in the Library folder of the project. + + + + + The export operation will be run asynchronously and reveal the exported package file in a file browser window after the export is finished. + + + + + Will recurse through any subdirectories listed and include all assets inside them. + + + + + Evaluates simple math expressions; supports int float and operators: + - * % ^ ( ). + + + + + Evaluates a math expression and returns the result. + + A string containing a mathematical expression (e.g. "4+3"). + The result of the expression evaluation. Supported types are: int, float, long, double. + + Indicates whether expression could be evauated successfully. + + + + + An attribute that specifies a file location relative to the Project folder or Unity's preferences folder. See Also: FilePathAttribute.Location. + + + + + + + Relative path to the specified 'location'. + Location option that specifies which root folder to combine the 'relativePath' with. + + + + Specifies the folder location that Unity uses together with the relative path provided in the FilePathAttribute constructor. + + + + + Use this location to save a file relative to the preferences folder. Useful for per-user files that are across all projects. + + + + + Use this location to save a file relative to the Project Folder. Useful for per-project files (not shared between projects). + + + + + Lets you do move, copy, delete operations over files or directories. + + + + + Copies a file or a directory. + + + + + + + Copies the file or directory. + + + + + + + Deletes a file or a directory given a path. + + + + + + Converts a physical path to a logical path. + + Physical path. + + Logical path. + + + + + Converts a logical path to a physical path. + + Logical path. + + Physical path. + + + + + Returns a unique path in the Temp folder within your current project. + + + + + Moves a file or a directory from a given path to another path. + + + + + + + Replaces a directory. + + + + + + + Replaces a file. + + + + + + + Font rendering mode constants for TrueTypeFontImporter. + + + + + Use hinted font rendering without anti-aliasing. This is the crispest font rendering option, and may be most readable for small font sizes. + + + + + Use Anti-Aliased Font rendering with hinting. This forces character lines to run along pixel boundaries. + + + + + Use the OS default font rendering mode. This mode is only available for dynamic fonts, as static fonts are generated at build time. + + + + + Use Anti-Aliased Font rendering. When using dynamic fonts, this is the mode which is fastest in rendering font textures. + + + + + Texture case constants for TrueTypeFontImporter. + + + + + Import basic ASCII character set. + + + + + Only import lower case ASCII character set. + + + + + Only import upper case ASCII character set. + + + + + Custom set of characters. + + + + + Render characters into font texture at runtime as needed. + + + + + Import a set of Unicode characters common for latin scripts. + + + + + Options for AssetDatabase.ForceReserializeAssets. + + + + + Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save the assets at the paths passed to the function, but not their accompanying .meta files. + + + + + Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save both the assets at the paths passed to the function, and also their accompanying .meta files. + + + + + Specifies that AssetDatabase.ForceReserializeAssets should load, upgrade, and save the .meta files for the assets at the paths passed to the function, but not the assets themselves. + + + + + GameObject utility functions. + + + + + Returns true if the passed in StaticEditorFlags are set on the GameObject specified. + + The GameObject to check. + The flags you want to check. + + Whether the GameObject's static flags match the flags specified. + + + + + You can use this method after parenting one GameObject to another to ensure the child GameObject has a unique name compared to its siblings in the hierarchy. + + The GameObject whose name you want to ensure is unique. + + + + Gets the number of MonoBehaviours with a missing script for the given GameObject. + + GameObject to query. + + The number of MonoBehaviours with a missing script. + + + + + Get the navmesh area index for the GameObject. + + The GameObject to query. + + NavMesh area index. + + + + + Get the navmesh area index from the area name. + + NavMesh area name to query. + + The NavMesh area index. If there is no NavMesh area with the requested name, the return value is -1. + + + + + Get all the navmesh area names. + + + Names of all the NavMesh areas. + + + + + Get the navmesh layer for the GameObject. + + The GameObject to check. + + The navmesh layer for the GameObject specified. + + + + + Get the navmesh layer from the layer name. + + The name of the navmesh layer. + + The layer number of the navmesh layer name specified. + + + + + Get all the navmesh layer names. + + + An array of the names of all navmesh layers. + + + + + Gets the StaticEditorFlags of the GameObject specified. + + The GameObject whose flags you are interested in. + + The static editor flags of the GameObject specified. + + + + + You can use this method before instantiating a new sibling, or before parenting one GameObject to another, to ensure the new child GameObject has a unique name compared to its siblings in the hierarchy. + + Target parent for a new GameObject. Null means root level. + Requested name for a new GameObject. + + Unique name for a new GameObject. + + + + + Use this method if a custom scene culling mask is needed for renderers that should be shown or hidden in a Scene view when Prefab Mode in Context is active. + + The scene culling mask intended to be used with the custom renderer. + The GameObject associated with the custom renderer. + + If the GameObject is hidden for Prefab Mode in Context, a modified scene culling mask is returned. If it's not hidden, then the input scene culling mask is returned. + + + + + Removes the MonoBehaviours with a missing script from the given GameObject. + + The GameObject to remove MonoBehaviours with a missing script from. + + The number of MonoBehaviours with a missing script that were removed. + + + + + Set the navmesh area for the gameobject. + + GameObject to modify. + NavMesh area index to set. + + + + Set the navmesh layer for the GameObject. + + The GameObject on which to set the navmesh layer. + The layer number you want to set. + + + + Sets the parent and gives the child the same layer and position. + + The GameObject that should have a new parent set. + The GameObject that the child should get as a parent and have position and layer copied from. If null, this function does nothing. + + + + Sets the StaticEditorFlags of the specified GameObject. + + The GameObject whose Static Editor Flags you want to set. + The StaticEditorFlags to set on the GameObject. + + + + GenericMenu lets you create custom context menus and dropdown menus. + + + + + Allow the menu to have multiple items with the same name. + + + + + Add a disabled item to the menu. + + The GUIContent to display as a disabled menu item. + + + + Add a disabled item to the menu. + + The GUIContent to display as a disabled menu item. + Specifies whether to show that the item is currently activated (i.e. a tick next to the item in the menu). + + + + Add an item to the menu. + + The GUIContent to add as a menu item. + Specifies whether to show the item is currently activated (i.e. a tick next to the item in the menu). + The function to call when the menu item is selected. + + + + Add an item to the menu. + + The GUIContent to add as a menu item. + Specifies whether to show the item is currently activated (i.e. a tick next to the item in the menu). + The function to call when the menu item is selected. + The data to pass to the function called when the item is selected. + + + + Add a seperator item to the menu. + + The path to the submenu, if adding a separator to a submenu. When adding a separator to the top level of a menu, use an empty string as the path. + + + + Show the menu at the given screen rect. + + The position at which to show the menu. + + + + Get number of items in the menu. + + + The number of items in the menu. + + + + + Callback function, called when a menu item is selected. + + + + + Callback function with user data, called when a menu item is selected. + + The data to pass through to the callback function. + + + + Show the menu under the mouse when right-clicked. + + + + + Determines how a gizmo is drawn or picked in the Unity editor. + + + + + Draw the gizmo if it is active (shown in the inspector). + + + + + Draw the gizmo if it is selected or it is a child/descendent of the selected. + + + + + Draw the gizmo if it is not selected. + + + + + Draw the gizmo if it is not selected and also no parent/ancestor is selected. + + + + + The gizmo can be picked in the editor. + + + + + Draw the gizmo if it is selected. + + + + + Struct providing an API for stable, project-global object identifiers. + + + + + The GUID for the asset to which this object belongs. + + + + + The identifier type represented as an integer. + + + + + The local file ID of the object. + + + + + The prefab instance id of the object. + + + + + Check equality between two GlobalObjectIds. + + + + + + Converts an Object reference or InstanceID to a GlobalObjectId. + + The Object to be converted. + The InstanceID of the Object to be converted. + + The converted GlobalObjectId. If the conversion is unsuccessful, the GlobalObjectId is set to the default null ID: "GlobalObjectId_V1-0-00000000000000000000000000000000-0-0". + + + + + Converts an Object reference or InstanceID to a GlobalObjectId. + + The Object to be converted. + The InstanceID of the Object to be converted. + + The converted GlobalObjectId. If the conversion is unsuccessful, the GlobalObjectId is set to the default null ID: "GlobalObjectId_V1-0-00000000000000000000000000000000-0-0". + + + + + Creates an array of GlobalObjectIds based on an array of Objects or InstanceIDs. + + Array of Objects to convert. + Resulting array of GlobalObjectIds. + Array of InstanceIDs to convert. + + + + Creates an array of GlobalObjectIds based on an array of Objects or InstanceIDs. + + Array of Objects to convert. + Resulting array of GlobalObjectIds. + Array of InstanceIDs to convert. + + + + Creates an array of InstanceIDs based on an array of GlobalObjectIds. + + Array of GlobalObjectIds to convert. + Resulting array of InstanceIDs. + + + + Creates an array of Objects based on an array of GlobalObjectIds. + + Array of GlobalObjectIds to convert. + Resulting array of Object references. + + + + Converts a GlobalObjectId to an InstanceID. + + The GlobalObjectId to lookup. + + If the GlobalObjectId is found, this method returns the converted InstanceID. Returns 0 if the GlobalObjectId is not found. + + + + + Converts a GlobalObjectId to an Object reference. + + The GlobalObjectId to lookup. + + If the GlobalObjectId is found, this method returns the converted Object reference. Returns null if the GlobalObjectId is not found. + + + + + Get the string representation of the GlobalObjectId. + + + + + Parses the string representation of a GlobalObjectId into a GlobalObjectId struct. + + The string representation of a GlobalObjectId. +Example: "GlobalObjectId_V1-2-74c253e3f16be4776bb2d88e01f77c8a-902906726-0". + The GlobalObjectId struct for the parsed values. + + Returns true if the string representation is successfully parsed. Otherwise, returns false. + + + + + Enum used to specify the graphics jobs mode to use. + + + + + Legacy graphics jobs. + + + + + Native graphics jobs. + + + + + GridPalette stores settings for Palette assets when shown in the Palette window. + + + + + Determines the sizing of cells for a Palette. + + + + + Determines the sorting axis if the Transparency Sort Mode is set to Custom Axis. + + + + + Determines the Transparency Sorting Mode of Renderers in the Palette. + + + + + Controls the sizing of cells for a Palette. + + + + + Automatically resizes the Palette cells by the size of Sprites in the Palette. + + + + + Size of Palette cells will be changed manually by the user. + + + + + Base class for PropertyDrawer and DecoratorDrawer. + + + + + Custom 3D GUI controls and drawing in the Scene view. + + + + + Color to use for handles that represent the center of something. + + + + + Colors of the handles. + + + + + Setup viewport and stuff for a current camera. + + + + + The inverse of the matrix for all handle operations. + + + + + Are handles lit? + + + + + Retrieves the user preference setting that controls the thickness of tool handle lines. (Read Only) + + + + + Matrix for all handle operations. + + + + + Color to use to highlight an unselected handle currently under the mouse pointer. + + + + + Soft color to use for for general things. + + + + + Color to use for the currently active handle. + + + + + Color to use for handles that manipulates the X coordinate of something. + + + + + Color to use for handles that manipulates the Y coordinate of something. + + + + + Color to use for handles that manipulates the Z coordinate of something. + + + + + zTest of the handles. + + + + + Draw an arrow like those used by the move tool. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + Begin a 2D GUI block inside the 3D handle GUI. + + + + + Make a 3D Button. + + The position to draw the button in the space of Handles.matrix. + The rotation of the button in the space of Handles.matrix. + The visual size of the handle. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + The size of the button for the purpose of detecting a click. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + The draw style of the button. + + True when the user clicks the button. + + + + + The function to use for drawing the handle e.g. Handles.RectangleCap. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + Draw a circle handle. Pass this into handle functions. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + Clears the camera. + + Where in the Scene to clear. + The camera to clear. + + + + Draw a cone handle. Pass this into handle functions. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + Draw a cube handle. Pass this into handle functions. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + Draw a cylinder handle. Pass this into handle functions. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + Make a 3D disc that can be dragged with the mouse. + + Control id of the handle. + The rotation of the disc. + The center of the disc. + The axis to rotate around. + The size of the disc in world space. + If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter. + The grid size to snap to. + + The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Make a 3D disc that can be dragged with the mouse. + + Control id of the handle. + The rotation of the disc. + The center of the disc. + The axis to rotate around. + The size of the disc in world space. + If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter. + The grid size to snap to. + + The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Draw a dot handle. Pass this into handle functions. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + Draw anti-aliased convex polygon specified with point array. + + List of points describing the convex polygon. + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. + The width of the line. + List of points to build the line from. + + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. + The width of the line. + List of points to build the line from. + + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. + The width of the line. + List of points to build the line from. + + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. + The width of the line. + List of points to build the line from. + + + + + Draw anti-aliased line specified with point array and width. + + The AA texture used for rendering. + The width of the line. + List of points to build the line from. + + + + + Draw textured bezier line through start and end points with the given tangents. + + The start point of the bezier line. + The end point of the bezier line. + The start tangent of the bezier line. + The end tangent of the bezier line. + The color to use for the bezier line. + The texture to use for drawing the bezier line. + The width of the bezier line. + + + + Draws a camera inside a rectangle. + + The area to draw the camera within in GUI coordinates. + The camera to draw. + How the camera is drawn (textured, wireframe, etc). + Parameters of grid drawing (can be omitted). + + + + Draws a camera inside a rectangle. + + The area to draw the camera within in GUI coordinates. + The camera to draw. + How the camera is drawn (textured, wireframe, etc.). + + + + Draws a camera inside a rectangle. + + The area to draw the camera within in GUI coordinates. + The camera to draw. + How the camera is drawn (textured, wireframe, etc.). + + + + Draw a dotted line from p1 to p2. + + The start point. + The end point. + The size in pixels for the lengths of the line segments and the gaps between them. + + + + Draw a list of dotted line segments. + + A list of pairs of points that represent the start and end of line segments. + The size in pixels for the lengths of the line segments and the gaps between them. + + + + Draw a list of indexed dotted line segments. + + A list of points. + A list of pairs of indices to the start and end points of the line segments. + The size in pixels for the lengths of the line segments and the gaps between them. + + + + Draw a subset of Gizmos (before or after postprocessing) for the given camera. + + The camera of the current view. + + + + Disposable helper struct for automatically setting and reverting Handles.color and/or Handles.matrix. + + + + + The value of Handles.color at the time this DrawingScope was created. + + + + + The value of Handles.matrix at the time this DrawingScope was created. + + + + + Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. + + The matrix to use for displaying Handles inside the scope block. + The color to use for displaying Handles inside the scope block. + + + + Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. + + The matrix to use for displaying Handles inside the scope block. + The color to use for displaying Handles inside the scope block. + + + + Create a new DrawingScope and set Handles.color and/or Handles.matrix to the specified values. + + The matrix to use for displaying Handles inside the scope block. + The color to use for displaying Handles inside the scope block. + + + + Automatically reverts Handles.color and Handles.matrix to their values prior to entering the scope, when the scope is exited. You do not need to call this method manually. + + + + + Draws a line from p1 to p2. + + The position of the first line's end point in world space. + The position of the second line's end point in world space. + Line thickness in UI points (zero thickness draws single-pixel line). + + + + Draws a line from p1 to p2. + + The position of the first line's end point in world space. + The position of the second line's end point in world space. + Line thickness in UI points (zero thickness draws single-pixel line). + + + + Draw a list of line segments. + + A list of pairs of points that represent the start and end of line segments. + + + + Draw a list of indexed line segments. + + A list of points. + A list of pairs of indices to the start and end points of the line segments. + + + + Draw a line going through the list of points. + + + + + + Draw a camera facing selection frame. + + + + + + + + + + Draw a circular sector (pie piece) in 3D space. + + The center of the circle. + The normal of the circle. + The direction of the point on the circumference, relative to the center, where the sector begins. + The angle of the sector, in degrees. + The radius of the circle + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Draw a solid flat disc in 3D space. + + The center of the disc. + The normal of the disc. + The radius of the disc. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Draw a solid outlined rectangle in 3D space. + + The 4 vertices of the rectangle in world coordinates. + The color of the rectangle's face. + The outline color of the rectangle. + + + + Draws a 3D texture using Signed Distance Field rendering mode in 3D space. + + The volumetric texture to draw. + The number by which to multiply the ray step size. The ray step size is the distance between 2 neighboring pixels. The default value is 1. + The intensity of the pixels at which the surface is rendered. When this value is positive, Unity will expand the rendered surface. When this value is negative, Unity will render empty space as a surface, and a surface as empty space. The default value is 0. + The custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses <a href="https:ai.googleblog.com201908turbo-improved-rainbow-colormap-for.html">Google Turbo color ramp<a>. + + + + Draws a 3D texture using Slice rendering mode in 3D space. + + The volumetric texture to draw. + The positions of the texture sampling planes. + Sets the texture filtering mode to use. + Enables color ramp visualization. + The custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses <a href="https:ai.googleblog.com201908turbo-improved-rainbow-colormap-for.html">Google Turbo color ramp<a>. + + + + Draws a 3D texture using Volume rendering mode in 3D space. + + The volumetric texture to draw. + The non-linear volume opacity modifier. Use this to control the opacity of the visualization. Valid values are 0-1, inclusive. A value of 1 is fully opaque and a value of 0 is fully transparent. The default value is 1. + Sets the sample per texture pixel count. Higher values result in a higher quality render. The default value is 1. + Sets the texture filtering mode to use. + Enables color ramp visualization. + The custom gradient that Unity uses as a color ramp. If this is not specified, Unity uses <a href="https:ai.googleblog.com201908turbo-improved-rainbow-colormap-for.html">Google Turbo color ramp<a>. + + + + Draws a circular arc in 3D space. + + The center of the circle in world space. + The normal of the circle in world space. + The direction of the point on the circle circumference, relative to the center, where the arc begins. + The angle of the arc, in degrees. + The radius of the circle in world space units. + Line thickness in UI points (zero thickness draws single-pixel line). + + + + Draws a circular arc in 3D space. + + The center of the circle in world space. + The normal of the circle in world space. + The direction of the point on the circle circumference, relative to the center, where the arc begins. + The angle of the arc, in degrees. + The radius of the circle in world space units. + Line thickness in UI points (zero thickness draws single-pixel line). + + + + Draw a wireframe box with center and size. + + + + + + + Draws the outline of a flat disc in 3D space. + + The center of the disc in world space. + The normal of the disc in world space. + The radius of the disc in world space units. + Line thickness in UI points (zero thickness draws single-pixel line). + + + + Draws the outline of a flat disc in 3D space. + + The center of the disc in world space. + The normal of the disc in world space. + The radius of the disc in world space units. + Line thickness in UI points (zero thickness draws single-pixel line). + + + + End a 2D GUI block and get back to the 3D handle GUI. + + + + + Make an unconstrained movement handle. + + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + The snap increment on all axes. See Handles.SnapValue. + The function to call for doing the actual drawing. + The control ID for the handle. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Make an unconstrained movement handle. + + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + The snap increment on all axes. See Handles.SnapValue. + The function to call for doing the actual drawing. + The control ID for the handle. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Make an unconstrained rotation handle. + + Control id of the handle. + Orientation of the handle. + Center of the handle in 3D space. + The size of the handle. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Make an unconstrained rotation handle. + + Control id of the handle. + Orientation of the handle. + Center of the handle in 3D space. + The size of the handle. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Get the width and height of the main game view. + + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Make a text label positioned in 3D space. + + Position in 3D space as seen from the current handle camera. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + Retuns an array of points to representing the bezier curve. + + + + + + + + + + Make a position handle. + + Center of the handle in 3D space. + Orientation of the handle in 3D space. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Make a Scene view radius handle. + + Orientation of the handle. + Center of the handle in 3D space. + Radius to modify. + Whether to omit the circular outline of the radius and only draw the point handles. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Make a Scene view radius handle. + + Orientation of the handle. + Center of the handle in 3D space. + Radius to modify. + Whether to omit the circular outline of the radius and only draw the point handles. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + +Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + + + + + Draw a rectangle handle. Pass this into handle functions. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + Make a Scene view rotation handle. + + Orientation of the handle. + Center of the handle in 3D space. + + The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Make a Scene view scale handle. + + Scale to modify. + The position of the handle. + The rotation of the handle. + Allows you to scale the size of the handle on-screen. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Make a directional scale slider. + + The value the user can modify. + The position of the handle in the space of Handles.matrix. + The direction of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + The snap increment. See Handles.SnapValue. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Make a 3D handle that scales a single float. + + The value the user can modify. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + The snap increment. See Handles.SnapValue. + The function to call for doing the actual drawing. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + + + Set the current camera so all Handles and Gizmos are draw with its settings. + + + + + + + Set the current camera so all Handles and Gizmos are draw with its settings. + + + + + + + Determines whether or not to draw Gizmos. + + + + + A delegate type for getting a handle's size based on its current position. + + The current position of the handle in the space of Handles.matrix. + + + + Make a 3D slider that moves along one axis. + + The position of the current point in the space of Handles.matrix. + The direction axis of the slider in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + The snap increment. See Handles.SnapValue. + The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. + + + + + Make a 3D slider that moves along one axis. + + The position of the current point in the space of Handles.matrix. + The direction axis of the slider in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + The snap increment. See Handles.SnapValue. + The function to call for doing the actual drawing. By default it is Handles.ArrowHandleCap, but any function that has the same signature can be used. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. + + + + + Make a 3D slider that moves along a plane defined by two axes. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point in the space of Handles.matrix. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. + The first axis of the slider's plane of movement in the space of Handles.matrix. + The second axis of the slider's plane of movement in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. + (default: false) render a rectangle around the handle when dragging. + The function to call for doing the actual drawing. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. + + + + + Make a 3D slider that moves along a plane defined by two axes. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point in the space of Handles.matrix. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. + The first axis of the slider's plane of movement in the space of Handles.matrix. + The second axis of the slider's plane of movement in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. + (default: false) render a rectangle around the handle when dragging. + The function to call for doing the actual drawing. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. + + + + + Make a 3D slider that moves along a plane defined by two axes. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point in the space of Handles.matrix. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. + The first axis of the slider's plane of movement in the space of Handles.matrix. + The second axis of the slider's plane of movement in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. + (default: false) render a rectangle around the handle when dragging. + The function to call for doing the actual drawing. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. + + + + + Make a 3D slider that moves along a plane defined by two axes. + + (optional) override the default ControlID for this Slider2D instance. + The position of the current point in the space of Handles.matrix. + (optional) renders the Slider2D at handlePos, but treats the Slider2D's origin as handlePos + offset. Useful for Slider2D instances that are placed/rendered relative to another object or handle. + The direction of the handle in the space of Handles.matrix, only used for rendering of the handle. + The first axis of the slider's plane of movement in the space of Handles.matrix. + The second axis of the slider's plane of movement in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + (float or Vector2) The snap increment along both axes, either uniform or per-axis. See Handles.SnapValue. + (default: false) render a rectangle around the handle when dragging. + The function to call for doing the actual drawing. + + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the position value passed into the function. + + + + + Rounds each Transform.position to the closest multiple of EditorSnap.move. + + The transforms to snap. + The axes on which to apply snapping. + + + + Rounds value to the closest multiple of snap if snapping is active. Note that snap can only be positive. + + The value to snap. + The increment to snap to. + + If snapping is active, rounds value to the closest multiple of snap (snap can only be positive). + + + + + Rounds value to the closest multiple of snap if snapping is active. Note that snap can only be positive. + + The value to snap. + The increment to snap to. + + If snapping is active, rounds value to the closest multiple of snap (snap can only be positive). + + + + + Rounds value to the closest multiple of snap if snapping is active. Note that snap can only be positive. + + The value to snap. + The increment to snap to. + + If snapping is active, rounds value to the closest multiple of snap (snap can only be positive). + + + + + Draw a sphere handle. Pass this into handle functions. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + + + + Creates a transform handle. + + Position of the handle. + Orientation of the handle. + Scale value to modify. + Uniform scale value to modify. + + + + Creates a transform handle. + + Position of the handle. + Orientation of the handle. + Scale value to modify. + Uniform scale value to modify. + + + + Creates a transform handle. + + Position of the handle. + Orientation of the handle. + Scale value to modify. + Uniform scale value to modify. + + + + Color to use for the Unity UI's padding visualization. + + + + + Helper functions for Scene View style 3D GUI. + + + + + Get standard acceleration for dragging values (Read Only). + + + + + Get nice mouse delta to use for dragging a float value (Read Only). + + + + + Get nice mouse delta to use for zooming (Read Only). + + + + + Subscribe to this event to add additional picking objects to the HandleUtility.PickGameObject method. + + + + + + Subscribe to this event to handle object placement in the SceneView. + + + + + + Record a distance measurement from a handle. + + + + + + + Add the ID for a default control. This will be picked if nothing else is. + + + + + + Map a mouse drag onto a movement along a line in 3D space. + + The source point of the drag. + The destination point of the drag. + The 3D position the dragged object had at src ray. + 3D direction of constrained movement. + + The distance travelled along constraintDir. + + + + + Get the point on an arc (in 3D space) which is closest to the current mouse position. + + + + + + + + + + Get the point on an disc (in 3D space) which is closest to the current mouse position. + + + + + + + + Get the point on a polyline (in 3D space) which is closest to the current mouse position. + + + + + + Calculate distance between a point and a Bezier curve. + + + + + + + + + + Calculate distance between a point and a line. + + + + + + + + Distance from a point p in 2d to a line defined by two points a and b. + + + + + + + + Distance from a point p in 2d to a line segment defined by two points a and b. + + + + + + + + Returns the distance in pixels from the mouse pointer to a 3D section of a disc. + + + + + + + + + + Returns the distance in pixels from the mouse pointer to a camera facing circle. + + + + + + + Returns the distance in pixels from the mouse pointer to a cone. + + Position of the cone. + Rotation of the cone. + Size of the cone. + + Distance from mouse to cone in pixels. + + + + + Returns the distance in pixels from the mouse pointer to a cube. + + Position of the cube. + Rotation of the cube. + Size of the cube. + + Distance from mouse to cube in pixels. + + + + + Returns the distance in pixels from the mouse pointer to a 3D disc. + + + + + + + + Returns the distance in pixels from the mouse pointer to a line. + + + + + + + Returns the distance in pixels from the mouse pointer to a polyline. + + + + + + Returns the distance in pixels from the mouse pointer to a rectangle on screen. + + + + + + + + Returns the nearest vertex to a guiPoint within a maximum radius of 50 pixels. + + A point in GUI space. + The nearest vertex position to guiPoint, or a default value if no vertex is within the minimum picking distance. + An array of Transform to consider when picking the nearest vertex. If null, all active objects in open scenes are considered. + An array of Transform to exclude from consideration when picking nearest vertex. + + Returns true if a vertex within 50 pixels of the guiPoint was found, false if no vertex found within the minimum picking radius. + + + + + Returns the nearest vertex to a guiPoint within a maximum radius of 50 pixels. + + A point in GUI space. + The nearest vertex position to guiPoint, or a default value if no vertex is within the minimum picking distance. + An array of Transform to consider when picking the nearest vertex. If null, all active objects in open scenes are considered. + An array of Transform to exclude from consideration when picking nearest vertex. + + Returns true if a vertex within 50 pixels of the guiPoint was found, false if no vertex found within the minimum picking radius. + + + + + Returns the nearest vertex to a guiPoint within a maximum radius of 50 pixels. + + A point in GUI space. + The nearest vertex position to guiPoint, or a default value if no vertex is within the minimum picking distance. + An array of Transform to consider when picking the nearest vertex. If null, all active objects in open scenes are considered. + An array of Transform to exclude from consideration when picking nearest vertex. + + Returns true if a vertex within 50 pixels of the guiPoint was found, false if no vertex found within the minimum picking radius. + + + + + Get world space size of a manipulator handle at given position. + + The position of the handle in 3d space. + + A constant screen-size for the handle, based on the distance between from the supplied handle's position to the camera. + + + + + Converts a 2D GUI position to screen pixel coordinates. + + + + + + Convert 2D GUI position to a world space ray. + + + + + + Pick game object closest to specified position. + + Select Prefab. + Returns index into material array of the Renderer component that is closest to specified position. + A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). + An array of GameObjects that will not be considered when selecting the nearest GameObject. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + + The GameObject that is under the requested position. + + + + + Pick game object closest to specified position. + + Select Prefab. + Returns index into material array of the Renderer component that is closest to specified position. + A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). + An array of GameObjects that will not be considered when selecting the nearest GameObject. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + + The GameObject that is under the requested position. + + + + + Pick game object closest to specified position. + + Select Prefab. + Returns index into material array of the Renderer component that is closest to specified position. + A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). + An array of GameObjects that will not be considered when selecting the nearest GameObject. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + + The GameObject that is under the requested position. + + + + + Pick game object closest to specified position. + + Select Prefab. + Returns index into material array of the Renderer component that is closest to specified position. + A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). + An array of GameObjects that will not be considered when selecting the nearest GameObject. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + + The GameObject that is under the requested position. + + + + + Pick game object closest to specified position. + + Select Prefab. + Returns index into material array of the Renderer component that is closest to specified position. + A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). + An array of GameObjects that will not be considered when selecting the nearest GameObject. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + + The GameObject that is under the requested position. + + + + + Pick game object closest to specified position. + + Select Prefab. + Returns index into material array of the Renderer component that is closest to specified position. + A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). + An array of GameObjects that will not be considered when selecting the nearest GameObject. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + + The GameObject that is under the requested position. + + + + + Pick game object closest to specified position. + + Select Prefab. + Returns index into material array of the Renderer component that is closest to specified position. + A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). + An array of GameObjects that will not be considered when selecting the nearest GameObject. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + An array of GameObjects to be exclusively considered for selection. If null, all GameObjects in open scenes are eligible for selection. + + The GameObject that is under the requested position. + + + + + This is the method definition for pickGameObjectCustomPasses. + + The camera with which to render pickable objects. + A layer mask specifying what layers to consider valid for picking. See also Camera.cullingMask. + A position in GUI coordinates. The top-left of the window is (0,0), and the bottom-right is (Screen.width, Screen.height). + An array of GameObjects that will not be considered when selecting the nearest GameObject. + An array of GameObjects that will be tested for picking intersection. If this argument is not null, only GameObjects in the filter array will be selected. + Returns the index of the Renderer component in the material array that is closest to the specified position. If the picked object does not contain a MeshRenderer, or the picking intersection does not fall within a mesh boundary, this returns -1. + + + + Pick GameObjects that lie within a specified screen rectangle. + + An screen rectangle specified with pixel coordinates. + + + + + + + + + + + Casts a ray against the loaded scenes and returns the nearest intersected point on a collider. + + The GUI position in the SceneView. You can pass Event.current.mousePosition to this parameter in most cases. + Returns the nearest intersected point to a ray cast from the mouse position into the scene. + Returns the normal of the nearest intersected point to a ray cast from the mouse position into the scene. + + Returns true if the raycast intersected something in the scene; otherwise, false. + + + + + This is the method definition for placeObjectCustomPasses. + + The GUI position in the SceneView. You can pass Event.current.mousePosition to this parameter in most cases. + Returns the nearest intersected point to a ray cast from the guiPosition into the scene. + Returns the normal of the nearest intersected point to a ray cast from the mouse position into the scene. + + + + Returns the parameter for the projection of the point on the given line. + + + + + + + + Retrieve all camera settings. + + + + + + Project point onto a line. + + + + + + + + Store all camera settings. + + + + + + Casts ray against the Scene and report if an object lies in its path. + + + + A boxed RaycastHit, null if nothing hit it. + + + + + Repaint the current view. + + + + + Calculate a rectangle to display a 2D GUI element near a projected point in 3D space. + + The world-space position to use. + The content to make room for. + The style to use. The style's alignment. + + + + Convert a world space point to a 2D GUI position. + + Point in world space. + + + + Convert a world space point to a 2D GUI position. + + Point in world space. + + A Vector3 where the x and y values relate to the 2D GUI position. The z value is the distance in world units from the camera. + + + + + Helper class to access Unity documentation. + + + + + Open url in the default web browser. + + + + + + Get the URL for this object's documentation. + + The object to retrieve documentation for. + + The documentation URL for the object. Note that this could use the https: or file: schemas. + + + + + Is there a help page for this object? + + + + + + Show help page for this object. + + + + + + Show a help page. + + + + + + Define how dragged objects should be dropped relative to already existing Hierarchy items. + + + + + Drop a dragged object above the Hierarchy sibling item the mouse is hovered over. The dropTargetInstanceID is the Hierarchy item below the hover point and the dropped object is inserted above the target. + + + + + Drop a dragged object into the first child position after the parent of the Hierarchy item when the mouse is hovering between the parent and the first child. The dropTargetInstanceID is the first child under a parent and the dropped object is inserted between the parent and the first child. When using DropAfterParent, DropBetween and DropAbove are also used to provide information to locate the dropped object. + + + + + Drop a dragged object between two Hierarchy sibling items the mouse is hovered over. The dropTargetInstanceID is the Hierarchy item above the hover point, the dropped object is inserted below the target. + + + + + Drop a dragged object on the Hierarchy item the mouse is hovering over. The hovered-over item is the dropTargetInstanceID and the dropped object is inserted as a child of the target. This flag is also used when dragging and dropping objects from outside the Hierarchy and into and below the last item in the Hierarchy to add to the Scene. In this case, the dropTargetInstanceID is the Scene handle. + + + + + Insert dragged object in the Hierarchy. The default flag value is 0. The only case in which DropMode is 0 is when dragging outside items and parentForDraggedObjects is set. Then dropTargetInstanceID is 0 and the target is passed to the parentForDraggedObjects. + + + + + This flag is set if the Hierarchy is showing search results. If a search is active, only DropUpon is allowed (no other actions can be performed on a partial list of items). + + + + + Use this class to highlight elements in the editor for use in in-editor tutorials and similar. + + + + + Is there currently an active highlight? + + + + + The rect in screenspace of the current active highlight. + + + + + The text of the current active highlight. + + + + + Is the current active highlight visible yet? + + + + + Highlights an element in the editor. + + The title of the window the element is inside. + The text to identify the element with. + Optional mode to specify how to search for the element. + + true if the requested element was found; otherwise false. + + + + + Highlights an element in the editor. + + The title of the window the element is inside. + The text to identify the element with. + Optional mode to specify how to search for the element. + + true if the requested element was found; otherwise false. + + + + + Call this method to create an identifiable rect that the Highlighter can find. + + The position to make highlightable. + The identifier text of the rect. + + + + Stops the active highlight. + + + + + Used to specify how to find a given element in the editor to highlight. + + + + + Highlights the first element found using any of the search modes. + + + + + Highlights an element containing text using the text as identifier. + + + + + Highlights an element with a given identifier text. + + + + + Highlights nothing. + + + + + Highlights an entire editor control using its label text as identifier. + + + + + Arguments for the event EditorGUI.hyperLinkClicked. + + + + + Parameters found in the hyperlink tag. + + + + + Used to identify a MonoBehaviour that provides a hook into the apply/revert context menu for Prefabs open in Prefab Mode and non Prefabs. + + + + + Returns the component specific name to be used in the apply menu item. + + + + + + Returns the name of the source term to be used in the apply/revert menu item. + + + + + Extension hook for an optional property apply menu item. + + + + + Extension hook for an optional property revert menu item. + + + + + Icon kind. + + + + + This icon can be used for any purpose in an application. + + + + + This icon is used for the main application icons. + + + + + This icon is used for push notifications. + + + + + This icon is used for settings. + + + + + This icon is used for Spotlight searches. (iOS only). + + + + + This icon is used by the iOS App Store. + + + + + Defines a method to add custom menu items to an Editor Window. + + + + + Adds your custom menu items to an Editor Window. + + + + + + Use IHVImageFormatImporter to modify Texture2D import settings for Textures in IHV (Independent Hardware Vendor) formats such as .DDS and .PVR from Editor scripts. + + + + + Filtering mode of the texture. + + + + + Is texture data readable from scripts. + + + + + Enable mipmap streaming for this texture. + + + + + Relative priority for this texture when reducing memory size in order to hit the memory budget. + + + + + Texture coordinate wrapping mode. + + + + + Texture U coordinate wrapping mode. + + + + + Texture V coordinate wrapping mode. + + + + + Texture W coordinate wrapping mode for Texture3D. + + + + + Contains information for various IIl2CppProcessor callbacks. + + + + + The directory containing the assemblies that IL2CPP will process. + + + + + The build target. + + + + + Creates a new instance of an Il2CppBuildPipelineData. + + + + + + + C++ compiler configuration used when compiling IL2CPP generated code. + + + + + Debug configuration turns off all optimizations, which makes the code quicker to build but slower to run. + + + + + Master configuration enables all possible optimizations, squeezing every bit of performance possible. For instance, on platforms that use the MSVC++ compiler, this option enables link-time code generation. Compiling code using this configuration can take significantly longer than it does using the Release configuration. Unity recommends building the shipping version of your game using the Master configuration if the increase in build time is acceptable. + + + + + Release configuration enables optimizations, so the compiled code runs faster and the binary size is smaller but it takes longer to compile. + + + + + Interface for when you extend the Lighting Explorer. Used in full overrides of the default behavior. + + + + + Returns the tabs that you have selected to display in the Lighting Explorer. + + + Tabs for the Lighting Explorer. + + + + + This is called when the Lighting Explorer OnDisable is called, or when you switch to another extension. + + + + + This is called when the Lighting Explorer OnEnable is called, or when you switch to another extension. + + + + + Inherit from this class to implement your own drop-down control. + + + + + Minimum size of the drop-down window. By default, the drop-down will try to match the width of the given rect or the rendered content. + + + + + Implement this method to generate the content of the drop-down. +This method is called when the drop-down is being shown. + + + Root of the list. + + + + + Override this method to get notified when an item is selected. + + Item that got selected. + + + + Call this method to show the drop-down at the given position. + + Position of the button that triggered the drop-down. + + + + Items that build the drop-down list. + + + + + The list of child items of this item. + + + + + True if the item is enabled. + + + + + If set, this icon will be rendered to the left of the item name. + + + + + The unique identifier for an item. + + + + + Name shown for this item when rendered. + + + + + Adds the given AdvancedDropdownItem child to the children list. + + AdvancedDropdownItem to be added to the children list. + + + + Adds a separator to the list of children in the drop-down. + + + + + The state of the drop-down. This Object can be serialized. + + + + + A class for a compound handle to edit an angle and a radius in the Scene view. + + + + + Returns or specifies the angle of the arc for the handle. + + + + + Returns or specifies the color of the angle control handle. + + + + + The Handles.CapFunction to use when displaying the angle control handle. + + + + + The Handles.SizeFunction to specify how large the angle control handle should be. + + + + + Returns or specifies the color of the arc shape. + + + + + Returns or specifies the radius of the arc for the handle. + + + + + Returns or specifies the color of the radius control handle. + + + + + The Handles.CapFunction to use when displaying the radius control handle. + + + + + The Handles.SizeFunction to specify how large the angle control handle should be. + + + + + Returns or specifies the color of the curved line along the outside of the arc. + + + + + Creates a new instance of the ArcHandle class. + + + + + A Handles.CapFunction that draws a line terminated with Handles.CylinderHandleCap. + + The control ID for the handle. + The position of the handle in the space of Handles.matrix. + The rotation of the handle in the space of Handles.matrix. + The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + + + + A Handles.SizeFunction that returns a fixed screen-space size. + + The current position of the handle in the space of Handles.matrix. + + The size to use for a handle at the specified position. + + + + + A Handles.SizeFunction that returns a fixed screen-space size. + + The current position of the handle in the space of Handles.matrix. + + The size to use for a handle at the specified position. + + + + + A function to display this instance in the current handle camera using its current configuration. + + + + + Sets angleHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. radiusHandleColor will be set to Color.clear and the radius handle will be disabled. + + The color to use for the angle control handle and the fill shape. + The alpha value to use for fillColor. + + + + Sets angleHandleColor, radiusHandleColor, wireframeColor, and fillColor to the same value, where fillColor will have the specified alpha value. + + The color to use for the angle and radius control handles and the fill shape. + The alpha value to use for fillColor. + + + + A compound handle to edit a box-shaped bounding volume in the Scene view. + + + + + Returns or specifies the size of the bounding box. + + + + + Create a new instance of the BoxBoundsHandle class. + + An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances. + + + + Create a new instance of the BoxBoundsHandle class. + + An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your BoxBoundsHandle instances. + + + + Draw a wireframe box for this instance. + + + + + A compound handle to edit a capsule-shaped bounding volume in the Scene view. + + + + + Returns or specifies the height of the capsule bounding volume. + + + + + Returns or specifies the axis in the handle's space to which height maps. The radius maps to the remaining axes. + + + + + Returns or specifies the radius of the capsule bounding volume. + + + + + Create a new instance of the CapsuleBoundsHandle class. + + An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances. + + + + Create a new instance of the CapsuleBoundsHandle class. + + An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your CapsuleBoundsHandle instances. + + + + Draw a wireframe capsule for this instance. + + + + + An enumeration for specifying which axis on a CapsuleBoundsHandle object maps to the CapsuleBoundsHandle.height parameter. + + + + + X-axis. + + + + + Y-axis. + + + + + Z-axis. + + + + + A callback for when a control handle was dragged in the Scene. + + The handle that was dragged. + The raw Bounds for this instance's volume at the time the control handle was clicked. + The raw Bounds for this instance's volume based on the updated handle position. + + The bounds that should be applied to this instance, with any necessary modifications applied. + + + + + A class for a compound handle to edit multiaxial angular motion limits in the Scene view. + + + + + The Handles.CapFunction to use when displaying the angle control handle. + + + + + The Handles.SizeFunction to specify how large the angle control handle should be. + + + + + Returns or specifies the opacity to use when rendering fill shapes for the range of motion for each axis. Defaults to 0.1. + + + + + Returns or specifies the radius of the arc for the handle. Defaults to 1.0. + + + + + Returns or specifies the opacity to use for the curved lines along the outside of the arcs of motion. Defaults to 1.0. + + + + + Returns or specifies the color to use for the handle limiting motion around the x-axis. Defaults to Handles.xAxisColor. + + + + + Returns or specifies the maximum angular motion about the x-axis. + + + + + Returns or specifies the minimum angular motion about the x-axis. + + + + + Returns or specifies how angular motion is limited about the x-axis. Defaults to ConfigurableJointMotion.Limited. + + + + + Returns or specifies the range of valid values for angular motion about the x-axis. Defaults to [-180.0, 180.0]. + + + + + Returns or specifies the color to use for the handle limiting motion around the y-axis. Defaults to Handles.yAxisColor. + + + + + Returns or specifies the maximum angular motion about the y-axis. + + + + + Returns or specifies the minimum angular motion about the y-axis. + + + + + Returns or specifies how angular motion is limited about the y-axis. Defaults to ConfigurableJointMotion.Limited. + + + + + Returns or specifies the range of valid values for angular motion about the y-axis. Defaults to [-180.0, 180.0]. + + + + + Returns or specifies the color to use for the handle limiting motion around the z-axis. Defaults to Handles.zAxisColor. + + + + + Returns or specifies the maximum angular motion about the z-axis. + + + + + Returns or specifies the minimum angular motion about the z-axis. + + + + + Returns or specifies how angular motion is limited about the z-axis. Defaults to ConfigurableJointMotion.Limited. + + + + + Returns or specifies the range of valid values for angular motion about the z-axis. Defaults to [-180.0, 180.0]. + + + + + Creates a new instance of the JointAngularLimitHandle class. + + + + + A function to display this instance in the current handle camera using its current configuration. + + + + + The MultiColumnHeader is a general purpose class that e.g can be used with the TreeView to create multi-column tree views and list views. + + + + + Use this property to control whether the user can drag and drop columns to re-order them. + + + + + Use this property to control whether sorting is enabled for all the columns. + + + + + Event raised when any settings from a column has changed (for example, a column width was resized). + + + + + + Event raised when the user switches the order of two columns. + + + + + + The index of the column that is currently being handled during an event. This property can be used for column specific handling when overriding AddColumnHeaderContextMenuItems + + + + + Customizable height of the multi column header. + + + + + The index of the column that is set to be the primary sorting column. This is the column that shows the sorting arrow above the header text. + + + + + Subscribe to this event to get notified when sorting has changed. + + + + + + This is the state of the MultiColumnHeader. + + + + + Subscribe to this event to get notified when the number of visible columns has changed. + + + + + + Override this method to extend the default context menu items shown when context clicking the header area. + + Context menu shown. + + + + Override to customize the behavior when clicking a column header. + + Column clicked. + Column index clicked. + + + + Override to customize the GUI of a single column header. + + Column header data. + Rect for column header. + Column index. + + + + Constructor. + + Column header state and Column state. + + + + Default GUI methods and properties for the MultiColumnHeader class. + + + + + Margin that can be used by clients of the MultiColumnHeader to control spacing between content in multiple columns. + + + + + Default height of the header. + + + + + This height is the minium height the header can have and can only be used if sorting is disabled. + + + + + Default styles used by the MultiColumnHeader class. + + + + + Style used for rendering the background of the header. + + + + + Style used for left aligned header text. + + + + + Style used for centered header text. + + + + + Style used for right aligned header text. + + + + + Calculates a cell rect for a column and row using the visibleColumnIndex and rowRect parameters. + + + + + + + Returns the column data for a given column index. + + Column index. + + Column data. + + + + + Returns the header column Rect for a given visible column index. + + Index of a visible column. + + + + Convert from column index to visible column index. + + Column index. + + Visible column index. + + + + + Delegate used for events from the MultiColumnHeader. + + The MultiColumnHeader that dispatched this event. + + + + Check if a column is currently visible in the MultiColumnHeader. + + Column index. + + + + Check the sorting order state for a column. + + Column index. + + True if sorted ascending. + + + + + Render and handle input for the MultiColumnHeader at the given rect. + + Horizontal scroll offset. + Rect where the MultiColumnHeader is drawn in. + + + + Called when sorting changes and dispatches the sortingChanged event. + + + + + Called when the number of visible column changes and dispatches the visibleColumnsChanged event. + + + + + Requests the window which contains the MultiColumnHeader to repaint. + + + + + Resizes the column widths of the columns that have auto-resize enabled to make all the columns fit to the width of the MultiColumnHeader render rect. + + + + + Change sort direction for a given column. + + Column index. + Direction of the sorting. + + + + Sets the primary sorting column and its sorting order. + + Column to sort. + Sorting order for the column specified. + + + + Sets multiple sorting columns and the associated sorting orders. + + Column indices of the sorted columns. + Sorting order for the column indices specified. + + + + Provides the button logic for a column header and the rendering of the sorting arrow (if visible). + + Column data. + Column header rect. + Column index. + + + + Method for toggling the visibility of a column. + + Toggle visibility for this column. + + + + State used by the MultiColumnHeader. + + + + + The array of column states used by the MultiColumnHeader class. + + + + + This property controls the maximum number of columns returned by the sortedColumns property. + + + + + This property holds the index to the primary sorted column. + + + + + The array of column indices for multiple column sorting. + + + + + This is the array of currently visible column indices. + + + + + Returns the sum of all the widths of the visible columns in the visibleColumns array. + + + + + Checks if the source state can transfer its serialized data to the destination state. + + State that have serialized data to be transfered to the destination state. + Destination state. + + Returns true if the source state have the same number of columns as the destination state. + + + + + Column state. + + + + + Option to allow/disallow hiding the column from the context menu. + + + + + Option to allow the column to resize automatically when resizing the entire MultiColumnHeader. + + + + + Is sorting enabled for this column. If false, left-clicking this column header has no effect. + + + + + If this is set then it is used for the context menu for toggling visibility, if not set then the ::headerContent is used. + + + + + This is the GUIContent that will be rendered in the column header. + + + + + Alignment of the header content. + + + + + Maximum width of the column. + + + + + Minimum width of the column. + + + + + Value that controls if this column is sorted ascending or descending. + + + + + Alignment of the sorting arrow. + + + + + Serialized field that holds an integer value that can be used as a handle to access any non-serialized user data. + + + + + The width of the column. + + + + + Constructor. + + Column data. + + + + Overwrites the seralized fields from the source state to the destination state. + + State that have serialized data to be transfered to the destination state. + Destination state. + + + + Base class for a compound handle to edit a bounding volume in the Scene view. + + + + + Flags specifying which axes should display control handles. + + + + + Returns or specifies the center of the bounding volume for the handle. + + + + + Returns or specifies the color of the control handles. + + + + + An optional Handles.CapFunction to use when displaying the control handles. Defaults to Handles.DotHandleCap if no value is specified. + + + + + The Handles.SizeFunction to specify how large the midpoint control handles should be. + + + + + Returns or specifies the color of the wireframe shape. + + + + + A flag enumeration for specifying which axes on a PrimitiveBoundsHandle object should be enabled. + + + + + All axes. + + + + + No axes. + + + + + X-axis (bit 0). + + + + + Y-axis (bit 1). + + + + + Z-axis (bit 2). + + + + + Create a new instance of the PrimitiveBoundsHandle class. + + An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances. + + + + Create a new instance of the PrimitiveBoundsHandle class. + + An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your PrimitiveBoundsHandle instances. + + + + A Handles.SizeFunction that returns a fixed screen-space size. + + The current position of the handle in the space of Handles.matrix. + + The size to use for a handle at the specified position. + + + + + A function to display this instance in the current handle camera using its current configuration. + + + + + Draw a wireframe shape for this instance. Subclasses must implement this method. + + + + + Gets the current size of the bounding volume for this instance. + + + The current size of the bounding volume for this instance. + + + + + An enumeration of directions the handle moves in. + + + + + This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the x-axis. + + + + + This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the y-axis. + + + + + This value corresponds to the handle moving in a negative direction away from PrimitiveBoundsHandle.center along the z-axis. + + + + + This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the x-axis. + + + + + This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the y-axis. + + + + + This value corresponds to the handle moving in a positive direction away from PrimitiveBoundsHandle.center along the z-axis. + + + + + Gets a value indicating whether the specified axis is enabled for the current instance. + + An Axes. + An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z. + + true if the specified axis is enabled; otherwise, false. + + + + + Gets a value indicating whether the specified axis is enabled for the current instance. + + An Axes. + An integer corresponding to an axis on a Vector3. For example, 0 is x, 1 is y, and 2 is z. + + true if the specified axis is enabled; otherwise, false. + + + + + A callback for when a control handle was dragged in the Scene. + + The handle that was dragged. + The raw Bounds for this instance's volume at the time the control handle was clicked. + The raw Bounds for this instance's volume based on the updated handle position. + + The bounds that should be applied to this instance, with any necessary modifications applied. + + + + + Sets handleColor and wireframeColor to the same value. + + The color to use for the control handles and the wireframe shape. + + + + Sets the current size of the bounding volume for this instance. + + A Vector3 specifying how large the bounding volume is along all of its axes. + + + + The SearchField control creates a text field for a user to input text that can be used for searching. + + + + + Changes the keyboard focus to the search field when the user presses ‘Ctrl/Cmd + F’ when set to true. It is true by default. + + + + + This event is dispatched when the focused search field detects that the down or up key is pressed and can be used to change keyboard focus to another control, such as the TreeView. + + + + + + This is the controlID used for the text field to obtain keyboard focus. + + + + + This function returns true if the search field has keyboard focus. + + + + + This function displays the search field with the default UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties. + + Text string to display in the search field. + An optional list of layout options that specify extra layout properties. <br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered in the search field. The original input string is returned instead if the search field text was not changed. + + + + + This function displays the search field with the default UI style in the given Rect. + + Rectangle to use for the search field. + Text string to display in the search field. + + The text entered in the search field. The original input string is returned instead if the search field text was not changed. + + + + + This function displays a search text field with the given Rect and UI style parameters. + + Rectangle to use for the search field. + Text string to display in the search field. + The text field style. + The cancel button style used when there is text in the search field. + The cancel button style used when there is no text in the search field. + + The text entered in the SearchField. The original input string is returned instead if the search field text was not changed. + + + + + This function displays the search field with the toolbar UI style and uses the GUILayout class to automatically calculate the position and size of the Rect it is rendered to. Pass an optional list to specify extra layout properties. + + Text string to display in the search field. + An optional list of layout options that specify extra layout properties. <br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The text entered in the search field. The original input string is returned instead if the search field text was not changed. + + + + + This function displays the search field with a toolbar style in the given Rect. + + Rectangle to use for the search field. + Text string to display in the search field. + + The text entered in the search field. The original input string is returned instead if the search field text was not changed. + + + + + This is a generic callback delegate for SearchField events and does not take any parameters. + + + + + This function changes keyboard focus to the search field so a user can start typing. + + + + + A compound handle to edit a sphere-shaped bounding volume in the Scene view. + + + + + Returns or specifies the radius of the sphere bounding volume. + + + + + Create a new instance of the SphereBoundsHandle class. + + An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances. + + + + Create a new instance of the SphereBoundsHandle class. + + An integer value used to generate consistent control IDs for each control handle on this instance. Avoid using the same value for all of your SphereBoundsHandle instances. + + + + Draw a wireframe sphere for this instance. + + + + + A callback for when a control handle was dragged in the Scene. + + The handle that was dragged. + The raw Bounds for this instance's volume at the time the control handle was clicked. + The raw Bounds for this instance's volume based on the updated handle position. + + The bounds that should be applied to this instance, with any necessary modifications applied. + + + + + The TreeView is an IMGUI control that lets you create tree views, list views and multi-column tables for Editor tools. + + + + + Indent used for all rows before the tree foldout arrows and content. + + + + + When using a MultiColumnHeader this value adjusts the cell rects provided for all columns except the tree foldout column. + + + + + When using a MultiColumnHeader this value should be set to the column index in which the foldout arrows should appear. + + + + + Custom vertical offset of the foldout arrow. + + + + + Value that returns how far the foldouts are indented for each increasing depth value. + + + + + Value to control the spacing before the default icon and label. Can be used e.g for placing a toggle button to the left of the content. + + + + + Register a callback to this property to override the Foldout button in the TreeView. + + + + + Width of the built-in foldout arrow. + + + + + Register a callback to this field to override how the TreeView handles selection changes in response to keys and mouse clicks. + + + + + The current search state of the TreeView. + + + + + True if the user is currently dragging one or more items in the TreeView, and false otherwise. + + + + + The TreeView is initialized by calling Reload(). Therefore returns false until Reload() is called the first time. + + + + + Get the MultiColumnHeader of the TreeView. Can be null if the TreeView was created without a MultiColumnHeader. + + + + + The hidden root item of the TreeView (it is never rendered). + + + + + The fixed height used for each row in the TreeView if GetCustomRowHeight have not been overridden. + + + + + Current search string of the TreeView. + + + + + Enable this to show alternating row background colors. + + + + + Enable this to show a border around the TreeView. + + + + + Returns true if the horizontal scroll bar is showing, otherwise false. + + + + + Returns true if the vertical scroll bar is showing, otherwise false. + + + + + The state of the TreeView (expanded state, selection, scroll etc.) + + + + + Returns the sum of the TreeView row heights, the MultiColumnHeader height (if used) and the border (if used). + + + + + The controlID used by the TreeView to obtain keyboard control focus. + + + + + The Rect the TreeView is being rendered to. + + + + + When drawing the TreeView contents, will it be enclosed within a ScrollView? + + + + + Adds the expanded rows of the full tree to the input list. Only use this method if a full tree was built in BuildRoot. + + Root of the TreeView. + Rows that will be refilled using the expanded state of TreeView. + + + + This is called after all rows have their RowGUI called. + + + + + This is called before any rows have their RowGUI called. + + + + + Shows the rename overlay for a TreeViewItem. + + Item to rename. + Delay in seconds until the rename overlay shows. + + Returns true if renaming was started. Returns false if renaming was already active. + + + + + Shows the rename overlay for a TreeViewItem. + + Item to rename. + Delay in seconds until the rename overlay shows. + + Returns true if renaming was started. Returns false if renaming was already active. + + + + + Abstract method that is required to be implemented. By default this method should create the full tree of TreeViewItems and return the root. + + + The root of the tree. This item can later be accessed by 'rootItem'. + + + + + Override this method to take control of how the rows are generated. + + Root item that was created in the BuildRoot method. + + The rows list shown in the TreeView. Can later be accessed using GetRows(). + + + + + Override this method to control which items are allowed to be parents. + + Can this item be a parent? + + + + Override this method to control whether an item can be expanded or collapsed by key or mouse. + + Can this item be expanded/collapsed. + + + + Override this method to control whether the item can be part of a multiselection. + + Can this item be part of a multiselection. + + + + Override this method to control whether the item can be renamed using a keyboard shortcut or when clicking an already selected item. + + Can this item be renamed? + + + + This function is called whenever a TreeViewItem is clicked and dragged. It returns false by default. + + + + + + Method arguments for the CanStartDrag virtual method. + + + + + Item about to be dragged. + + + + + The multi-selection about to be dragged. + + + + + Modifies the input rect so it is centered and have a height equal to EditorGUIUtility.singleLineHeight. + + Rect to be modified and centered. + + + + Collapse all expanded items in the TreeView. + + + + + This function is called automatically and handles the ExecuteCommand events for “SelectAll” and “FrameSelection”. Override this function to extend or avoid Command events. + + + + + Override this method to handle context clicks outside any items (but still in the TreeView rect). + + + + + Override this method to handle a context click on an item with ID TreeViewItem.id. + + TreeViewItem id. + + + + Creates a dummy TreeViewItem list. Useful when overriding BuildRows to prevent building a full tree of items. + + + + + The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed. + + TreeView state (expanded items, selection etc.) + Multi-column header for the TreeView. + + + + The TreeView is always constructed with a state object and optionally a multi-column header object if a header is needed. + + TreeView state (expanded items, selection etc.) + Multi-column header for the TreeView. + + + + Default GUI methods and properties for the TreeView class. + + + + + Draws a bold label that have correct text color when selected and/or focused. + + Rect to render the text in. + Label to render. + Selected state used for determining text color. + Focused state used for determining text color. + + + + Draws a bold right aligned label that have correct text color when selected and/or focused. + + Rect to render the text in. + Label to render. + Selected state used for determining text color. + Focused state used for determining text color. + + + + Draws a foldout label that have correct text color when selected and/or focused. + + Rect to render the text in. + Label to render. + Selected state used for determining text color. + Focused state used for determining text color. + + + + Draws a label that have correct text color when selected and/or focused. + + Rect to render the text in. + Label to render. + Selected state used for determining text color. + Focused state used for determining text color. + + + + Draws a right aligned label that have correct text color when selected and/or focused. + + Rect to render the text in. + Label to render. + Selected state used for determining text color. + Focused state used for determining text color. + + + + Default styles used by the TreeView class. + + + + + Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds. + + + + + Background style used for alternating row background colors when enabling TreeView.showAlternatingRowBackgrounds. + + + + + Bold label with alternative text color when selected and/or focused. + + + + + Right aligned bold label with alternative text color when selected and/or focused. + + + + + The label that is used for foldout label with alternative text color when selected and/or focused. + + + + + Left aligned label with alternative text color when selected and/or focused. + + + + + Right aligend label with alternative text color when selected and/or focused. + + + + + Override this function to extend or change the search behavior. + + Item used for matching against the search string. + The search string of the TreeView. + + True if item matches search string, otherwise false. + + + + + Callback signature used to override the TreeView foldout. See foldoutOverride. + + Rect to draw the foldout. + Current foldout state. + Toggle button style. + + Returns true if the foldout is still expanded. Otherwise, returns false. + + + + + Override this method to handle double click events on an item. + + ID of TreeViewItem that was double clicked. + + + + Method arguments for the HandleDragAndDrop virtual method. + + + + + When dragging items the current drag can have the following 3 positions relative to the items: Upon an item, Between two items or Outside items. + + + + + This index refers to the index in the children list of the parentItem where the current drag is positioned. + + + + + The parent item is set if the drag is either upon this item or between two of its children. + + + + + This value is false as long as the mouse button is down, when the mouse button is released it is true. + + + + + Enum describing the possible positions a drag can have relative to the items: upon a item, between two items or outside items. + + + + + This value is used when dragging between two items. + + + + + This value is used when dragging outside all items. + + + + + This value is used when the drag is upon a item. + + + + + Ends renaming if the rename overlay is shown. If called while the rename overlay is not being shown, this method does nothing. + + + + + Expand all collapsed items in the TreeView. + + + + + Override to get notified when items are expanded or collapsed. This is a general notification that the expanded state has changed. + + + + + Finds a TreeViewItem by an ID. + + Find the TreeViewItem with this ID. + Sets the search to start from an item. Use 'rootItem' to search the entire tree. + + This search method returns the TreeViewItem found and returns null if not found. + + + + + Returns the row of the given TreeViewItem. + + The item to find the row of. + + The row of the TreeViewItem. + + + + + Useful for converting from TreeViewItem IDs to TreeViewItems using the current rows. + + TreeViewItem IDs. + + TreeViewItems. + + + + + This will reveal the item with ID id (by expanding the ancestors of that item) and will make sure it is visible in the ScrollView. + + TreeViewItem ID. + + + + This method is e.g. used for revealing items that are currently under a collapsed item. + + TreeViewItem ID. + + List of all the ancestors of a given item with ID id. + + + + + Utility for multi column setups. This method will clip the input rowRect against the column rect defined by columnIndexForTreeFoldouts to get the cell rect where the the foldout arrows appear. + + Rect for a row. + + Cell rect in a multi column setup. + + + + + Returns the horizontal content offset for an item. This is where the content should begin (after the foldout arrow). + + Item used to determine the indent. + + Indent. + + + + + Override to control individual row heights. + + Row index. + Item for given row. + + Height of row. + + + + + Returns all descendants for the item with ID id that have children. + + TreeViewItem ID. + + Descendants that have children. + + + + + Returns a list of TreeViewItem IDs that are currently expanded in the TreeView. + + + TreeViewItem IDs. + + + + + Returns the first and the last indices of the rows that are visible in the scroll view of the TreeView. + + First row visible. + Last row visible. + + + + Returns the horizontal foldout offset for an item. This is where the foldout arrow is rendered. + + Item used to determine the indent. + + Indent for the foldout arrow. + + + + + A callback which determines how TreeView handles selection changes in response to keys and mouse clicks. + + The item clicked, or selected via keyboard. + Should existing selection be kept? This is used to support dragging or right-clicking one item in a multi-selection. + Should the action key be treated like the shift key? If so, the action key also indicates a range selection. + + + + + Override this method if custom GUI handling are used in RowGUI. This method for controls where the rename overlay appears. + + Row rect for the item currently being renamed. + Row index for the item currently being renamed. + TreeViewItem that are currently being renamed. + + The rect where the rename overlay should appear. + + + + + Get the rect for a row. + + Row index. + + Row rect. + + + + + This is the list of TreeViewItems that have been built in BuildRows. + + + Rows. + + + + + Returns the list of TreeViewItem IDs that are currently selected. + + + + + Override this function to control the drag and drop behavior of the TreeView. + + Drag and drop arguments. + + + + Returns true if the TreeView and its EditorWindow have keyboard focus. + + + + + Returns true if the TreeView has a selection. + + + + + Utility method for checking if the childList is identical to the one returned by the CreateChildListForCollapsedParent method. + + Children list of a TreeViewItem. + + + + Returns true if the TreeViewItem with ID id is currently expanded. + + TreeViewItem ID. + + + + Returns true if the TreeViewItem with ID id is currently selected. + + TreeViewItem ID. + + + + Override this method to handle events when the TreeView has keyboard focus. + + + + + This is the main GUI method of the TreeView, where the TreeViewItems are processed and drawn. + + Rect where the TreeView is rendered. + + + + Refreshes the cache of custom row rects based on the heights returned by GetCustomRowHeight. + + + + + Call this to force the TreeView to reload its data. This in turn causes BuildRoot and BuildRows to be called. + + + + + Called when rename ends either by the user completing the renaming process, when the rename overlay loses focus or is closed using EndRename. + + + + + + Method arguments for the virtual method RenameEnded. + + + + + Is true if the rename is accepted. + + + + + Item with ID that are being renamed. + + + + + Name entered in the rename overlay. + + + + + The original name when starting the rename. + + + + + Request a repaint of the window that the TreeView is rendered in. + + + + + Override this method to add custom GUI content for the rows in the TreeView. + + Row data. + + + + Method arguments for the virtual method RowGUI. + + + + + This value is true only when the TreeView has keyboard focus and the TreeView's window has focus. + + + + + This value is true when the ::item is currently being renamed. + + + + + Item for the current row being handled in TreeView.RowGUI. + + + + + Label used for text rendering of the item displayName. Note this is an empty string when isRenaming == true. + + + + + Row index into the list of current rows. + + + + + Row rect for the current row being handled. + + + + + This value is true when the current row's item is part of the current selection. + + + + + If using a MultiColumnHeader for the TreeView this method can be used to get the cell rects of a row using the visible columns of the MultiColumnHeader. + + Index into the list of visible columns of the multi column header. + + Cell rect defined by the intersection between the row rect and the rect of the visible column. + + + + + If using a MultiColumnHeader for the TreeView this method can be used to convert an index from the visible columns list to a index into the actual columns in the MultiColumnHeaderState. + + This index is the index into the current visible columns. + + Column index into the columns array in MultiColumnHeaderState. + + + + + If using a MultiColumnHeader for the TreeView use this method to get the number of visible columns currently being shown in the MultiColumnHeader. + + + + + Override the method to get notified of search string changes. + + + + + + Selects all rows in the TreeView. + + + + + Override the method to get notified of selection changes. + + TreeViewItem IDs. + + + + Use this method in RowGUI to peform the logic of a mouse click. + + TreeViewItem clicked. + If true then keeps the multiselection when clicking on a item already part of the selection. If false then clears the selection before selecting the item clicked. For left button clicks this is usually false. For context clicks it is usually true so a context opereration can operate on the multiselection. + + + + Set a single TreeViewItem to be expanded or collapsed. + + TreeViewItem ID. + True expands item. False collapses item. + + True if item changed expanded state, false if item already had the expanded state. + + + + + Set the current expanded TreeViewItems of the TreeView. This will overwrite the previous expanded state. + + List of item IDs that should be expanded. + + + + Expand or collapse all items under item with id. + + TreeViewItem ID. + Expanded state: true expands, false collapses. + + + + Calling this function changes the keyboard focus to the TreeView. + + + + + Calling this function changes the keyboard focus to the TreeView and ensures an item is selected. Use this function to enable key navigation of the TreeView. + + + + + Set the selected items of the TreeView. + + TreeViewItem IDs. + Options for extra logic performed after the selection. See TreeViewSelectionOptions. + + + + Set the selected items of the TreeView. + + TreeViewItem IDs. + Options for extra logic performed after the selection. See TreeViewSelectionOptions. + + + + Utility method using the depth of the input TreeViewItem to set the correct depths for all its descendant TreeViewItems. + + TreeViewItem from which the descendentans should have their depth updated. + + + + This function is called when CanStartDrag returns true. + + + + + + Method arguments to the virtual method SetupDragAndDrop. + + + + + TreeViewItem IDs being dragged. + + + + + Utility method for initializing all the parent and children properties of the rows using the order and the depths values that have been set. + + The hidden root item. + TreeViewItems where only the depth property have been set. + + + + Override this method to handle single click events on an item. + + ID of TreeViewItem that was single clicked. + + + + Returns a list sorted in the order in which they are shown in the TreeView. + + TreeViewItem IDs. + + + + The TreeViewItem is used to build the tree representation of a tree data structure. + + + + + The list of child items of this TreeViewItem. + + + + + The depth refers to how many ancestors this item has, and corresponds to the number of horizontal ‘indents’ this item has. + + + + + Name shown for this item when rendered. + + + + + Returns true if children has any items. + + + + + If set, this icon will be rendered to the left of the displayName. The icon is rendered at 16x16 points by default. + + + + + Unique ID for an item. + + + + + The parent of this TreeViewItem. If it is null then it is considered the root of the TreeViewItem tree. + + + + + Helper method that adds the child TreeViewItem to the children list and sets the parent property on the child. + + TreeViewItem to be added to the children list. + + + + TreeViewItem constructor. + + Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. + Depth of this TreeViewItem. See Also depth. + Rendered name of this TreeViewItem. See Also displayName. + + + + TreeViewItem constructor. + + Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. + Depth of this TreeViewItem. See Also depth. + Rendered name of this TreeViewItem. See Also displayName. + + + + TreeViewItem constructor. + + Unique ID to identify this TreeViewItem with among all TreeViewItems of the TreeView. See Also id. + Depth of this TreeViewItem. See Also depth. + Rendered name of this TreeViewItem. See Also displayName. + + + + Enum used by the TreeView.SetSelection method. + + + + + If this flag is passed to TreeView.SetSelection then the TreeView will call the its TreeView.SelectionChanged method. + + + + + If this flag is passed to TreeView.SetSelection no extra logic is be performed after setting selection. + + + + + If this flag is passed to TreeView.SetSelection then the TreeView will make sure the last item in the input selection list is visible on screen. + + + + + The TreeViewState contains serializable state information for the TreeView. + + + + + This is the list of currently expanded TreeViewItem IDs. + + + + + The ID for the TreeViewItem that currently is being used for multi selection and key navigation. + + + + + The current scroll values of the TreeView's scroll view. + + + + + Search string state that can be used in the TreeView to filter the tree data when creating the TreeViewItems. + + + + + Selected TreeViewItem IDs. Use of the SetSelection and IsSelected API will access this state. + + + + + Asset importing options. + + + + + Default import options. + + + + + Force a full reimport but don't download the assets from the cache server. + + + + + Import all assets synchronously. + + + + + Forces asset import as uncompressed for edition facilities. + + + + + User initiated asset import. + + + + + When a folder is imported, import all its contents as well. + + + + + Allow an editor class method to be initialized when Unity enters Play Mode. + + + + + Allows you to initialize an Editor class when Unity loads, and when your scripts are recompiled. + + + + + Allow an editor class method to be initialized when Unity loads without action from the user. + + + + + The mode of interaction, user or automated, that an API method is called with. + + + + + Use this setting to prevent a method from showing any dialog boxes to the user, and to prevent it recording to the undo history. + + + + + Use this setting to allow a method to show dialog boxes to the user, and to allow it to record to the undo history. + + + + + Application behavior when entering background. + + + + + Custom background behavior, see iOSBackgroundMode for specific background modes. + + + + + Application should exit when entering background. + + + + + Application should suspend execution when entering background. + + + + + Background modes supported by the application corresponding to project settings in Xcode. + + + + + Audio, AirPlay and Picture in Picture. + + + + + Uses Bluetooth LE accessories. + + + + + Acts as a Bluetooth LE accessory. + + + + + External accessory communication. + + + + + Background fetch. + + + + + Location updates. + + + + + Newsstand downloads. + + + + + No background modes supported. + + + + + Remote notifications. + + + + + Voice over IP. + + + + + Build configurations for the generated Xcode project. + + + + + Build configuration set to Debug for the generated Xcode project. + + + + + Build configuration set to Release for the generated Xcode project with optimization enabled. + + + + + A device requirement description used for configuration of App Slicing. + + + + + The values of the device requirement description. + + + + + Constructs new device requirement description. + + + + + iOS launch screen settings. + + + + + Launch screen image on the iPad. + + + + + Landscape oriented launch screen image on the iPhone. + + + + + Portrait oriented launch screen image on the iPhone. + + + + + iOS launch screen settings. + + + + + Use a specified custom Storyboard (.storyboard) file in Player Settings. + + + + + Use a specified custom Interface Builder (.xib) file in Player Settings. + + + + + Use the default launch screen (dark blue background). + + + + + Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage and use its original dimensions. + + + + + Use a custom launch screen image specified in the iOS Player Settings or with PlayerSettings.iOS.SetLaunchScreenImage which will be scaled across the entire screen. + + + + + Generate the Xcode project without any custom launch screens. + + + + + Supported iOS SDK versions. + + + + + Device SDK. + + + + + Simulator SDK. + + + + + Activity Indicator on loading. + + + + + Don't Show. + + + + + Gray. + + + + + White. + + + + + White Large. + + + + + iOS status bar style. + + + + + Default. + + + + + A light status bar, intended for use on dark backgrounds. + + + + + Target iOS device. + + + + + iPad Only. + + + + + Universal : iPhone/iPod + iPad. + + + + + iPhone/iPod Only. + + + + + Supported iOS deployment versions. + + + + + iOS 4.0. + + + + + iOS 4.1. + + + + + iOS 4.2. + + + + + iOS 4.3. + + + + + iOS 5.0. + + + + + iOS 5.1. + + + + + iOS 6.0. + + + + + iOS 7.0. + + + + + iOS 7.1. + + + + + iOS 8.0. + + + + + iOS 8.1. + + + + + Unknown iOS version, managed by user. + + + + + Provides an interface to display a custom TerrainLayer UI in the Terrain Layers inspector. + + + + + Draws the custom GUI for the terrain layer. + + The TerrainLayer object. + The Terrain object on which the TerrainLayer object, specified by the terrainLayer parameter, is selected. + + Return false to have Unity draw the default TerrainLayer inspector. Otherwise draw the custom GUI and return true. + + + + + Class for text localization. + + + + + This function referes a po file like ja.po as an asset. Asmdef and [assembly: UnityEditor.Localization] is needed. + + Original text, basically English. + + Localized text. + + + + + The class used to render the Light Editor when a Light is selected in the Unity Editor. + + + + + The settings helper that can be used for rendering a custom LightEditor. + + + + + See ScriptableObject.OnDestroy. + + + + + See ScriptableObject.OnEnable. + + + + + See Editor.OnInspectorGUI. + + + + + See Editor.OnSceneGUI. + + + + + Contains all drawable elements of the LightEditor. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + The light cookie texture used by the light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Is the current light an area light or not. Area lights include Rectangle and Disc lights. + + + + + Is the current light baked or mixed. + + + + + Is the light completely baked. + + + + + Is the current light mixed. + + + + + Is the light real-time? + + + + + The light being inspected. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + This property describes the shape of the spot light. Only Scriptable Render Pipelines use this property; the built-in renderer does not support it. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + Exposed SerializedProperty for the inspected Light. + + + + + See SerializedObject.ApplyModifiedProperties. + + + + + Draws the default LightEditor area widget. + + + + + Draws the default LightEditor baked shadow angle widget. + + + + + Draws the default LightEditor baked shadow radius widget. + + + + + Draws the default LightEditor bounce intensity widget. + + + + + Draws the default LightEditor color widget. + + + + + Draws the default LightEditor cookie widget. + + + + + Draws the default LightEditor cookie size widget. + + + + + Draws the default LightEditor culling mask widget. + + + + + Draws the default LightEditor flare widget. + + + + + Draws the default LightEditor halo widget. + + + + + Draws the default LightEditor inner and outer spot angle widget. + + + + + Draws the default LightEditor intensity widget. + + + + + Draws the default LightEditor lightmapping widget. + + + + + Draws the default LightEditor light type widget. + + + + + Draws the default LightEditor range widget. + + + + + + Draws the default LightEditor rendering LayerMask widget. + + + + + Draws the default LightEditor render mode widget. + + + + + Draws the default LightEditor runtime shadows widget. + + + + + Draws the default LightEditor shadows type widget. + + + + + Draws the default LightEditor spot angle widget. + + + + + Cleanup internal settings state. + + + + + Populate the settings from the referenced SerializedObject. + + + + + See SerializedObject.Update. + + + + + The lighting data asset used by the active Scene. + + + + + An attribute to mark an extension class for the Lighting Explorer. Supports one extension per render pipeline. + + + + + Constructor. + + The type that inherits from the RenderPipelineAsset used to filter the class. + + + + Create custom tabs for the Lighting Explorer. + + + + + Constructor. + + The title of the tab. + The objects that the tab must contain. + How the columns should look and behave. + + + + + This is used when defining how a column should look and behave in the Lighting Explorer. + + + + + A delegate for comparison of properties for sorting. + + + + + + + A delegate for copying of properties. + + + + + + + Constructor. + + Depending on what LightingExplorer.DataType we use, built-in compare and draw methods will be used. If you want to fully overload this, use LightingExplorer.DataType.Custom. + Title for the column header. + Name of the property on the object you wish to use. If you use LightingExplorer.DataType.Name, choose ‘null’. + Width of the column. The minimum width is this value divided by 2. The default value is 100. + If you want to draw a property differently than the default, provide this delegate. If you use LightingExprlorer.DataType.Custom, you must override this. + If you want to sort properties differently than the default way, provide this delegate. If you use LightingExplorer.DataType.Custom, you must override this. + If you want to copy properties differently than the default way, provide this delegate. + If you depend on another Serialized property than the one in your column, use this field to specify which indices to include. The first column is index 0. + + + + A data type that defines the default behaviors for how to draw and compare items in the columns. + + + + + Draws a checkbox, and handles comparison for sorting. + + + + + Draws a color box, and handles comparison for sorting. + + + + + No drawing or comparison for sorting. Please use the delegates in the constructor to override these. + + + + + Draws an enum field, and handles comparison for sorting. + + + + + Draws a float field, and handles comparison for sorting. + + + + + Draws an int field, and handles comparison for sorting. + + + + + Draws a name field, and handles comparison for sorting. Also implements a search field for filtering the rows. + + + + + A delegate for how to draw the property. + + The current rect for where it will be drawn in the TableView. + The property that is specified using ‘propertyName’ in the constructor. + An array of properties specified by using ‘dependencyIndicies’ in the constructor. + + + + Base class for the Inspector that overrides the Environment section of the Lighting window. + + + + + OnDisable is called when this Inspector override is not used anymore. + + + + + OnEnable is called when this Inspector override is used. + + + + + A callback that is called when drawing the Environment section in the Lighting window. + + + + + Bake quality setting for LightmapEditorSettings. + + + + + High quality bake for final renderings. + + + + + Low quality bake for preview renderings. + + + + + This class is now obsolete. Use LightingSettings. + + + + + This property is now obsolete. Use LightingSettings.aoExponentDirect. + + + + + This property is now obsolete. Use LightingSettings.aoExponentIndirect. + + + + + This property is now obsolete. Use LightingSettings.aoMaxDistance. + + + + + This property is now obsolete. Use LightingSettings.lightmapResolution. + + + + + This property is now obsolete. Use LightingSettings.bounces. + + + + + This property is now obsolete. Use LightingSettings.denoiserTypeAO. + + + + + This property is now obsolete. Use LightingSettings.denoiserTypeDirect. + + + + + This property is now obsolete. Use LightingSettings.denoiserTypeIndirect. + + + + + This property is now obsolete. Use LightingSettings.directSampleCount. + + + + + This property is now obsolete. Use LightingSettings.ao. + + + + + This property is now obsolete. Use LightingSettings.environmentSampleCount. + + + + + This property is now obsolete. Use LightingSettings.exportTrainingData. + + + + + This property is now obsolete. Use LightingSettings.filteringAtrousPositionSigmaAO. + + + + + This property is now obsolete. Use LightingSettings.filteringAtrousPositionSigmaDirect. + + + + + This property is now obsolete. Use LightingSettings.filteringAtrousPositionSigmaIndirect. + + + + + This property is now obsolete. Use LightingSettings.filteringGaussRadiusAO. + + + + + This property is now obsolete. Use LightingSettings.filteringGaussRadiusDirect. + + + + + This property is now obsolete. Use LightingSettings.filteringGaussRadiusIndirect. + + + + + This property is now obsolete. Use LightingSettings.filteringMode. + + + + + This property is now obsolete. Use LightingSettings.filterTypeAO. + + + + + This property is now obsolete. Use LightingSettings.filterTypeDirect. + + + + + This property is now obsolete. Use LightingSettings.filterTypeIndirect. + + + + + This property is now obsolete. Use LightingSettings.indirectSampleCount. + + + + + This property is now obsolete. Use LightingSettings.lightmapper. + + + + + This property is now obsolete. Use LightingSettings.directionalityMode. + + + + + This property is now obsolete. Use maxAtlasSize instead. + + + + + This property is now obsolete. Use LightingSettings.lightmapMaxSize. + + + + + This property is now obsolete. Use maxAtlasSize instead. + + + + + This property is now obsolete. Use LightingSettings.mixedBakeMode. + + + + + This property is now obsolete. Use LightingSettings.lightmapPadding. + + + + + This property is now obsolete. Use LightingSettings.prioritizeView. + + + + + This property is now obsolete. Use LightingSettings.indirectResolution. + + + + + Determines how Unity will compress baked reflection cubemap. + + + + + This property is now obsolete. Use LightingSettings.sampling. + + + + + This property is now obsolete. Use LightingSettings.compressLightmaps. + + + + + This property is now obsolete. Use LightingSettings.trainingDataDestination. + + + + + This enum is now obsolete. Use LightingSettings.DenoiserType. + + + + + This type is now obsolete. Use LightingSettings.DenoiserType. + + + + + This type is now obsolete. Use LightingSettings.DenoiserType. + + + + + This type is now obsolete. Use LightingSettings.DenoiserType. + + + + + This type is now obsolete. Use LightingSettings.DenoiserType. + + + + + This enum is now obsolete. Use LightingSettings.FilterMode. + + + + + This type is now obsolete. Use LightingSettings.FilterMode. + + + + + This type is now obsolete. Use LightingSettings.FilterMode. + + + + + This type is now obsolete. Use LightingSettings.FilterMode. + + + + + This enum is now obsolete. Use LightingSettings.FilterType. + + + + + This type is now obsolete. Use LightingSettings.FilterType. + + + + + This type is now obsolete. Use LightingSettings.FilterType. + + + + + This type is now obsolete. Use LightingSettings.FilterType. + + + + + This enum is now obsolete. Use LightingSettings.Lightmapper. + + + + + This type is now obsolete. Use LightingSettings.Lightmapper. + + + + + This type is now obsolete. Use LightingSettings.Lightmapper. + + + + + This type is now obsolete. Use LightingSettings.Lightmapper. + + + + + This enum is now obsolete. Use LightingSettings.Sampling. + + + + + This type is now obsolete. Use LightingSettings.Sampling. + + + + + This type is now obsolete. Use LightingSettings.Sampling. + + + + + Configures how Unity bakes lighting and can be assigned to a LightingSettings instance or asset. + + + + + The maximum number of times to supersample a texel to reduce aliasing. + + + + + The percentage of rays shot from a ray origin that must hit front faces to be considered usable. + + + + + 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. + + + + + The radius (in texels) of the post-processing filter that blurs baked direct lighting. + + + + + Controls the resolution at which Enlighten Realtime Global Illumination stores and can transfer input light. + + + + + The number of rays used for lights with an area. Allows for accurate soft shadowing. + + + + + The amount of data used for Enlighten Realtime Global Illumination texels. Specifies how detailed view of the Scene a texel has. Small values mean more averaged out lighting. + + + + + The number of rays to cast for computing irradiance form factors. + + + + + If enabled, the object appears transparent during GlobalIllumination lighting calculations. + + + + + If enabled, objects sharing the same lightmap parameters will be packed into LightmapParameters.maxLightmapCount lightmaps. + + + + + The maximum number of lightmaps created for objects sharing the same lightmap parameters. This property is ignored if LightmapParameters.limitLightmapCount is false. + + + + + Maximum size of gaps that can be ignored for GI (multiplier on pixel size). + + + + + The distance to offset the ray origin from the geometry when performing ray tracing, in modelling units. Unity applies the offset to all baked lighting: direct lighting, indirect lighting, environment lighting and ambient occlusion. + + + + + The texel resolution per meter used for real-time lightmaps. This value is multiplied by LightingSettings.indirectResolution. + + + + + Whether pairs of edges should be stitched together. + + + + + System tag is an integer identifier. It lets you force an object into a different Enlighten Realtime Global Illumination system even though all the other parameters are the same. + + + + + The maximum number of times to supersample a texel to reduce aliasing in AO. + + + + + The number of rays to cast for computing ambient occlusion. + + + + + Assignes itself to a LightingSettings instance or asset. + + + + + + Returns the assigned LightmapParameters for the specified LightingSettings. + + + + + + Sets the LightmapParameters for the specified LightingSettings. + + + + + + + Allows to control the lightmapping job. + + + + + Event which is called when bake job is completed. Only called when LightingSettings.autoGenerate is set to false. + + + + + + This property is now obsolete. Use LightingSettings.bakedGI. + + + + + Event which is called when a bake is started. Only called when LightingSettings.autoGenerate is set to false. + + + + + + This property is now obsolete. Use LightingSettings.albedoBoost. + + + + + Returns the current lightmapping build progress or 0 if Lightmapping.isRunning is false. + + + + + Delegate which is called when bake job is completed. + + + + + This property is now obsolete. Use LightingSettings.autoGenerate. + + + + + This property is now obsolete. Use LightingSettings.indirectScale. + + + + + Returns true when the bake job is running, false otherwise (Read Only). + + + + + The lighting data asset used by the active Scene. + + + + + Event which is called when a LightingData asset is removed from the project. + + + + + + Event which is called when baked Global Illumination data is cleared from the scene and from renderers. + + + + + + Event which is called when any lighting data is updated as part of the GI backing process. + + + + + + The LightingSettings that will be used for the current Scene. Will throw an exception if it is null. + + + + + Default LightingSettings that Unity uses for Scenes where lightingSettings is not assigned. (Read only) + + + + + This property is now obsolete. Use LightingSettings.realtimeGI. + + + + + Delegate which is called when bake job is started. + + + + + + Starts a synchronous bake job. + + + Returns true if the bake ran successfully. Will return false and print a warning message if it's not possible to start the bake. + + + + + Starts an asynchronous bake job. + + + Returns true if the bake was successfully started. Will return false and print a warning message if it's not possible to start the bake. + + + + + Starts a synchronous bake job, but only bakes light probes. + + + + + Starts an asynchronous bake job, but only bakes light probes. + + + + + Bakes an array of Scenes. + + The path of the Scenes that should be baked. + + + + Starts a synchronous bake job for the probe. + + Target probe. + The location where cubemap will be saved. + + Returns true if baking was succesful. + + + + + Starts a synchronous bake job for the selected objects. + + + + + Starts an asynchronous bake job for the selected objects. + + + + + Cancels the currently running asynchronous bake job. + + + + + Deletes all runtime data for the currently loaded Scenes. + + + + + Clears the cache used by lightmaps, reflection probes and default reflection. + + + + + For the currently loaded Scenes, this method deletes the Lighting Data Asset and any linked lightmaps and Reflection Probe assets. + + + + + Force the Progressive Path Tracer to stop baking and use the computed results as they are. + + + + + Gets the LightingSettings object of a SceneManagement.Scene object. + + The SceneManagement.Scene object. + + The LightingSettings object if Scene.isLoaded is true. Otherwise returns null. + + + + + Get how many chunks the terrain is divided into for GI baking. + + The terrain. + Number of chunks in terrain width. + Number of chunks in terrain length. + + + + Workflow mode for lightmap baking. Default is Iterative. + + + + + This property is now obsolete. Use LightingSettings.autoGenerate. + + + + + Deprecated 4.x lightmapping support. + + + + + This property is now obsolete. Use LightingSettings.autoGenerate. + + + + + Delegate used by Lightmapping.completed callback. + + + + + Delegate used by Lightmapping.started callback. + + + + + Applies the settings specified in the LightingSettings object to the SceneManagement.Scene object. + + The SceneManagement.Scene object. If the Scene.isLoaded property is false, the method does not apply the settings. + The LightingSettings object. + + + + Applies the settings specified in the LightingSettings object to an array of SceneManagement.Scene objects. + + The array of SceneManagement.Scene objects. If the Scene.isLoaded property is false on a Scene object, the method does not apply the settings to that object. + The LightingSettings object. + + + + Calculates tetrahderons from positions using Delaunay Tetrahedralization. + + An array of Light Probe positions. + An array that Unity populates with updated Light Probe indices. + An array that Unity populates with updated Light Probe positions. + + + + Fetches the Lighting Settings for the current Scene. Will return false if it is null. + + See Lightmapping.lightingSettings. + + Returns true if there is an object, and false if it isn't. + + + + + While the instance alive, Localization System uses the dictionary for localization. + + + + + Accessor of the current group name. + + + + + Set the current localization group. + + Use the assembly the behaviour belongs to. + Use the assembly the type belongs to. + Use the assembly the obj belongs to. + + + + Set the current localization group. + + Use the assembly the behaviour belongs to. + Use the assembly the type belongs to. + Use the assembly the obj belongs to. + + + + Set the current localization group. + + Use the assembly the behaviour belongs to. + Use the assembly the type belongs to. + Use the assembly the obj belongs to. + + + + Set the current localization group. + + Use the assembly the behaviour belongs to. + Use the assembly the type belongs to. + Use the assembly the obj belongs to. + + + + Since the LocalizationGroup is IDisposable, Dispose can be called explicitly. + + + + + An attribute to the assembly for Localization. + + + + + Default constructor. + + + + + + This provides an auto dispose Localization system. This can be called recursively. + + + + + A current group name for the localization. + + + + + Default constructor. + + + + + + + + Default constructor. + + + + + + + + Default constructor. + + + + + + + + Default constructor. + + + + + + + + Dispose current state. + + + + + LOD Utility Helpers. + + + + + Recalculate the bounding region for the given LODGroup. + + + + + + Mac fullscreen mode. + + + + + Fullscreen window. + + + + + Fullscreen window with Dock and Menu bar. + + + + + Represents a managed reference object that has a missing type. + + + + + Name of the Assembly where Unity expects to find the class. (Read Only) + + + + + Name of the class that is needed to instantiate the Managed Reference. (Read Only) + + + + + Namespace where Unity expects to find the class. Namespaces are optional so this might contain an empty string. (Read Only) + + + + + The Managed Reference ID. (Read Only) + + + + + String summarizing the content of the serialized data of the missing object. (Read Only) + + + + + Defines how aggressively Unity strips unused managed (C#) code. + + + + + Do not strip any code. + + + + + UnityLinker will strip as much as possible. This will further reduce code size beyond what Medium can achieve. However, this additional reduction may come with tradeoffs. Possible side effects may include, managed code debugging of some methods may no longer work. You may need to maintain a custom link.xml file, and some reflection code paths may not behave the same. + + + + + Remove unreachable managed code to reduce build size and Mono/IL2CPP build times. + + + + + Run UnityLinker in a less conservative mode than Low. This will further reduce code size beyond what Low can achieve. However, this additional reduction may come with tradeoffs. Possible side effects may include, having to maintain a custom link.xml file, and some reflection code paths may not behave the same. + + + + + The class libraries, UnityEngine, and Windows Runtime assemblies will be stripped. All other assemblies are copied. + + + + + The Unity Material Editor. + + + + + Returns the custom ShaderGUI implemented by the shader. + + + + + Is the current material expanded. + + + + + Useful for indenting shader properties that need the same indent as mini texture field. + + + + + Apply initial MaterialPropertyDrawer values. + + + + + + + Apply initial MaterialPropertyDrawer values. + + + + + + + Called when the Editor is woken up. + + + + + Creates a Property wrapper, useful for making regular GUI controls work with MaterialProperty. + + Rectangle on the screen to use for the control, including label if applicable. + The MaterialProperty to use for the control. + + + + Creates a Property wrapper, useful for making regular GUI controls work with MaterialProperty. + + Rectangle on the screen to use for the control, including label if applicable. + The MaterialProperty to use for the control. + + + + Draw a property field for a color shader property. + + Label for the property. + + + + + + Draw a property field for a color shader property. + + Label for the property. + + + + + + Default handling of preview area for materials. + + + + + + + Default toolbar for material preview area. + + + + + Handles UI for one shader property ignoring any custom drawers. + + + + + + + + Handles UI for one shader property ignoring any custom drawers. + + + + + + + + Display UI for editing a material's Double Sided Global Illumination setting. +Returns true if the UI is indeed displayed i.e. the material supports the Double Sided Global Illumination setting. ++See Also: Material.doubleSidedGI. + + + True if the UI is displayed, false otherwise. + + + + + This function will draw the UI for controlling whether emission is enabled or not on a material. + + + Returns true if enabled, or false if disabled or mixed due to multi-editing. + + + + + Display UI for editing material's render queue setting. + + + + + Display UI for editing material's render queue setting within the specified rect. + + + + + + Ends a Property wrapper started with BeginAnimatedCheck. + + + + + Returns a properly set global illlumination flag based on the passed in flag and the given color. + + Emission color. + Current global illumination flag. + + The fixed up flag. + + + + + Properly sets up the globalIllumination flag on the given Material depending on the current flag's state and the material's emission property. + + The material to be fixed up. + + + + Draw a property field for a float shader property. + + Label for the property. + + + + + + Draw a property field for a float shader property. + + Label for the property. + + + + + + Calculate height needed for the property, ignoring custom drawers. + + + + + + Utility method for GUI layouting ShaderGUI. Used e.g for the rect after a left aligned Color field. + + Field Rect. + + A sub rect of the input Rect. + + + + + Utility method for GUI layouting ShaderGUI. + + Field Rect. + + A sub rect of the input Rect. + + + + + Utility method for GUI layouting ShaderGUI. + + Field Rect. + + A sub rect of the input Rect. + + + + + Get shader property information of the materials you pass in. + + The selected materials. + + Returns the material properties. + + + + + Get information about a single shader property. + + The selected materials. + Property name. + Property index. + + Returns the property at the specified index. + + + + + Get information about a single shader property. + + The selected materials. + Property name. + Property index. + + Returns the property at the specified index. + + + + + Gets the shader property names of the materials you pass in. + + The selected materials. + + Returns the material property names. + + + + + Calculate height needed for the property. + + + + + + + Calculate height needed for the property. + + + + + + + Utility method for GUI layouting ShaderGUI. This is the rect after the label which can be used for multiple properties. The input rect can be fetched by calling: EditorGUILayout.GetControlRect. + + Line Rect. + + A sub rect of the input Rect. + + + + + Utility method for GUI layouting ShaderGUI. + + Field Rect. + + A sub rect of the input Rect. + + + + + Get the value of a given texture offset for a given texture property. + + Name of the texture property that you wish to examine the offset of. + Does the x offset have multiple values? + Does the y offset have multiple values? + + + + Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties. + + The total rect of the texture property. + + + + Get the value of a given texture scale for a given texture property. + + Name of the texture property that you wish to examine the scale of. + Does the x scale have multiple values? + Does the y scale have multiple values? + + + + Can this component be Previewed in its current state? + + + True if this component can be Previewed in its current state. + + + + + Make a help box with a message and button. Returns true, if button was pressed. + + The message text. + The button text. + + Returns true, if button was pressed. + + + + + Draw a property field for an integer shader property. + + Label for the property. + + + + + + Draw a property field for an integer shader property. + + Label for the property. + + + + + + Determines whether the Enable Instancing checkbox is checked. + + + Returns true if Enable Instancing checkbox is checked. + + + + + Draws the UI for setting the global illumination flag of a material. + + Level of indentation for the property. + True if emission is enabled for the material, false otherwise. + True if property should always be displayed. + + + + Draws the UI for setting the global illumination flag of a material. + + Level of indentation for the property. + True if emission is enabled for the material, false otherwise. + True if property should always be displayed. + + + + This function will draw the UI for the lightmap emission property. (None, Realtime, baked) + +See Also: MaterialLightmapFlags. + + + + + This function will draw the UI for the lightmap emission property. (None, Realtime, baked) + +See Also: MaterialLightmapFlags. + + + + + This function will draw the UI for the lightmap emission property. (None, Realtime, baked) + +See Also: MaterialLightmapFlags. + + + + + Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly. + + + + + Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly. + + + + + 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. + + + + + Custom preview for Image component. + + Rectangle in which to draw the preview. + Background image. + + + + A callback that is invoked when a Material's Shader is changed in the Inspector. + + + + + Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties. + + + + + Default rendering of shader properties. + + Array of material properties. + + + + Render the standard material properties. This method will either render properties using a ShaderGUI instance if found otherwise it uses PropertiesDefaultGUI. + + + Returns true if any value was changed. + + + + + Draw a range slider for a range shader property. + + Label for the property. + The property to edit. + Position and size of the range slider control. + + + + Draw a range slider for a range shader property. + + Label for the property. + The property to edit. + Position and size of the range slider control. + + + + Call this when you change a material property. It will add an undo for the action. + + Undo Label. + + + + Display UI for editing material's render queue setting. + + + + + + Display UI for editing material's render queue setting. + + + + + + Does this edit require to be repainted constantly in its current state? + + + + + Set EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses. + + + + + Set the shader of the material. + + Shader to set. + Should undo be registered. + + + + + Set the shader of the material. + + Shader to set. + Should undo be registered. + + + + + Set the offset of a given texture property. + + Name of the texture property that you wish to modify the offset of. + Scale to set. + Set the x or y component of the offset (0 for x, 1 for y). + + + + Set the scale of a given texture property. + + Name of the texture property that you wish to modify the scale of. + Scale to set. + Set the x or y component of the scale (0 for x, 1 for y). + + + + Handes UI for one shader property. + + + + + + + + Handes UI for one shader property. + + + + + + + + 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. + + The texture property to check and display warning for, if necessary. + + + + Draw a property field for a texture shader property. + + Label for the field. + Tooltip for the field. + Draw scale / offset. + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Tooltip for the field. + Draw scale / offset. + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Tooltip for the field. + Draw scale / offset. + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Tooltip for the field. + Draw scale / offset. + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Tooltip for the field. + Draw scale / offset. + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Tooltip for the field. + Draw scale / offset. + + + + + + Draw a property field for a texture shader property. + + Label for the field. + Tooltip for the field. + Draw scale / offset. + + + + + + Draw a property field for a texture shader property that only takes up a single line height. + + Rect that this control should be rendered in. + Label for the field. + + + + Returns total height used by this control. + + + + + Method for showing a texture property control with additional inlined properites. + + The label used for the texture property. + The texture property. + First optional property inlined after the texture property. + Second optional property inlined after the extraProperty1. + + Returns the Rect used. + + + + + Method for showing a texture property control with additional inlined properites. + + The label used for the texture property. + The texture property. + First optional property inlined after the texture property. + Second optional property inlined after the extraProperty1. + + Returns the Rect used. + + + + + Method for showing a texture property control with additional inlined properites. + + The label used for the texture property. + The texture property. + First optional property inlined after the texture property. + Second optional property inlined after the extraProperty1. + + Returns the Rect used. + + + + + Method for showing a compact layout of properties. + + The label used for the texture property. + The texture property. + First extra property inlined after the texture property. + Label for the second extra property (on a new line and indented). + Second property on a new line below the texture. + + Returns the Rect used. + + + + + Method for showing a texture property control with a HDR color field and its color brightness float field. + + The label used for the texture property. + The texture property. + The color property (will be treated as a HDR color). + If false then the alpha channel information will be hidden in the GUI. + + + Return the Rect used. + + + + + Method for showing a texture property control with a HDR color field and its color brightness float field. + + The label used for the texture property. + The texture property. + The color property (will be treated as a HDR color). + If false then the alpha channel information will be hidden in the GUI. + + + Return the Rect used. + + + + + Draws tiling and offset properties for a texture. + + Rect to draw this control in. + Property to draw. + If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'. + + + + Draws tiling and offset properties for a texture. + + Rect to draw this control in. + Property to draw. + If this control should be rendered under large texture property control use 'true'. If this control should be shown seperately use 'false'. + + + + TODO. + + + + + + + + TODO. + + + + + + + + Draw a property field for a vector shader property. + + Label for the field. + + + + + + Draw a property field for a vector shader property. + + Label for the field. + + + + + + Draw a property field for a vector shader property. + + Label for the field. + + + + + + Draw a property field for a vector shader property. + + Label for the field. + + + + + + Extension methods for the Material asset type in the editor. + + + + + Iterates over all the Material properties with the MaterialProperty.PropFlags.Normal flag and checks that the textures referenced by these properties are imported as TextureImporterType.NormalMap. + + The target material. + + + + Describes information and value of a single shader property. + + + + + Color value of the property. + + + + + Display name of the property (Read Only). + + + + + Flags that control how property is displayed (Read Only). + + + + + Float value of the property. + + + + + Does this property have multiple different values? (Read Only) + + + + + Int value of the property. + + + + + Name of the property (Read Only). + + + + + Min/max limits of a ranged float property (Read Only). + + + + + Material objects being edited by this property (Read Only). + + + + + Texture dimension (2D, Cubemap etc.) of the property (Read Only). + + + + + Texture value of the property. + + + + + Type of the property (Read Only). + + + + + Vector value of the property. + + + + + Flags that control how a MaterialProperty is displayed. + + + + + Signifies that values of this property are in gamma space and should not be gamma corrected. + + + + + Signifies that values of this property contain High Dynamic Range (HDR) data. + + + + + Do not show the property in the Inspector. + + + + + No flags are set. + + + + + Do not allow this texture property to be edited in the Inspector. + + + + + Signifies that values of this property contain Normal (normalized vector) data. + + + + + Do not show UV scale/offset fields next to a texture. + + + + + In the Material Inspector, value for this property will be queried from Renderer's MaterialPropertyBlock, instead of from the Material. The value will also appear as read-only. This corresponds to the "[PerRendererData]" attribute in front of a property in the Shader code. + + + + + Material property type. + + + + + Color property. + + + + + Float property. + + + + + Int property. + + + + + Ranged float (with min/max values) property. + + + + + Texture property. + + + + + Vector property. + + + + + Base class to derive custom material property drawers from. + + + + + Apply extra initial values to the material. + + The MaterialProperty to apply values for. + + + + Override this method to specify how tall the GUI for this property is in pixels. + + The MaterialProperty to make the custom GUI for. + The label of this property. + Current material editor. + + + + Override this method to make your own GUI for the property. + + Rectangle on the screen to use for the property GUI. + The MaterialProperty to make the custom GUI for. + The label of this property. + Current material editor. + + + + Descriptor for audio track format. + + + + + Number of channels. + + + + + Dialogue language, if applicable. Can be empty. + + + + + Audio sampling rate. + + + + + Descriptor for H.264 encoder attributes. + + + + + The maximum size of a group of pictures, in frames. + + + + + The maximum number of consecutive B frames between I and P frames. + + + + + The VideoEncodingProfile for the encoded video. + + + + + Encodes images and audio samples into an audio or movie file. + + + + + Appends a frame to the file's video track. + + Texture containing the pixels to be written into the track for the current frame. + Timestamp for the new frame. + + True if the operation succeeded. False otherwise. + + + + + Appends a frame to the file's video track. + + Texture containing the pixels to be written into the track for the current frame. + Timestamp for the new frame. + + True if the operation succeeded. False otherwise. + + + + + Appends a frame from a raw buffer to the file's video track. + + Image width. + Image height. + Bytes in one row of pixels. Useful in case lines include padding. Can be set to 0 if there is no padding. + Pixel format. Only TextureFormat.RGBA32 is supported at this time. + Bytes containing the image. + Timestamp for new frame. + + True if the operation succeeded. False otherwise. + + + + + Appends a frame from a raw buffer to the file's video track. + + Image width. + Image height. + Bytes in one row of pixels. Useful in case lines include padding. Can be set to 0 if there is no padding. + Pixel format. Only TextureFormat.RGBA32 is supported at this time. + Bytes containing the image. + Timestamp for new frame. + + True if the operation succeeded. False otherwise. + + + + + Appends sample frames to the specified audio track. + + Index of the track to which sample frames will be added. + Sample frames to add. Samples are expected to be interleaved. + + True if the operation succeeded. False otherwise. + + + + + Appends sample frames to the specified audio track. + + Index of the track to which sample frames will be added. + Sample frames to add. Samples are expected to be interleaved. + + True if the operation succeeded. False otherwise. + + + + + Create a new encoder with various track arrangements. + + Path fo the media file to be written. + Attributes for the file's video track, if any. + Attributes for the file's audio tracks, if any. + + + + Create a new encoder with various track arrangements. + + Path fo the media file to be written. + Attributes for the file's video track, if any. + Attributes for the file's audio tracks, if any. + + + + Create a new encoder with various track arrangements. + + Path fo the media file to be written. + Attributes for the file's video track, if any. + Attributes for the file's audio tracks, if any. + + + + Create a new encoder with various track arrangements. + + Path fo the media file to be written. + Attributes for the file's video track, if any. + Attributes for the file's audio tracks, if any. + + + + Create a new encoder with various track arrangements. + + Path fo the media file to be written. + Attributes for the file's video track, if any. + Attributes for the file's audio tracks, if any. + + + + Create a new encoder with various track arrangements. + + Path fo the media file to be written. + Attributes for the file's video track, if any. + Attributes for the file's audio tracks, if any. + + + + Create a new encoder with various track arrangements. + + Path fo the media file to be written. + Attributes for the file's video track, if any. + Attributes for the file's audio tracks, if any. + + + + Create a new encoder with various track arrangements. + + Path fo the media file to be written. + Attributes for the file's video track, if any. + Attributes for the file's audio tracks, if any. + + + + Finishes writing all tracks and closes the file being written. + + + + + Rational number useful for expressing fractions precisely. + + + + + Fraction denominator. + + + + + The inverse of the rational number. + + + + + Whether the rational number is negative. + + + + + Whether the rational number is valid. + + + + + Whether the rational number is zero. + + + + + Fraction numerator. + + + + + Constructs a rational number. The version that omits the denominator sets it to 1. + + Numerator of the rational number. + Denominator of the rational number. + + + + Constructs a rational number. The version that omits the denominator sets it to 1. + + Numerator of the rational number. + Denominator of the rational number. + + + + Invalid rational value. + + + + + Returns the rational value expressed as a floating point value. + + Rational number to convert. + + + + Sets the numerator and denominator, performing normalization. + + New value for the rational numerator. + New value for the rational denominator. + + + + Time representation for use with media containers. + + + + + The sample count for the time value. + + + + + The rate used for converting the count into seconds. + + + + + Creates a time value with an integer number of seconds, using 1Hz for the rate. + + The number of seconds in the time value. + + + + Creates a time value for a specified sample count and rate. + + The sample count for the time value. + Numerator for the rate used by the time value. + Denominator for the rate used by the time value. + + + + Invalid time value. + + + + + Returns the time value expressed as a floating point number of seconds. + + Time to convert. + + + + Descriptor for audio track format. + + + + + VideoBitrateMode for the encoded video. + + + + + Frames per second. + + + + + Image height in pixels. + + + + + True if the track is to include the alpha channel found in the texture passed to AddFrame. False otherwise. + + + + + Image width in pixels. + + + + + Descriptor for video track format. + + + + + The VideoBitrateMode for the encoded video. + + + + + The frame rate for the encoded video, in frames per second, expressed as a fraction. + + + + + The image height in pixels. + + + + + True if the track is to include the alpha channel found in the texture passed to AddFrame. False otherwise. + + + + + The target bit rate for the encoder. + + + + + The image width in pixels. + + + + + Create a new VideoTrackEncoderAttributes with specific H.264 encoding options. + + H.264 encoding attributes (for macOS and Windows only). + VP8 encoding attributes. + + + + Create a new VideoTrackEncoderAttributes with specific H.264 encoding options. + + H.264 encoding attributes (for macOS and Windows only). + VP8 encoding attributes. + + + + Descriptor for VP8 encoder attributes. + + + + + The maximum distance between I-frames. + + + + + A pair of from and to indices describing what thing keeps what other thing alive. + + + + + Index into a virtual list of all GC handles, followed by all native objects. + + + + + Index into a virtual list of all GC handles, followed by all native objects. + + + + + Description of a field of a managed type. + + + + + Is this field static? + + + + + Name of this field. + + + + + Offset of this field. + + + + + The typeindex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to. + + + + + A dump of a piece of memory from the player that's being profiled. + + + + + The actual bytes of the memory dump. + + + + + The start address of this piece of memory. + + + + + MemorySnapshot is a profiling tool to help diagnose memory usage. + + + + + Event that will be fired when a new memory snapshot comes in through the profiler connection. Its argument will be a PackedMemorySnapshot. + + + + + + Requests a new snapshot from the currently connected target of the profiler. Memory snapshots are supported on IL2CPP and Mono .NET 3.5/4.0 scripting backends, although .NET 3.5 has been deprecated as of 2018.3. + + +NOTE: Each snapshot consists of approximately one managed object per recorded managed object. Snapshots taken from the editor will contain the objects in all previous snapshots that have not yet been garbage-collected. Therefore, repeated snapshots of the editor may grow exponentially. If you no longer need an old snapshot it is therefore advisable to null all references to it and call GC.Collect() before taking another one. + + + + + A description of a GC handle used by the virtual machine. + + + + + The address of the managed object that the GC handle is referencing. + + + + + PackedMemorySnapshot is a compact representation of a memory snapshot. + + + + + Connections is an array of from,to pairs that describe which things are keeping which other things alive. + + + + + All GC handles in use in the memorysnapshot. + + + + + Array of actual managed heap memory sections. + + + + + All native C++ objects that were loaded at time of the snapshot. + + + + + Descriptions of all the C++ unity types the profiled player knows about. + + + + + Descriptions of all the managed types that were known to the virtual machine when the snapshot was taken. + + + + + Information about the virtual machine running executing the managade code inside the player. + + + + + A description of a C++ unity type. + + + + + Name of this C++ unity type. + + + + + The index used to obtain the native C++ base class description from the PackedMemorySnapshot.nativeTypes array. + + + + + Description of a C++ unity object in memory. + + + + + The hideFlags this native object has. + + + + + InstanceId of this object. + + + + + Has this object has been marked as DontDestroyOnLoad? + + + + + Is this native object an internal Unity manager object? + + + + + Is this object persistent? (Assets are persistent, objects stored in Scenes and dynamically created objects are not persistent). + + + + + Name of this object. + + + + + The memory address of the native C++ object. This matches the "m_CachedPtr" field of UnityEngine.Object. + + + + + The index used to obtain the native C++ type description from the PackedMemorySnapshot.nativeTypes array. + + + + + Size in bytes of this object. + + + + + Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags in the old memory profiler API. + + + + + Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsDontDestroyOnLoad in the old memory profiler API. + + + + + Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsManager in the old memory profiler API. + + + + + Equivalent of Profiling.PackedNativeUnityEngineObject.ObjectFlags.IsPersistent in the old memory profiler API. + + + + + Description of a managed type. + + + + + If this is an arrayType, this will return the rank of the array. (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc) + + + + + Name of the assembly this type was loaded from. + + + + + The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions. + + + + + An array containing descriptions of all fields of this type. + + + + + Is this type an array? + + + + + Is this type a value type? (if it's not a value type, it's a reference type) + + + + + Name of this type. + + + + + Size in bytes of an instance of this type. If this type is an arraytype, this describes the amount of bytes a single element in the array will take up. + + + + + The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken. + + + + + The typeIndex of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array. + + + + + The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description. + + + + + Equivalent of Profiling.TypeFlags in the old memory profiler API. + + + + + Equivalent of Profiling.TypeFlags.kArray in the old memory profiler API. + + + + + Equivalent of Profiling.TypeFlags.kArrayRankMask in the old memory profiler API. + + + + + Equivalent of Profiling.TypeFlags.kValueType in the old memory profiler API. + + + + + Information about the virtual machine running executing the managed code inside the player. + + + + + Allocation granularity in bytes used by the virtual machine allocator. + + + + + Offset in bytes inside the object header of an array object where the bounds of the array is stored. + + + + + Size in bytes of the header of an array object. + + + + + Offset in bytes inside the object header of an array object where the size of the array is stored. + + + + + A version number that will change when the object layout inside the managed heap will change. + + + + + Size in bytes of the header of each managed object. + + + + + Size in bytes of a pointer. + + + + + Menu class to manipulate the menu item. + + + + + Default constructor. + + + + + Get the check status of the given menu. + + + + + + Gets a menu item's enabled status. + + A slash-delimited path to the item's position in the menu. For example, "Scene/Place on Surface". + + True if the menu item is enabled. False otherwise. + + + + + Set the check status of the given menu. + + + + + + + Used to extract the context for a MenuItem. + + + + + Context is the object that is the target of a menu command. + + + + + An integer for passing custom information to a menu item. + + + + + Creates a new MenuCommand object. + + + + + + + Creates a new MenuCommand object. + + + + + + The MenuItem attribute allows you to add menu items to the main menu and Inspector window context menus. + + + + + Specifies the Editor modes that the item is displayed for. If you don't specify any Editor modes, the item is only displayed for the default mode. + + + + + Creates a menu item and invokes the static function following it, when the menu item is selected. + + The itemName is the menu item represented like a pathname. + For example the menu item could be "GameObject/Do Something". + If isValidateFunction is true, this is a validation + function and will be called before invoking the menu function with the same itemName. + The order by which the menu items are displayed. + + + + Creates a menu item and invokes the static function following it, when the menu item is selected. + + The itemName is the menu item represented like a pathname. + For example the menu item could be "GameObject/Do Something". + If isValidateFunction is true, this is a validation + function and will be called before invoking the menu function with the same itemName. + The order by which the menu items are displayed. + + + + Creates a menu item and invokes the static function following it, when the menu item is selected. + + The itemName is the menu item represented like a pathname. + For example the menu item could be "GameObject/Do Something". + If isValidateFunction is true, this is a validation + function and will be called before invoking the menu function with the same itemName. + The order by which the menu items are displayed. + + + + Options to control the optimization of mesh data during asset import. + + + + + Perform maximum optimization of the mesh data, enables all optimization options. + + + + + Optimize the order of polygons in the mesh to make better use of the GPUs internal caches to improve rendering performance. + + + + + Optimize the order of vertices in the mesh to make better use of the GPUs internal caches to improve rendering performance. + + + + + Use this class to render an interactive preview of a mesh. + + + + + The Mesh to display in the preview space. + + + + + Creates a new MeshPreview instance with a Mesh target. + + The Mesh to be displayed. + + + + Releases allocated resources associated with this object. + + + + + Returns a short summary of the Mesh attributes (ex, does this mesh contain positions, normals, tangents, etc...). + + The Mesh to build a summary phrase for. + + A short summary of the mesh attributes. + + + + + Call this from an Editor.OnPreviewGUI or ObjectPreview.OnPreviewGUI to draw a mesh preview. + + Rectangle in which to draw the preview. + The background style. + + + + Call this from Editor.OnPreviewSettings or ObjectPreview.OnPreviewSettings to draw additional settings related to the mesh preview. + + + + + Creates a texture preview to override Editor.RenderStaticPreview. The current mesh will be drawn. + + The width to render the texture. + The height to render the texture. + + Returns a rendered texture of the current mesh with default settings. + + + + + Various utilities for mesh manipulation. + + + + + Gets a snapshot of Mesh data for read-only access in the Unity Editor. + + The input mesh. + The input meshes. + + Returns a read-only snapshot of Mesh data. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Gets a snapshot of Mesh data for read-only access in the Unity Editor. + + The input mesh. + The input meshes. + + Returns a read-only snapshot of Mesh data. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Gets a snapshot of Mesh data for read-only access in the Unity Editor. + + The input mesh. + The input meshes. + + Returns a read-only snapshot of Mesh data. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Returns the mesh compression setting for a Mesh. + + The mesh to get information on. + + + + Optimizes the Mesh data to improve rendering performance. + + + + + + Change the mesh compression setting for a mesh. + + The mesh to set the compression mode for. + The compression mode to set. + + + + Will insert per-triangle uv2 in mesh and handle vertex splitting etc. + + + + + + + User message types. + + + + + Error message. + + + + + Info message. + + + + + Neutral message. + + + + + Warning message. + + + + + Compressed texture format for target build platform. + + + + + ASTC texture compression. + + + + + S3 texture compression. Supported on devices with NVidia Tegra, Vivante and Intel GPUs. + + + + + ETC1 texture compression (or ETC2 for textures with alpha). ETC1 is supported by all devices. ETC2 is available on devices which support OpenGL ES 3.0; on OpenGL ES 2 devices the texture is decompressed on CPU. + + + + + ETC2 texture compression. Available on devices which support OpenGL ES 3.0; on OpenGL ES 2 devices the texture is decompressed on CPU. + + + + + Don't override texture compression. + + + + + PowerVR texture compression. Available on devices with PowerVR GPU. + + + + + Model importer lets you modify import settings from editor scripts. + + + + + Add to imported meshes. + + + + + Animation compression setting. + + + + + Allowed error of animation position compression. + + + + + Allowed error of animation rotation compression. + + + + + Allowed error of animation scale compression. + + + + + Animator generation mode. + + + + + The default wrap mode for the generated animation clips. + + + + + Generate auto mapping if no avatarSetup is provided when importing humanoid animation. + + + + + The Avatar generation of the imported model. + + + + + Computes the axis conversion on geometry and animation for Models defined in an axis system that differs from Unity's (left handed, Z forward, Y-up). + + When enabled, Unity transforms the geometry and animation data in order to convert the axis. + + When disabled, Unity transforms the root GameObject of the hierarchy in order to convert the axis. + + + + + Bake Inverse Kinematics (IK) when importing. + + + + + Animation clips to split animation into. See Also: ModelImporterClipAnimation. + + + + + Generate a list of all default animation clip based on TakeInfo. + + + + + Animation optimization setting. + + + + + Additional properties to treat as user properties. + + + + + Scaling factor used when useFileScale is set to true (Read-only). + + + + + Animation generation options. + + + + + Material generation options. + + + + + Generate secondary UV set for lightmapping. + + + + + Global scale factor for importing. + + + + + The human description that is used to generate an Avatar during the import process. + + + + + Controls how much oversampling is used when importing humanoid animations for retargeting. + + + + + Import animated custom properties from file. + + + + + Import animation from file. + + + + + Blend shape normal import options. + + + + + Controls import of BlendShapes. + + + + + Controls import of cameras. Basic properties like field of view, near plane distance and far plane distance can be animated. + + + + + Import animation constraints. + + + + + Generates the list of all imported take. + + + + + Controls import of lights. Note that because light are defined differently in DCC tools, some light types or properties may not be exported. Basic properties like color and intensity can be animated. + + + + + Import materials from file. + + + + + Vertex normal import options. + + + + + Vertex tangent import options. + + + + + Use visibility properties to enable or disable MeshRenderer components. + + + + + Format of the imported mesh index buffer data. + + + + + Is Bake Inverse Kinematics (IK) supported by this importer. + + + + + Is FileScale used when importing. + + + + + Are mesh vertices and indices accessible from script? + + + + + Is import of tangents supported by this importer. + + + + + Is useFileUnits supported for this asset. + + + + + If this is true, any quad faces that exist in the mesh data before it is imported are kept as quads instead of being split into two triangles, for the purposes of tessellation. Set this to false to disable this behavior. + + + + + Material creation options. + + + + + Material import location options. + + + + + Material naming setting. + + + + + Existing material search setting. + + + + + The maximum number of bones per vertex stored in this mesh data. + + + + + Mesh compression setting. + + + + + Options to control the optimization of mesh data during asset import. + + + + + Minimum bone weight to keep. + + + + + The path of the transform used to generation the motion of the animation. + + + + + Normal generation options for ModelImporter. + + + + + Normals import mode. + + + + + Smoothing angle (in degrees) for calculating normals. + + + + + Source of smoothing information for calculation of normals. + + + + + Only import bones where they are connected to vertices. + + + + + Animation optimization setting. + + + + + Vertex optimization setting. + + + + + Optimize the order of polygons in the mesh to make better use of the GPUs internal caches to improve rendering performance. + + + + + Optimize the order of vertices in the mesh to make better use of the GPUs internal caches to improve rendering performance. + + + + + If true, always create an explicit Prefab root. Otherwise, if the model has a single root, it is reused as the Prefab root. + + + + + Generates the list of all imported Animations. + + + + + Removes constant animation curves with values identical to the object initial scale value. + + + + + If set to false, the importer will not resample curves when possible. +Read more about. + +Notes: + +- Some unsupported FBX features (such as PreRotation or PostRotation on transforms) will override this setting. In these situations, animation curves will still be resampled even if the setting is disabled. For best results, avoid using PreRotation, PostRotation and GetRotationPivot. + +- This option was introduced in Version 5.3. Prior to this version, Unity's import behaviour was as if this option was always enabled. Therefore enabling the option gives the same behaviour as pre-5.3 animation import. + + + + + + Threshold for angle distortion (in degrees) when generating secondary UV. + + + + + Threshold for area distortion when generating secondary UV. + + + + + Hard angle (in degrees) for generating secondary UV. + + + + + Method to use for handling margins when generating secondary UV. + + + + + The minimum lightmap resolution in texels per unit that the associated model is expected to have. + + + + + The minimum object scale that the associated model is expected to have. + + + + + Margin to be left between charts when packing secondary UV. + + + + + Skin weights import options. + + + + + Sorts the gameObject hierarchy by name. + + + + + Imports the HumanDescription from the given Avatar. + + + + + Should tangents be split across UV seams. + + + + + Swap primary and secondary UV channels when importing. + + + + + Tangents import mode. + + + + + Generates the list of all imported Transforms. + + + + + Use FileScale when importing. + + + + + Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit. + + + + + When disabled, imported material albedo colors are converted to gamma space. This property should be disabled when using linear color space in Player rendering settings. +The default value is true. + + + + + Combine vertices that share the same position in space. + + + + + Creates a mask that matches the model hierarchy, and applies it to the provided ModelImporterClipAnimation. + + Clip to which the mask will be applied. + + + + Extracts the embedded textures from a model file (such as FBX or SketchUp). + + The directory where the textures will be extracted. + + Returns true if the textures are extracted successfully, otherwise false. + + + + + Search the project for matching materials and use them instead of the internal materials. + + The name matching option. + The search type option. + + Returns false if the source file is empty or invalid. Returns true otherwise. + + + + + Animation compression options for ModelImporter. + + + + + Perform keyframe reduction. + + + + + Perform keyframe reduction and compression. + + + + + No animation compression. + + + + + Perform keyframe reduction and choose the best animation curve representation at runtime to reduce memory footprint (default). + + + + + Animation mode for ModelImporter. + + + + + Generate a generic animator. + + + + + Generate a human animator. + + + + + Generate a legacy animation type. + + + + + Generate no animation data. + + + + + Set the Avatar generation mode for ModelImporter. + + + + + Copy the Avatar from another model. + + + + + Create the Avatar from this model and save it as a sub-asset. + + + + + Disable Avatar creation for this model. + + + + + Animation clips to split animation into. + + + + + The additive reference pose frame. + + + + + Additionnal curves that will be that will be added during the import process. + + + + + Offset to the cycle of a looping animation, if a different time in it is desired to be the start. + + + + + AnimationEvents that will be added during the import process. + + + + + First frame of the clip. + + + + + Enable to defines an additive reference pose. + + + + + Keeps the feet aligned with the root transform position. + + + + + Offset to the vertical root position. + + + + + Keeps the vertical position as it is authored in the source file. + + + + + Keeps the vertical position as it is authored in the source file. + + + + + Keeps the vertical position as it is authored in the source file. + + + + + Last frame of the clip. + + + + + 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. + + + + + 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. + + + + + Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion. + + + + + Is the clip a looping animation? + + + + + Enable to make the motion loop seamlessly. + + + + + Enable to make the clip loop. + + + + + Returns true when the source AvatarMask has changed. This only happens when ModelImporterClipAnimation.maskType is set to ClipAnimationMaskType.CopyFromOther +To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource to the desired AvatarMask. + + + + + The AvatarMask used to mask transforms during the import process. + + + + + Define mask type. + + + + + Mirror left and right in this clip. + + + + + Clip name. + + + + + Offset in degrees to the root rotation. + + + + + Take name. + + + + + The wrap mode of the animation. + + + + + Copy the mask settings from an AvatarMask to the clip configuration. + + AvatarMask from which the mask settings will be imported. + + + + Copy the current masking settings from the clip to an AvatarMask. + + AvatarMask to which the masking values will be saved. + + + + Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy. + + + + + Default animation import mode (All animations are stored in the root object). + + + + + Generate animations in the objects that animate. + + + + + Generate animations in the root objects of the animation package. + + + + + Generate animations in the transform root objects. + + + + + Do not generate animations. + + + + + Material generation options for ModelImporter. + + + + + Do not generate materials. + + + + + Generate a material for each material in the source asset. + + + + + Generate a material for each texture used. + + + + + Humanoid Oversampling available multipliers. + + + + + Default Humanoid Oversampling multiplier = 1 which is equivalent to no oversampling. + + + + + Humanoid Oversampling samples at 2 times the sampling rate found in the imported file. + + + + + Humanoid Oversampling samples at 4 times the sampling rate found in the imported file. + + + + + Humanoid Oversampling samples at 8 times the sampling rate found in the imported file. + + + + + Format of the imported mesh index buffer data. + + + + + Use 16 or 32 bit index buffer depending on mesh size. + + + + + Use 16 bit index buffer. + + + + + Use 32 bit index buffer. + + + + + Material import options for ModelImporter. + + + + + The model importer imports materials in standard mode. + + + + + Enables the PreprocessMaterialDescription AssetPostprocessor on the current importer. + + + + + The model importer does not import materials. + + + + + Material import options for ModelImporter. + + + + + Extract the materials and textures from the model. + + + + + Unity imports materials as sub-assets. + + + + + Material naming options for ModelImporter. + + + + + Use a material name of the form <materialName>.mat. + + + + + Use material names in the form <modelFileName>-<materialName>.mat. + + + + + Use material names in the form <textureName>.mat. + + + + + <textureName>.mat or <modelFileName>-<materialName>.mat material name. + + + + + Material search options for ModelImporter. + + + + + Search in all project. + + + + + Search in local Materials folder. + + + + + Recursive-up search in Materials folders. + + + + + Mesh compression options for ModelImporter. + + + + + High amount of mesh compression. + + + + + Low amount of mesh compression. + + + + + Medium amount of mesh compression. + + + + + No mesh compression (default). + + + + + Normal generation options for ModelImporter. + + + + + The normals are weighted by the vertex angle on each face. + + + + + The normals are weighted by both the face area and the vertex angle on each face. + + + + + The normals are weighted by the face area. + + + + + The normals are not weighted. + + + + + The normals are unweighted. This option uses the legacy algorithm for handling hard edges. + + + + + Normal generation options for ModelImporter. + + + + + Calculate vertex normals. + + + + + Import vertex normals from model file (default). + + + + + Do not import vertex normals. + + + + + Source of smoothing information for calculation of normals in ModelImporter. + + + + + Use the angle between adjacent faces to determine if an edge is smooth or hard. + + + + + Use smoothing groups to determine which edges are smooth and which are hard. + + + + + Do not create hard edges. + + + + + Use smoothing groups if they are present in the Model file, otherwise use angle (default). + + + + + Methods for handling margins during lightmap UV generation in ModelImporter. + + + + + Calculate suitable lightmap UV margins based on expected lightmap resolution and object scale. + + + + + Specify pack margin manually. + + + + + Skin weights options for ModelImporter. + + + + + Import a custom number of bones per vertex. + + + + + Import the standard number of bones per vertex (currently 4). + + + + + Vertex tangent generation options for ModelImporter. + + + + + Calculate tangents with legacy algorithm. + + + + + Calculate tangents with legacy algorithm, with splits across UV charts. + + + + + Calculate tangents using MikkTSpace (default). + + + + + Import vertex tangents from model file. + + + + + Do not import vertex tangents. + + + + + Tangent space generation options for ModelImporter. + + + + + Calculate tangents. + + + + + Import normals/tangents from file. + + + + + Strip normals/tangents. + + + + + Represents a C# script in the project. + + + + + Gets an array of scripts that will be available at runtime. + + + Returns an array of scripts. + + + + + Gets the default value for a reference field in the imported MonoScript. + + The name of a public field in the imported MonoScript. + + The Unity object to use as a default value for the given reference field. + + + + + Gets the execution order for a MonoScript. + + The script to retrieve the execution order for. + + Returns the execution order for the given MonoScript. + + + + + Gets the icon to associate with the imported MonoScript. + + + Returns the custom icon that will be associated with the imported MonoScript. If no custom icon will be associated with the imported MonoScript, returns null. + + + + + Gets the imported MonoScript. If the imported C# file contains multiple classes, the first is returned. + + + Returns the imported script. + + + + + Sets default references for this MonoScript. + + An array of names of public fields in the imported MonoScript. The type of each field must be derived from UnityEngine.Object. + An array of objects to use as default values. The size of the array must match the size of the names array. The array can include null values. + + + + Sets the execution order for a MonoScript. This method forces Unity to reimport the MonoImporter for the target script. + + The script to set the execution order for. + The execution order for the given MonoScript. + + + + Sets a custom icon to associate with the imported MonoScript. + + The custom icon to associate with the imported MonoScript. When the value is null, Unity restores the default icon. + + + + Representation of Script assets. + + + + + Returns the MonoScript object containing specified MonoBehaviour. + + The MonoBehaviour whose MonoScript should be returned. + + + + Returns the MonoScript object containing specified ScriptableObject. + + The ScriptableObject whose MonoScript should be returned. + + + + Returns the System.Type object of the class implemented by this script. + + + + + Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect. + + + + + Normal pointer arrow. + + + + + Arrow with the minus symbol next to it. + + + + + Arrow with the plus symbol next to it. + + + + + The current user defined cursor. + + + + + Cursor with an eye and stylized arrow keys for FPS navigation. + + + + + Arrow with a Link badge (for assigning pointers). + + + + + Arrow with the move symbol next to it for the sceneview. + + + + + Cursor with an eye for orbit. + + + + + Cursor with a dragging hand for pan. + + + + + Horizontal resize arrows. + + + + + Resize up-Left for window edges. + + + + + Resize up-right for window edges. + + + + + Vertical resize arrows. + + + + + Arrow with the rotate symbol next to it for the sceneview. + + + + + Arrow with the scale symbol next to it for the sceneview. + + + + + Arrow with small arrows for indicating sliding at number fields. + + + + + Left-Right resize arrows for window splitters. + + + + + Up-Down resize arrows for window splitters. + + + + + Text cursor. + + + + + Cursor with a magnifying glass for zoom. + + + + + ChannelClient is a WebSocket client that connects to Unity's ChannelService, which is a WebSocket server. + + + + + The name of the channel this ChannelClient is connected to. The name matches the route of the URL used to connect to Unity's ChannelService. For example, 127.0.0.1:8928/<my Channel Name>. + + + + + The channel ID, which essentially a hash of the channel name. See ChannelService.ChannelNameToId. + + + + + Specifies whether Unity processes (ticks) this ChannelClient's incoming and outgoing messages automatically, or the user processes (ticks) them manually, either in the main thread or a dedicated thread. + + + + + Closes the ChannelClient. This closes the WebSocket client but not the Channel in the ChannelService. Other ChannelClients can still connect on the same Channel. + + The name of the channel to close. + + + + Closes the ChannelClient. This closes the WebSocket client but not the Channel in the ChannelService. Other ChannelClients can still connect on the same Channel. + + The name of the channel to close. + + + + Gets the ChannelClientInfo for a specific channel. + + The name of the channel to get information about. + The ID of the channel to get information about. + + A structure that describes the channel. + + + + + Gets the ChannelClientInfo for a specific channel. + + The name of the channel to get information about. + The ID of the channel to get information about. + + A structure that describes the channel. + + + + + Gets the ChannelClientInfo for a specific channel. + + The name of the channel to get information about. + The ID of the channel to get information about. + + A structure that describes the channel. + + + + + Gets information for all ChannelClients running on a single instance of Unity. + + + A list of ChannelClientInfo for all clients. + + + + + Creates a new ChannelClient on a specific channel. If a client already exists, this method gets the client. + + The name of the channel to open. This matches the last part of a WebSocket URL. For example, "127.0.0.1:9090/<channelName>". + + Instance of the newly-created or existing ChannelClient. + + + + + Checks whether the ChannelClient connected to a ChannelService. + + + Return true if connected, and false otherwise. + + + + + Creates a unique request ID for this ChannelClient in this instance of Unity. For more information about requests, see ChannelClient.Request. + + The ChannelClient ID to generate the request from. + + The request ID. + + + + + Creates a unique request ID for this ChannelClient in this instance of Unity. For more information about requests, see ChannelClient.Request. + + The ChannelClient ID to generate the request from. + + The request ID. + + + + + Registers a new handler on a specific channel. The new handler is called whenever a message is sent to the ChannelClient. + + A handler for all incoming messages on a specific channel. + + An action that, when invoked, unregisters the ChannelClient handler (See ChannelClient.UnregisterMessageHandler). + + + + + Registers a new handler on a specific channel. The new handler is called whenever a message is sent to the ChannelClient. + + A handler for all incoming messages on a specific channel. + + An action that, when invoked, unregisters the ChannelClient handler (See ChannelClient.UnregisterMessageHandler). + + + + + Sends an ASCII or binary message to the ChannelService. Depending on how the channel's handler processes the message, it may also be sent to other connections. + + Data to send. + The connection ID of the client sending the data. + + + + Sends an ASCII or binary message to the ChannelService. Depending on how the channel's handler processes the message, it may also be sent to other connections. + + Data to send. + The connection ID of the client sending the data. + + + + Sends an ASCII or binary message to the ChannelService. Depending on how the channel's handler processes the message, it may also be sent to other connections. + + Data to send. + The connection ID of the client sending the data. + + + + Closes all ChannelClients in this instance of Unity. + + + + + Starts an existing ChannelClient so it listens to incoming and outgoing messages. + + Specifies whether Unity processes (ticks) this ChannelClient's incoming and outgoing messages automatically, or the user processes (ticks) them manually, either in the main thread or a dedicated thread. + + + + Stops a specific ChannelClient from listening for new messages. This is different than ChannelClient.Close because you can restart the channel client using ChannelClient.Start. + + + + + Ticks the ChannelClient. When you call this method, it checks whether any incoming messages from the server need to be processed, and whether any outgoing messages need to be sent to the server. + + + + + Unregisters a specific channel handler from a ChannelClient. + + The handler to unregister. + + + + Unregisters a specific channel handler from a ChannelClient. + + The handler to unregister. + + + + A structure that contains all of a ChannelClient's connection data. + + + + + The channel's channel ID (see ChannelClient.clientId). + + + + + The ChannelClient's connection ID. + + + + + The ChannelClient's name (see ChannelClient.channelName. This matches the route of the URL connecting to the ChannelService. For example, "127.0.0.1:9292/<channelName>". + + + + + Scope that can be use to open a channel client on a specific channel and close the channel when the scope ends. + + + + + Get the Chanel client of this scope. + + + + + Create a new Channel Client scope. + + If true, starts the channel client in auto tick mode. + Name of the channel to open. + Handler to process message on the channel. + If true, closes the client on exit. + + + + Create a new Channel Client scope. + + If true, starts the channel client in auto tick mode. + Name of the channel to open. + Handler to process message on the channel. + If true, closes the client on exit. + + + + A structure that contains the connection information of a Channel in ChannelService. + + + + + The ID of a specific channel. Normally this is the hash of the channel name. + + + + + The name of the channel. This matches the route of the URL that connects to the ChannelService. For example, "127.0.0.1:9292/<channelName>". + + + + + Scope that cna be use to open a channel and that will close the channel when the scope ends. + + + + + The ChannelService encapsulates a WebSocket server running in Unity. + + + + + Sends a message to all of a specific channel's ChannelClient connections. + + The ID of the channel to send the message to. + The message to send. It can be binary or UTF8. + + + + Sends a message to all of a specific channel's ChannelClient connections. + + The ID of the channel to send the message to. + The message to send. It can be binary or UTF8. + + + + Sends a message to all of a specific channel's ChannelClient connections. + + The ID of the channel to send the message to. + The binary data to send. + + + + Closes a specific channel and all connections to that channel. + + The ChannelName. + + The ChannelId. + + + + + Closes a specific channel and all connections to that channel. + + The name of the channel to close. + + + + Gets the address of the ChannelService. This is always a local address. For example, 127.0.0.1. + + + The address where the ChannelService listens to new connections. + + + + + Gets a list of all channel clients connected to the ChannelService. + + + A list that contains the ChannelInfo for every channel client. + + + + + Gets a list of channels open in the ChannelService. By default the ChannelService always has a "status" channel and an "events" channel. + + + A list that contains the ChannelInfo for every open channel. + + + + + Gets or creates a new channel. + + The name of the channel to retrieve. + The channel handler to register. + + This action can be invoked to unregister the handler from the channel (see ChannelService.UnregisterMessageHandler). + + + + + Retrieves the port where the ChannelService runs. This port is chosen randomly when the ChannelService first starts. Alternatively you can specify the port from the command line, using the --ump-channel-service-port <portNumber> switch. + + + The port number of the ChannelService. + + + + + Checks whether the ChannelService is running and listening to new connections.. + + + True if the service has started and false if it hasn't. + + + + + Registers a handler to process all incoming messages on a specific channel. + + The name of the channel. + The handler that processes messages. + + An action that you can use to unregister the handler from message processing (see ChannelService.UnregisterMessageHandler). + + + + + Sends a message to a specific connection. The message can be binary or UTF8. + + The connection ID. This matches ChannelClientInfo.channelClientId. + Data to send to the connected client. + + + + Sends a message to a specific connection. The message can be binary or UTF8. + + The connection ID. This matches ChannelClientInfo.channelClientId. + Data to send to the connected client. + + + + Starts the ChannelService. After you start the ChannelService it listens to connection at the URL provided by: <ChannelService Address>:<ChannelServicePort><channelName>, for example, 127.0.0.1:9976events. See ChannelService.GetAddress and ChannnelService.GetPort. + + + + + Stops the ChannelService from listening to connections, and closes any already established connections. + + + + + Unregisters a specific handler from a Channel. + + The channel to stop processing messages on. + The handler to unregister. + + + + The Serialization type for sending a message, with arguments, using the EventService. For more information about argument serialization, see ChannelService.Broadcast and ChannelService.Emit. + + + + + Use JsonUtility.ToJson to serialize a message argument. Additional metadata is added to the message to specify which type to convert the JSON to when it is received. + + + + + Use normal JSON to send a message using the [[EventService]. The receiving handler gets JSON objects (Dictionary<string, object>, List<object>, primitive types) as arguments of his ChannelHandler. + + + + + The EventService is a singleton implementation of a ChannelClient that runs on all instances of Unity. It is connected to the "events" channel and allows a Unity instance to send JSON messages to other EventServices in external process, or other instances of Unity. + + + + + The EventService connected to the ChannelService's "events" channel. + + + + + Checks whether there is a pending request for a specific event and, if there is, cancels it. See EventService.Request for more details on Request. + + The event to cancel. + The error message sent to the pending request. + + Returns true if a pending request was found and cancelled false otherwise. + + + + + Clear all pending Requests. + + + + + Closes the EventService, terminates connections to the ChannelService, and ensures that no more handlers are processed. + + + + + Sends a fire-and-forget message to all ChannelClients connected to the "events" route. + + The message's type name. + The arguments sent with the message. + When you send the event to a specific connection, this is the connection ID. By default it is set to -1, which sends the message to all other EventServices. + Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson. + + + + Sends a fire-and-forget message to all ChannelClients connected to the "events" route. + + The message's type name. + The arguments sent with the message. + When you send the event to a specific connection, this is the connection ID. By default it is set to -1, which sends the message to all other EventServices. + Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson. + + + + Checks whether a request is pending on a specific event. For more information about Request, see EventService.Request. + + Event type name. + + True if there is a pending request for this event. False otherwise. + + + + + Sends a log message to the ChannelService. Log messages are printed to the Console window. + + The message to send. + The type of the message (i.e. Info, Warning or Error). + + + + Sends a log message to the ChannelService. Log messages are printed to the Console window. + + The message to send. + The type of the message (i.e. Info, Warning or Error). + + + + Registers a handler for a specific event type. The handler is called whenever a message of the specified type is sent. Messages are sent using EventService.Emit or EventService.Request. + + The event type name. + The handler. + + An action that, when invoked, unregisters the handler (see EventService.Off). + + + + + Registers a handler for a specific event type. The handler is called whenever a message of the specified type is sent. Messages are sent using EventService.Emit or EventService.Request. + + The event type name. + The handler. + + An action that, when invoked, unregisters the handler (see EventService.Off). + + + + + Sends a request to all connected clients on the "events" channel. + + The request's event type name. + The handler called when the Request is either fulfilled or cancelled, or times out. + Arguments sent with the request event. + The timeout value in milliseconds. After this amount of time passes the Request is considered to be cancelled. + Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson. + + + + Sends a request to all connected clients on the "events" channel. + + The request's event type name. + The handler called when the Request is either fulfilled or cancelled, or times out. + Arguments sent with the request event. + The timeout value in milliseconds. After this amount of time passes the Request is considered to be cancelled. + Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports JsonUtility.FromJson. + + + + Starts the EventService so it listens to new messages. + + + + + Ticks the EventService. This processes all incoming and outgoing messages. By default, the EventService is ticked on each EditorApplication.update. + + + + + Unregisters a handler from a specific event. + + The event to unregister from. + The handler to unregister. + + + + Enum that represents the events a RoleProvider can receive. + + + + + Domain reload occurs. + + + + + A new Process is created. + + + + + A new Process is initialized. + + + + + A new Process is about to shut down. + + + + + The type of the current process. It can be a Unity master instance, or a secondary instance connected to the master. + + + + + The current process is a main instance of UnityEditor. + + + + + The current process is a secondary instance of UnityEditor that is connected to a master instance. + + + + + *This is an experimental feature.* The ProcessService allows you to start slave instance of UnityEditor, opened to the same Project as the master instance, with a specific RoleProviderAttribute. + + + + + The ProcessLevel of the running instance of UnityEditor. + + + + + The role name of the running UnityEditor process. For more information about how to register handlers for a specific process role, see RoleProviderAttribute. For a UnityEditor process of ProcessLevel Master, the roleName is always empty. + + + + + Closes the Profiler connection. + + + + + Enables a connection to the Profiler. The standalone Profiler uses this method. + + Where to save profiling data. Normally this is set to Application.dataPath. + + Greater than 0 if successful. + + + + + Gets the ProcessState of a given instance of UnityEditor. + + The process ID. + + The state of the queried process. + + + + + Checks whether the current process has a given capability. + + The capability name. + + True if the process has the capability. False otherwise. + + + + + Checks whether the ChannelService is already started. + + + True if the ChannelService is started. False otherwise. + + + + + Launches a secondary instance of UnityEditor on the same project as the master instance. + + The name that corresponds to the RoleProviderAttribute of the process to start. + Arguments passed to the slave process. + + The process ID of the slave process. A value of 0 means the slave process could not be started. + + + + + An event triggered in a master instance of UnityEditor when you start a slave instance with ProcessService.Launch exit. + + The first parameter is the process ID (PID) of the slave process that exited. The second parameter is the ProcessState of the slave process. + + + + A utility function to read command line arguments passed to the current process. + + Specific name of a command line parameter. + + The parameter value. If empty, the parameter wasn't used on the command line. + + + + + An event triggered in a master instance of UnityEditor when you start a slave instance with ProcessService.LaunchSlave exit. + + The first parameter is the process ID (PID) of the slave process that exited. The second parameter is the ProcessState of the slave process. + + + + Terminates an editor process. + + The process ID of the process to terminate. + + + + Describes the state of a specifc UnityEditor process. + + + + + The queried UnityEditor process ended successfully. + + + + + The queried UnityEditor process finished with an error. + + + + + The queried UnityEditor process is running. + + + + + The queried UnityEditor process is unknown. + + + + + An attribute used to decorate function that defines how a slave process can interact with a main instance of Unity. + + + + + The event that the process triggered. + + + + + The process level (either master or slave) that the handler is registered on. + + + + + The name of the RoleProvider. For example, StandaloneProfiler. + + + + + Constructor for a RoleProviderAttribute. Allows you to register a handler that is triggered when a specific ProcessEvent is triggered in a UnityEditor process of a specific ProcessLevel. + + The name of the RoleProvider. For example, StandaloneProfiler. + The event that the process triggered. + The process level (either master or slave) that this handler should be registered on. + + + + Constructor for a RoleProviderAttribute. Allows you to register a handler that is triggered when a specific ProcessEvent is triggered in a UnityEditor process of a specific ProcessLevel. + + The name of the RoleProvider. For example, StandaloneProfiler. + The event that the process triggered. + The process level (either master or slave) that this handler should be registered on. + + + + Information of the connected player. + + + + + The name of the connected player. + + + + + The ID of the player connected. + + + + + Handles the connection from the Editor to the Player. + + + + + A list of the connected Players. + + + + + Disconnects all of the active connections between the Editor and the Players. + + + + + Initializes the EditorConnection. + + + + + Registers a callback on a certain message ID. + + The message ID that invokes the callback when received by the Editor. + Action that is executed when a message with ID messageId is received by the Editor. +The callback includes the data that is sent from the Player, and the Player's ID. +The Player ID is used to distinguish between multiple Players connected to the same Editor. + + + + Registers a callback, executed when a new Player connects to the Editor. + + Action called when a new Player connects, with the Player ID of the Player. + + + + Registers a callback on a Player when that Player disconnects. + + The Action that is called when the Player with the given Player ID disconnects. + + + + Sends data to the connected Players. + + The type ID of the message to send to the connected Players. + The ID of the Player that you want to sent this message to. If you want to send it to all Players, set this to 0. + + + + + Sends data to the connected Players. + + The type ID of the message to send to the connected Players. + The ID of the Player that you want to sent this message to. If you want to send it to all Players, set this to 0. + + + + + Attempts to send data from the Editor to the connected Players. + + The type ID of the message to send to the connected Players. + The ID of the Player that you want to sent this message to. If you want to send it to all Players, set this to 0.. + + + Returns true when the Editor sends data successfully, and false when there is no space in the socket ring buffer or sending fails. + + + + + Attempts to send data from the Editor to the connected Players. + + The type ID of the message to send to the connected Players. + The ID of the Player that you want to sent this message to. If you want to send it to all Players, set this to 0.. + + + Returns true when the Editor sends data successfully, and false when there is no space in the socket ring buffer or sending fails. + + + + + Deregisters a registered callback. + + Message ID associated with the callback that you wish to deregister. + The Action callback you wish to deregister. + + + + Unregisters the connection callback. + + + + + + Unregisters the disconnection callback. + + + + + + This class contains methods to draw IMGUI Editor UI that relates to the Player Connection. + + + + + Display a drop-down button and menu for the user to choose and establish a connection to a Player. + + Where to draw the drop-down button. + The state for the connection that is used in the EditorWindow displaying this drop-down. Use Networking.PlayerConnection.PlayerConnectionGUIUtility.GetConnectionState to get a state in OnEnable and remember to dispose of that state in OnDisable. + Define the GUIStyle the drop-down button should be drawn in. A default drop-down button will be drawn if no style is specified. + + + + This class contains methods to draw and automatically layout IMGUI Editor UI that relates to the Player Connection. + + + + + Display a drop-down button and menu for the user to choose and establish a connection to a Player. + + The state of the connection that the EditorWindow displaying the drop-down uses. Use Networking.PlayerConnection.PlayerConnectionGUIUtility.GetConnectionState to get a state in OnEnable. Make sure you dispose of that state in OnDisable to avoid leaking it. + Define the GUIStyle the drop-down button should be drawn in. A default drop-down button will be drawn if non is specified. + + + + Miscellaneous helper methods for Networking.PlayerConnection.PlayerConnectionGUI. + + + + + This method generates a state tracking object for establishing and displaying an Editor to Player Connection. + + The EditorWindow that will use the connection. + A callback that is fired whenever a user-initiated connection-attempt succeeds. + + Returns the unserialized state of the connection to a Player, which is used in Networking.PlayerConnection.PlayerConnectionGUI.ConnectionTargetSelectionDropdown or Networking.PlayerConnection.PlayerConnectionGUILayout.ConnectionTargetSelectionDropdown. The returned connection state object contains information on what target is connected to the Player, and what targets are available. + + + + + Describes the encoding of normal maps. + + + + + Two-component DXT5nm-style normal map encoding. + + + + + Three-component normal map encoding. + + + + + Exposes events that allow you to track undoable changes to objects in the editor. + + + + + Event that is raised once per frame if any undoable changes have been recorded. + + The stream of events that have been recorded since the last frame. + + + + The delegate used for the event publishing the object changes. + + The stream of events that have been recorded since the last frame. + + + + Represents a stream of events that describes the changes applied to objects in memory over the course of a frame. + + + + + Indicates whether the ObjectChangeEventStream has an allocated memory buffer. + + + + + The number of events in the stream. + + + + + Provides a way to construct an instance of ObjectChangeEventStream. + + + + + The number of events that have been recorded in this instance so far. + + + + + Constructs a new instance. + + The allocator to use. + + + + Releases the memory associated with this instance. + + + + + Adds an ChangeAssetObjectPropertiesEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an ChangeGameObjectOrComponentPropertiesEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an ChangeGameObjectParentEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an ChangeGameObjectStructureEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an ChangeGameObjectStructureHierarchyEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an ChangeSceneEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an CreateAssetObjectEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an CreateGameObjectHierarchyEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an DestroyAssetObjectEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an DestroyGameObjectHierarchyEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Adds an UpdatePrefabInstancesEventArgs to the end of the stream. + + The event data to add to the stream. + + + + Copies the data collected in this instance into a new ObjectChangeEventStream instance. + + The allocator to use for the new stream. + + A new stream that contains all events recorded in this instance at the time of the function call. + + + + + Creates a copy of this stream with the specified allocator. + + The allocator to use to allocate the memory for the copy. + + A copy of the stream that contains the same events, but in a separate memory lcoation. + + + + + Releases the memory associated with this stream. + + + + + Retrieves the event data at the given index as a ChangeAssetObjectPropertiesEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Retrieves the event data at the given index as a ChangeAssetObjectPropertiesEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Retrieves the event data at the given index as a ChangeGameObjectParentEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Retrieves the event data at the given index as a ChangeGameObjectStructureEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Retrieves the event data at the given index as a ChangeGameObjectStructureHierarchyEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Retrieves the event data at the given index as a ChangeSceneEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + + + + + Retrieves the event data at the given index as a CreateAssetObjectEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Retrieves the event data at the given index as a CreateGameObjectHierarchyEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Retrieves the event data at the given index as a DestroyAssetObjectEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Retrieves the event data at the given index as a DestroyGameObjectHierarchyEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + Returns the type of the event at the specified index. + + The index of the event whose type should be returned. + + The type of the event at the specified index. + + + + + Retrieves the event data at the given index as a UpdatePrefabInstancesEventArgs. Throws an exception if the event type requested does not match the event stored in the stream. + + The index of the event to get the data for. + The data associated with the event. + + + + This enumeration describes the different kind of changes that can be tracked in an ObjectChangeEventStream. Each event has a corresponding type in ObjectChangeEvents. + + + + + A change of this type indicates that a property of an asset object in memory has changed. This happens for example when Undo.RecordObject is used with an instance of an asset (e.g. Texture). + + + + + A change of this type indicates that a property of a GameObject or Component has changed. This happens for example when Undo.RecordObject is used with an instance of a Component. + + + + + A change of this type indicates that the parent of a GameObject has changed. This happens when Undo.SetTransformParent or SceneManager.MoveGameObjectToScene is used. + + + + + A change of this type indicates that the structure of a GameObject has changed. This happens when a component is added to or removed from the GameObject using Undo.AddComponent or Undo.DestroyObjectImmediate. + + + + + A change of this type indicates that the structure of a GameObject has changed and any GameObject in the hierarchy below it might have changed. This happens for example when Undo.RegisterFullObjectHierarchyUndo is used. + + + + + A change of this type indicates that an open scene has been changed ("dirtied") without any more specific information available. This happens for example when EditorSceneManager.MarkSceneDirty is used. + + + + + A change of this type indicates that an asset object has been created. This happens for example when Undo.RegisterCreatedObjectUndo is used with an instance of an asset (e.g. Texture). + + + + + A change of this type indicates that a GameObject has been created, possibly with additional objects below it in the hierarchy. This happens for example when Undo.RegisterCreatedObjectUndo is used with a GameObject. + + + + + A change of this type indicates that an asset object has been destroyed. This happens for example when Undo.DestroyObjectImmediate is used with an instance of an asset (e.g. Texture). + + + + + A change of this type indicates that a GameObject and the entire hierarchy below it has been destroyed. This happens for example when Undo.DestroyObjectImmediate is used with an GameObject. + + + + + Indicates an uninitialized value. + + + + + A change of this type indicates that prefab instances in an open scene have been updated due to a change to the source prefab. + + + + + Use the DefaultObject to create a new UnityEngine.Object in the editor. + + + + + This is invoked every time a new Component or MonoBehaviour is added to a GameObject using the ObjectFactory. + + The callback to be added to the invocation list. + + + + Creates a new component and adds it to the specified GameObject. + + The GameObject to add the new component to. + The type of component to create and add to the GameObject. + + Returns the component that was created and added to the GameObject. + + + + + Creates a new component and adds it to the specified GameObject. + + The GameObject to add the new component to. + The type of component to create and add to the GameObject. + + Returns the component that was created and added to the GameObject. + + + + + Creates a new GameObject. + + Name of the GameObject. + The optional types to add to the GameObject when created. + Scene where the GameObject should be created. + HideFlags to assign to the GameObject. + + Returns the GameObject that was created. + + + + + Creates a new GameObject. + + Name of the GameObject. + The optional types to add to the GameObject when created. + Scene where the GameObject should be created. + HideFlags to assign to the GameObject. + + Returns the GameObject that was created. + + + + + Create a new instance of the given type. + + The type of instance to create. + + + + Create a new instance of the given type. + + The type of instance to create. + + + + Creates a GameObject primitive. + + The type of primitive to create. + + + + Helper class for constructing displayable names for objects. + + + + + Class name of an object. + + + + + + Drag and drop title for an object. + + + + + + Inspector title for an object. + + + + + + Make a unique name using the provided name as a base. + +If the target name is in the provided list of existing names, a unique name is generated by appending the next available numerical increment. + + A list of pre-existing names. + Desired name to be used as is, or as a base. + + A name not found in the list of pre-existing names. + + + + + Make a displayable name for a variable. + + + + + + Sets the name of an Object. + + + + + + + Base Class to derive from when creating Custom Previews. + + + + + The object currently being previewed. + + + + + Use this function to release resources allocated by the ObjectPreview implementation. + + + + + This is the first entry point for Preview Drawing. + + The available area to draw the preview. + + + + Implement this method to show object information on top of the object preview. + + + + + Override this method if you want to change the label of the Preview area. + + + + + Can this component be Previewed in its current state? + + + True if this component can be Previewed in its current state. + + + + + Called when the Preview gets created with the objects being previewed. + + The objects being previewed. + + + + Called to iterate through the targets, this will be used when previewing more than one target. + + + True if there is another target available. + + + + + Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. + + Rectangle in which to draw the preview. + Background image. + + + + Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. + + Rectangle in which to draw the preview. + Background image. + + + + Override this method if you want to show custom controls in the preview header. + + + + + Called to Reset the target before iterating through them. + + + + + IMGUIOverlay is an implementation of Overlay that provides a UIElements.IMGUIContainer. + + + + + CreatePanelContent is invoked by the OverlayCanvas when this Overlay is shown. + + + Returns the contents of this Overlay. + + + + + Implement IMGUI controls and logic in this method. + + + + + Implement this interface to enable overlays in the EditorWindow. + + + + + Transient Overlays are a type of Overlay that is not controlled by a user, and only drawn in the active Scene View when requested by the visible property. Implementing ITransientOverlay in an Overlay class designates it for this special behavior. + + + + + Use visible to enable or disable the rendering of this Overlay. + + + + + Possible layouts for an overlay. + + + + + Equivalent to Layout.Panel | Layout.HorizontalToolbar | Layout.VerticalToolbar. + + + + + Contents will be sized to fit within a toolbar and arranged horizontally. + + + + + Contents will be presented as a normal overlay with a header title and content area. + + + + + Contents will be sized to fit within a toolbar and arranged vertically. + + + + + Overlays are persistent and customizable panels and toolbars that are available within Editor Windows. Use Overlays to expose actions and tool options in a convenient and user-controllable way. + + + + + Defines whether the overlay is in collapsed form. + + + + + Invoked when Overlay.collapsed value is changed. + + Invoked with true value when Overlay enters collapsed state, false when exiting collapsed state. + + + + EditorWindow the overlay is contained within. + + + + + Shows or hides the overlay. + + + + + This callback is invoked when the Overlay.displayed value has been changed. + + A callback accepting the new diplayed state of this overlay. + + + + Name of overlay used as title. + + + + + Returns true if overlay is floating, returns false if overlay is docked in a corner or in a toolbar. + + + + + Called when the value of floating has changed. + + A callback accepting the new floating state of this overlay. + + + + Local position of closest overlay corner to closest dockposition when floating. + + + + + This event is invoked when Overlay.floatingPosition is changed. + + A callback accepting the new overlay position. + + + + Overlay unique ID. + + + + + Returns true if overlay is docked in a toolbar. + + + + + Describes the presentation mode for an Overlay. + + + + + Subscribe to this event to be notified when the Overlay.Layout property is modified. + + .layoutChanged is invoked when the Overlay.layout is modified. + + + + USS class name of elements of this type. + + + + + Implement this method to return your visual element content. + + + Visual element containing the content of your overlay. + + + + + OnCreated is invoked when an Overlay is instantiated in an Overlay Canvas. + + + + + Called when an Overlay is about to be destroyed. + + + + + If this Overlay is currently in a toolbar, it will be removed and return to a floating state. + + + + + Attribute used to register a class as an overlay. + + + + + Set this value to true to ensure that the target Overlay will be shown when a new instance of the EditorWindow type is instantiated. + + + + + Defines what the display name of the overlay will be. + + + + + Defines which EditorWindow type the overlay will be used in. + + + + + Defines the unique identifier used to identify the overlay. + + + + + Name of the overlay's root visual element. + + + + + Attribute used to register a class as an Overlay. + + Defines the unique identifier used to identify the overlay. + Name of the overlay's root visual element. + Defines which EditorWindow type the overlay will be used in. + Defines what the display name of the overlay will be. + True if this Overlay is enabled by default in new windows. + The Layout that this Overlay will be initialized with in new windows. + + + + Attribute used to register a class as an Overlay. + + Defines the unique identifier used to identify the overlay. + Name of the overlay's root visual element. + Defines which EditorWindow type the overlay will be used in. + Defines what the display name of the overlay will be. + True if this Overlay is enabled by default in new windows. + The Layout that this Overlay will be initialized with in new windows. + + + + Attribute used to register a class as an Overlay. + + Defines the unique identifier used to identify the overlay. + Name of the overlay's root visual element. + Defines which EditorWindow type the overlay will be used in. + Defines what the display name of the overlay will be. + True if this Overlay is enabled by default in new windows. + The Layout that this Overlay will be initialized with in new windows. + + + + ToolbarOverlay is an implementation of Overlay that provides a base for Overlays that can be placed in horizontal or vertical toolbars. + + + + + Creates the root VisualElement of the ToolbarOverlay's horizontal content. + + + Root element of ToolbarOverlay's horizontal content. + + + + + Creates the root VisualElement of the ToolbarOverlay's content in panel layout. + + + Root element of ToolbarOverlay's panel content. + + + + + Creates the root VisualElement of the ToolbarOverlay's vertical content. + + + Root element of ToolbarOverlay's vertical content. + + + + + Identifies the author of a package. + + + + + The email address of the author (optional). + + + + + The name of the author. + + + + + The url address of the author (optional). + + + + + Utility class that allows packages to register build callbacks with the Unity Package Manager. + + + + + Registers a callback object for a package. + + Object of a class that implements the IShouldIncludeInBuildCallback interface. + + + + Use the Unity Package Manager Client class to manage the packages used in a project. + + + + + Adds a package dependency to the project. Requesting a new or different dependency often leads to changing installed packages, but only after the Package Manager constructs a dependency graph to solve any version conflicts. For more information, see. + + A string representing the package to be added: + + + +- To install a specific version of a package, use a package identifier ("name@version"). This is the only way to install a version. + +- To install the latest compatible (. + +- To install a git package, specify a. + +- To install a package, specify a value in the format "file:pathtopackagefolder". + +- To install a package, specify a value in the format "file:pathto/package-file.tgz". + + + +ArgumentException is thrown if identifier is null or empty. + + + An AddRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Adds package dependencies to the project and removes package dependencies from the project. Requesting different dependencies often leads to changing installed packages, but only after the Package Manager constructs a dependency graph to solve any version conflicts. For more information, see. + + + +Calling this function is much more efficient than calling the Add and Remove functions several times because for this function, the Package Manager only has to solve the dependency list once, instead of constructing a new dependency graph after each call. + + An array of strings representing the package(s) to be added: + + + +- To install a specific version of a package, use a package identifier ("name@version"). This is the only way to install a version. + +- To install the latest compatible (. + +- To install a git package, specify a. + +- To install a package, specify a value in the format "file:pathtopackagefolder". + +- To install a package, specify a value in the format "file:pathto/package-file.tgz". + + + +ArgumentException is thrown if packagesToAdd contains null or empty values. + + An array of strings representing the names of package(s) to be removed. + + + +ArgumentException is thrown if packagesToRemove contains null or empty values. + + + An AddAndRemoveRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + a package inside the project. + + The name of the package to embed. This package must be a direct dependency of the project. ArgumentException is thrown if packageName is null or empty. + + An EmbedRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Lists the packages the project depends on. + + Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects in the PackageCollection returned by the Package Manager contain information obtained from the local package cache, which could be out of date. + Set to true to include indirect dependencies in the PackageCollection returned by the Package Manager. Indirect dependencies include packages referenced in the manifests of project packages or in the manifests of other indirect dependencies. Set to false to include only the packages listed directly in the project manifest. +Note: The version reported might not match the version requested in the project manifest. For more information, see. + + A ListRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Lists the packages the project depends on. + + Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects in the PackageCollection returned by the Package Manager contain information obtained from the local package cache, which could be out of date. + Set to true to include indirect dependencies in the PackageCollection returned by the Package Manager. Indirect dependencies include packages referenced in the manifests of project packages or in the manifests of other indirect dependencies. Set to false to include only the packages listed directly in the project manifest. +Note: The version reported might not match the version requested in the project manifest. For more information, see. + + A ListRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Lists the packages the project depends on. + + Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects in the PackageCollection returned by the Package Manager contain information obtained from the local package cache, which could be out of date. + Set to true to include indirect dependencies in the PackageCollection returned by the Package Manager. Indirect dependencies include packages referenced in the manifests of project packages or in the manifests of other indirect dependencies. Set to false to include only the packages listed directly in the project manifest. +Note: The version reported might not match the version requested in the project manifest. For more information, see. + + A ListRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Gets or sets the log level that the Package Manager uses when logging to the Editor.log and upm.log files. Defaults to LogLevel.Info. + + + + + Creates a GZip tarball file from a package folder. The format and content of the file is the same as if the package was published to a package registry. + + Folder containing the package. ArgumentException is thrown if packageFolder is null or empty. + Folder where the Package Manager will write the GZip tarball file. The Package Manager will create this folder if it does not already exist. ArgumentException is thrown if targetFolder is null or empty. + + A PackRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Removes a package dependency from the project. Removing a dependency often leads to changing installed packages, but only after the Package Manager constructs a dependency graph to solve any version conflicts. For more information, see. + + The name of the package to remove from the project. ArgumentException is thrown if packageName is null or empty. + + A RemoveRequest instance, which you can use to monitor the status of the asynchronous operation. + + + + + Resets the list of packages installed for this project to the editor's default configuration. This operation clears all packages added to the project and keeps only the packages set for the current editor's default configuration. + + + A ResetToEditorDefaultsRequest instance, which you can use to monitor the status of the asynchronous operation. + + + + + Forces the Package Manager to resolve the project's packages, reinstalling any altered or missing package and removing extraneous packages. + + + + + Searches the Unity package registry for the given package. + + The or ID of the package. ArgumentException is thrown if packageIdOrName is null or empty. + + Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo object returned by the Package Manager contains information obtained from the local package cache, which could be out of date. + + A SearchRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Searches the Unity package registry for the given package. + + The or ID of the package. ArgumentException is thrown if packageIdOrName is null or empty. + + Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo object returned by the Package Manager contains information obtained from the local package cache, which could be out of date. + + A SearchRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Searches the Unity package registry for all packages compatible with the current Unity version. + + Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects returned by the Package Manager contain information obtained from the local package cache, which could be out of date. + + A SearchRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Searches the Unity package registry for all packages compatible with the current Unity version. + + Specifies whether or not the Package Manager requests the latest information about the project's packages from the remote Unity package registry. When offlineMode is true, the PackageManager.PackageInfo objects returned by the Package Manager contain information obtained from the local package cache, which could be out of date. + + A SearchRequest instance, which you can use to monitor the asynchronous operation, and retrieve the result when the operation is complete. + + + + + Structure describing dependencies to other packages in PackageInfo. + + + + + The name of the dependency. + + + + + The version of the dependency. + + + + + Structure describing the error of a package operation. + + + + + Numerical error code. + + + + + Error message or description. + + + + + Package operation Error. + + + + + One ore more errors occurred during the operation. + + + + + Conflicting package versions were found. + + + + + Operation was not allowed. + + + + + Operation had invalid parameters. + + + + + A package required to fulfill the operation was not found. + + + + + Operation resulted in an unknown error. + + + + + An Interface for accessing the package manager events. + + + + + Event raised after applying changes to the registered packages list. + + A PackageRegistrationEventArgs structure describing the modifications to the registered packages list. + + + + Event raised before applying changes to the registered packages list. + + A PackageRegistrationEventArgs structure describing the modifications to the registered packages list. + + + + Identifies a specific revision for a using a Git commit hash. + + + + + Returns the resolved Git commit hash for the requested revision for this package. + + + + + Returns the requested Git revision for the Git package. + + + + + Interface used by the Package Manager to request build information about packages. + + + + + The package name. + + + + + Determines whether to include a managed plugin in a build. + + The absolute path of the managed plugin to include or exclude. + + Returns true to include the plugin identified by path in the build; otherwise, returns false. + + + + + Describes different levels of log information the Package Manager supports. + + + + + Debugging messages are reported, in addition to anything from the LogLevel.Verbose level. + + + + + Only unexpected errors and failures are logged. + + + + + High-level informational messages are reported, in addition to anything from the LogLevel.Warn level. + + + + + Extremely detailed messages are reported, in addition to anything from the LogLevel.Debug level. + + + + + Detailed informational messages are reported, in addition to anything from the LogLevel.Info level. + + + + + Abnormal situations that may result in problems are reported, in addition to anything from the LogLevel.Error level. + + + + + A collection of PackageManager.PackageInfo objects. + + + + + The error associated with the package collection. + + + + + Structure describing a Unity Package. + + + + + The asset path of the package in the AssetDatabase. + + + + + An AuthorInfo instance of the author of the package. + + + + + Category of the package. + + + + + The custom URL for the changelog for the package. + + + + + The date and time at which the package was published. + + + + + An array of DependencyInfos listing all the packages this package directly depends on. + + + + + Detailed description of the package. + + + + + Friendly display name of the package. + + + + + The custom URL for documentation for the package. + + + + + The errors associated with the package. + + + + + A GitInfo instance providing detailed information for a Git package. + + + + + If the package is a direct dependency of the project. + + + + + An array of keywords associated with the package. + + + + + The custom URL for the licenses of a package. + + + + + Unique name of the package. + + + + + Identifier of the package. + + + + + The registry where the Package Manager might find this package. + + + + + A RepositoryInfo instance containing information the repository that the package is hosted on. + + + + + An array of DependencyInfo instances listing all the packages this package directly or indirectly depends on and the versions they resolved to. + + + + + The local path of the project on disk. + + + + + Source of the package contents. + + + + + Type of the package. + + + + + Version of the package. + + + + + A VersionsInfo instance containing information about the available versions of the package. + + + + + Retrieves information about the package containing an assembly, or the assembly definition used to build that assembly. + + The assembly. + + The PackageManager.PackageInfo instance describing the package, or null if the assembly or its assembly definition is not in a package. + + + + + Retrieves information about the package containing an asset based on the path of that asset. + + The file path of the asset. + + The PackageManager.PackageInfo instance describing the package, or null if the asset is not in a package. + + + + + Retrieves information about all packages that are currently loaded. + + + The array of PackageManager.PackageInfo instances describing each package. + + + + + Structure describing the PackageManager.PackageInfo entries to register or unregister during the Package Manager registration process. + + + + + A collection of PackageManager.PackageInfo entries to add during the Package Manager registration process. + + + + + A collection of PackageManager.PackageInfo entries describing packages to be overridden by another version during the Package Manager registration process. + + + + + A collection of PackageManager.PackageInfo entries describing packages that will override a previously registered version during the Package Manager registration process. + + + + + A collection of PackageManager.PackageInfo entries to remove during the Package Manager registration process. + + + + + Source of packages. + + + + + The package is built-in and part of Unity. + + + + + The package is embedded in the Unity project. + + + + + The package is referenced directly by a Git URL. + + + + + The package is referenced by a local path. + + + + + The package is referenced by a local path pointing to a GZip tarball file. + + + + + The package is from a registry. + + + + + The package source is unknown. + + + + + Structure describing the result of a Client.Pack operation. + + + + + The path to the file created by the Client.Pack operation. + + + + + Provides information about a package registry. + + + + + Whether this is the default, Unity registry or one of the scoped registries configured in the project manifest. + + + + + The registry name. + + + + + The registry URL. + + + + + Includes information about the repository that hosts the package. + + + + + The relative path to the package root in the repository, if it is different from the repository root. + + + + + The revision id corresponding to the package version. + + + + + The type of the repository, e.g. git. + + + + + The url to the source code repository. + + + + + Represents an asynchronous request to add package dependencies to the project and/or remove package dependencies from the project. + + + + + Represents an asynchronous request to add a package to the project. + + + + + Represents an asynchronous request to embed a package inside a project. + + + + + Represents an asynchronous request to list the packages in the project. + + + + + Represents an asynchronous request to pack a package folder. + + + + + Represents an asynchronous request to remove a package from the project. + + + + + The package being removed by this request. + + + + + Tracks the state of an asynchronous Unity Package Manager (Upm) server operation. + + + + + The error returned by the request, if any. + + + + + Whether the request is complete. + + + + + The request status. + + + + + Tracks the state of an asynchronous Unity Package Manager (Upm) server operation that returns a non-empty response. + + + + + The response to the request. + + + + + Represents an asynchronous request to reset the project packages to the current Editor default configuration. + + + + + Represents an asynchronous request to find a package. + + + + + The package id or name used in this search operation. + + + + + Unity Package Manager operation status. + + + + + Package manager operation failed. + + + + + Package manager operation is in progress. + + + + + Package manager operation completed successfully. + + + + + Identifies the available versions of a package and which are the compatible, latest, and recommended versions. + + + + + All available versions of the package. + + + + + Versions of the package compatible with the current version of Unity. + + + + + Latest version of the package. + + + + + Latest version of the package compatible with the current version of Unity. + + + + + Obsolete. Use the VersionsInfo.verified property instead. + + + + + A version of the package verified to work with the current version of Unity. If there is no verified version, then this property is an empty string. + + + + + Enumeration specifying the current pause state of the Editor. + +See Also: PlayModeStateChange, EditorApplication.pauseStateChanged, EditorApplication.isPaused. + + + + + Occurs as soon as the Editor is paused, which may occur during either edit mode or play mode. + + + + + Occurs as soon as the Editor is unpaused, which may occur during either edit mode or play mode. + + + + + Displays the Physics Debug Visualization options. + +The Physics Debug Visualization is only displayed if this window is visible. + +See Also: PhysicsVisualizationSettings. + + + + + This class contains the settings controlling the Physics Debug Visualization. + + + + + Color for Articulation Bodies. + + + + + Alpha amount used for transparency blending. + + + + + Used to disinguish neighboring Colliders. + + + + + Shows extra options used to develop and debug the physics visualization. + + + + + Dirty marker used for refreshing the GUI. + + + + + Enables the mouse-over highlighting and mouse selection modes. + + + + + Forcing the drawing of Colliders on top of any other geometry, regardless of depth. + + + + + Color for kinematic Rigidbodies. + + + + + Color for Rigidbodies, primarily active ones. + + + + + Should the PhysicsDebugWindow display the collision geometry. + + + + + Color for Rigidbodies that are controlled by the physics simulator, but are not currently being simulated. + + + + + Color for Colliders that do not have a Rigidbody component. + + + + + Maximum number of mesh tiles available to draw all Terrain Colliders. + + + + + Color for Colliders that are Triggers. + + + + + Controls whether the SceneView or the GameView camera is used. Not shown in the UI. + + + + + Colliders within this distance will be displayed. + + + + + Clears the highlighted Collider. + + + + + Deinitializes the physics debug visualization system and tracking of changes Colliders. + + + + + Decides whether the Workflow in the Physics Debug window should be inclusive + (<a href="PhysicsVisualizationSettings.FilterWorkflow.ShowSelectedItems.html">ShowSelectedItems<a>) or exclusive (<a href="PhysicsVisualizationSettings.FilterWorkflow.HideSelectedItems.html">HideSelectedItems<a>). + + + + + With HideSelectedItems you can hide selected filter items in order to easily discard uninteresting Collider properties thereby making overview and navigation easier. + + + + + With ShowSelectedItems and the Select None button is it easy to monitor very specific Colliders. + + + + + Should Articulation Bodies be shown by the Physics Visualizer. + + + + + Should BoxColliders be shown. + + + + + Should CapsuleColliders be shown. + + + + + Should the given layer be considered by the display filter. + + + + + + Should the mask representing the layers be considered by the display filter. + + + + + Should the kinematic Rigidbodies be considered by the display filter. + + + + + Should MeshColliders be shown. + + + + + + Return a mask representing scenes that are enabled by display filter + + + + + Should any Rigidbodies be considered by the display filter. + + + + + Should the sleeping Rigidbodies be considered by the display filter. + + + + + Should SphereColliders be shown. + + + + + Should the Colliders without a Rigidbody component be considered by the display filter. + + + + + Should TerrainColliders be shown. + + + + + Should the triggers be considered by the display filter. + + + + + Returns true if there currently is any kind of physics object highlighted. + + + + + Initializes the physics debug visualization system. The system must be initialized for any physics objects to be visualized. It is normally initialized by the PhysicsDebugWindow. + + + + + Is a MeshCollider convex. + + + + + Corresponds to MeshCollider.convex is true. + + + + + Corresponds to MeshCollider.convex is false. + + + + + Resets the visualization options to their default state. + + + + + Should Articulation Bodies be shown by the Physics Visualizer. + + Value to set. + + + + Should BoxColliders be shown. + + + + + + Should CapsuleColliders be shown. + + + + + + Should the given layer be considered by the display filter. + + + + + + + Should the mask representing the layers be considered by the display filter. + + + + + + Enables or disables all filtering items. + + + + + + + Enables or disables all filtering items. + + + + + + + Should the kinematic Rigidbodies be considered by the display filter. + + + + + + Should MeshColliders be shown. + + + + + + + Should the scene mask be considered by the display filter. + + + + + + Should any Rigidbodies be considered by the display filter. + + + + + + Should sleeping Rigidbodies and Articulation Bodies be considered by the display filter. + + + + + + Should SphereColliders be shown. + + + + + + Should the Colliders without a Rigidbody component be considered by the display filter. + + + + + + Should TerrainColliders be shown. + + + + + + Should the triggers be considered by the display filter. + + + + + + Updates the mouse-over highlight at the given mouse position in screen space. + + + + + + Where is the tool handle placed. + + + + + The tool handle is at the graphical center of the selection. + + + + + The tool handle is on the pivot point of the active object. + + + + + How is the tool handle oriented. + + + + + The tool handle is aligned along the global axes. + + + + + The tool handle is oriented from the active object. + + + + + Icon slot container. + + + + + The height of the icon in pixels. + + + + + The PlatformIconKind is specific to the target platform. + + + + + The number of texture layers the icon slot currently contains. + + + + + The maximum number of texture layers required by the icon slot. + + + + + The minimum number of texture layers required by the icon slot. + + + + + The width of the icon in pixels. + + + + + Retrieve the texture which is currently assigned to the specified layer. + + Cannot be larger than PlatformIcon.maxLayerCount. + + + + Retrieve an array of all textures which are currently assigned to the icon slot. + + + + + Assign a texture to the specified layer. + + Cannot be larger than PlatformIcon.maxLayerCount. + + + + + Assign all available icon layers. + + Must be an array of size PlatformIcon.maxLayerCount. + + + + Icon kind wrapper. + + + + + Editor extensions for all types that implement IPlayableOutput. + + + + + Returns the name of the PlayableOutput. + + The PlayableOutput used by this operation. + + + + Editor utility functions for the Playable graph and its nodes. + + + + + Event triggered whenever a PlayableGraph is being destroyed. + + + + + + Event triggered whenever a new PlayableGraph is created. + + + + + + Returns all existing PlayableGraphs. + + + + + Describes how the player connects to the Editor. + + + + + Player connection mode not set. + + + + + Player connection is initiated by the player connecting to the host, usually the host is the Editor. + + + + + Player connection is initiated by the player broadcasting its IP address, and then Editor connecting to the player. + + + + + 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. + + + + + Accelerometer update frequency. + + + + + Sets the crash behavior on .NET unhandled exception. + + + + + Is the advanced version being used? + + + + + Is auto-rotation to landscape left supported? + + + + + Is auto-rotation to landscape right supported? + + + + + Is auto-rotation to portrait supported? + + + + + Is auto-rotation to portrait upside-down supported? + + + + + If enabled, allows the user to switch between full screen and windowed mode using OS specific keyboard short cuts. + + + + + Allow 'unsafe' C# code code to be compiled for predefined assemblies. + + + + + Additional AOT compilation options. Shared by AOT platforms. + + + + + Deprecated. Use PlayerSettings.GetApiCompatibilityLevel and PlayerSettings.SetApiCompatibilityLevel instead. + + + + + The application identifier for the currently selected build target. + + + + + Set to true to exact version matching for strong named assemblies. + + + + + Pre bake collision meshes on player build. + + + + + Application bundle version shared between iOS & Android platforms. + + + + + Defines if fullscreen games should darken secondary displays. + + + + + A unique cloud project identifier. It is unique for every project (Read Only). + + + + + Set the rendering color space for the current project. + + + + + The name of your company. + + + + + Default cursor's click position in pixels from the top left corner of the cursor image. + + + + + Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). + + + + + Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). + + + + + The default cursor for your application. + + + + + Default screen orientation for mobiles. + + + + + If enabled, the game will default to fullscreen mode. + + + + + Default vertical dimension of stand-alone player window. + + + + + Default horizontal dimension of stand-alone player window. + + + + + Default vertical dimension of web player window. + + + + + Default horizontal dimension of web player window. + + + + + Defines the behaviour of the Resolution Dialog on product launch. + + + + + Enable 360 Stereo Capture support on the current build target. + + + + + Enables CrashReport API. + + + + + Enable frame timing statistics. + + + + + Enables internal profiler. + + + + + Enables Metal API validation in the Editor. + + + + + Enable ProfilerRecorder usage to record GPU timings when rendering with OpenGL. + + + + + First level to have access to all Resources.Load assets in Streamed Web Players. + + + + + Restrict standalone players to a single concurrent running instance. + + + + + Platform agnostic setting to define fullscreen behavior. Not all platforms support all modes. + + + + + Allows you to enable or disable incremental mode for garbage collection. + + + + + Enable GPU skinning on capable platforms. + + + + + Selects the graphics job mode to use on platforms that support both Native and Legacy graphics jobs. + + + + + Enable graphics jobs (multi threaded rendering). + + + + + The bundle identifier of the iPhone application. + + + + + Password for the key used for signing an Android application. + + + + + Password used for interacting with the Android Keystore. + + + + + Defines whether the BlendShape weight range in SkinnedMeshRenderers is clamped. + + + + + Describes the reason for access to the user's location data. + + + + + Are ObjC uncaught exceptions logged? + + + + + Define how to handle fullscreen mode in macOS standalones. + + + + + Enable Retina support for macOS. + + + + + Enable mip stripping for all platforms. + + + + + Stops or allows audio from other applications to play in the background while your Unity application is running. + + + + + Specifies whether the application requires OpenGL ES 3.1 support. + + + + + Specifies whether the application requires OpenGL ES 3.1 AEP support. + + + + + Specifies whether the application requires OpenGL ES 3.2 support. + + + + + When enabled, preserves the alpha value in the framebuffer to support rendering over native UI on Android. + + + + + The name of your product. + + + + + Protect graphics memory. + + + + + Which rendering path is enabled? + + + + + Indicates whether to reset the application's screen resolution when the native window size changes. + + + + + Use resizable window in standalone player builds. + + + + + The image to display in the Resolution Dialog window. + + + + + If enabled, your game will continue to run after lost focus. + + + + + The scripting runtime version setting. Change this to set the version the Editor uses and restart the Editor to apply the change. + + + + + Should the builtin Unity splash screen be shown? + + + + + Should Unity support single-pass stereo rendering? + + + + + The style to use for the builtin Unity splash screen. + + + + + Returns if status bar should be hidden. Supported on iOS only; on Android, the status bar is always hidden. + + + + + Active stereo rendering path + + + + + Should player render in stereoscopic 3d on supported hardware? + + + + + Remove unused Engine code from your build (IL2CPP-only). + + + + + Deprecated. Use PlayerSettings.GetManagedStrippingLevel and PlayerSettings.SetManagedStrippingLevel instead. + + + + + Should unused Mesh components be excluded from game build? + + + + + Suppresses common C# warnings. + + + + + Upload the initialized Texture data after creation from script. + + + + + 32-bit Display Buffer is used. + + + + + Let the OS autorotate the screen as the device orientation changes. + + + + + Should Direct3D 11 be used when available? + + + + + Use DXGI flip model swap chain for D3D11. + + + + + Switch display to HDR mode (if available). + + + + + Enable receipt validation for the Mac App Store. + + + + + Write a log file with debugging information. + + + + + Set to true to make Unity use Roslyn reference assemblies when compiling scripts. Enabled by default. + + + + + Virtual Reality specific splash screen. + + + + + Enable Virtual Reality support on the current build target. + + + + + On Windows, shows the application in the background if the Fullscreen Windowed mode is used. + + + + + Delays acquiring the swapchain image until after the frame is rendered. + + + + + Applies the display rotation during rendering. + + + + + Enables Graphics.SetSRGBWrite() on Vulkan renderer. + + + + + Set number of swapchain buffers to be used with Vulkan renderer + + + + + Use software command buffers for building rendering commands on Vulkan. + + + + + Specifies the desired Windows API to be used for input. + + + + + Android specific player settings. + + + + + Publish the build as a game rather than a regular application. This option affects devices running Android 5.0 Lollipop and later. + + + + + Select which devices are allowed to run the Android application (all devices, mobile phones, tablets, and TV devices only, or Chrome OS devices only). + + + + + Provide a build that is Android TV compatible. + + + + + Choose how content is drawn to the screen. + + + + + Create a separate APK for each CPU architecture. + + + + + Android bundle version code. + + + + + Un-check to disable Chrome OS's default behaviour of converting mouse and touchpad input events into touchscreen input events. + + + + + The default vertical size of the Android Player window in pixels. + + + + + The default horizontal size of the Android Player window in pixels. + + + + + Disable Depth and Stencil Buffers. + + + + + Force internet permission flag. + + + + + Force SD card permission. + + + + + The display mode for Android Player builds of your application. + + + + + Android key alias name. + + + + + Android key alias password. + + + + + Android keystore name. + + + + + Android keystore password. + + + + + License verification flag. + + + + + Maximum aspect ratio which is supported by the application. + + + + + Enable to minify debug build. + + + + + Enable to minify release build. + + + + + Use R8 to perform minification. + + + + + The minimum vertical size of the Android Player window in pixels. + + + + + The minimum horizontal size of the Android Player window in pixels. + + + + + The minimum API level required for your application to run. + + + + + Enable optimized frame pacing. + + + + + Preferred application install location. + + + + + Extends rendering layout into display cutout area, utilizing all of the available screen space. + + + + + Indicates whether Android Player build of your application support a resizable window. + + + + + Application should show ActivityIndicator when loading. + + + + + Android splash screen scale mode. + + + + + Start in fullscreen mode. + + + + + A set of CPU architectures for the Android build target. + + + + + Android target device. + + + + + The target API level of your application. + + + + + 24-bit Depth Buffer is used. + + + + + Use APK Expansion Files. + + + + + Enable application signing with a custom keystore. + + + + + Enable support for Google ARCore on supported devices. + + + + + The number of bits in each color channel for swap chain buffers. (Direct3D 11 and Direct3D 12 mode). + + + + + Facebook specific Player settings. + + + + + Gets an array of additional compiler arguments set for a specific NamedBuildTarget. + + The NamedBuildTarget to get the compiler arguments for. + + Returns an array with the compiler arguments associated with a NamedBuildTarget. + + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetAdditionalCompilerArguments instead. + + The BuildTargetGroup to get the compiler arguments for. + + Returns an array with the compiler arguments associated with a BuildTargetGroup. + + + + + Obtain the additional arguments passed to the IL2CPP compiler during the player build process. + + + Additional arguments passed to the IL2CPP compiler during the build process. + + + + + Gets .NET API compatibility level for specified build target. + + The NamedBuildTarget. + + Returns the ApiCompatibilityLevel associated with a NamedBuildTarget. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + + + + + Get the application identifier for the specified platform. + + The NamedBuildTarget. + + Returns the application identifier associated with a NamedBuildTarget. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + + + + + Gets the architecture for the given build target. + + The NamedBuildTarget. + + An integer value associated with the architecture of the build target. 0 - None, 1 - ARM64, 2 - Universal. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + + + + + Returns the default ScriptingImplementation for the build target you select. + + The NamedBuildTarget. + + A ScriptingImplementation object that describes the default scripting backend for the build target you select. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + The platform group to retrieve the scripting backend for. + + A ScriptingImplementation object that describes the default scripting backend used on that build target. + + + + + Gets the default limit on the number of shader variant chunks Unity loads and keeps in memory. + + + + + Gets the default size for compressed shader variant chunks. + + + + + Get graphics APIs to be used on a build platform. + + Platform to get APIs for. + + Array of graphics APIs. + + + + + Returns the list of assigned icons for the specified build target. + + The NamedBuildTarget. + The IconKind. + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIcons instead. + + + + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIcons instead. + + + + + + + Returns a list of icon sizes for the specified platform. + + The NamedBuildTarget. + + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIconSizes instead. + + + + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetIconSizes instead. + + + + + + + Gets compiler configuration used when compiling generated C++ code for the build target you specify. + + The NamedBuildTarget. + + Returns compiler configuration. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + Build target group. + + + + Gets the value of incremental il2cpp build option. + + The NamedBuildTarget. + + Returns a boolean indicating if a IL2CPP supported build target is set to use incremental builds. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + + + + + Gets the managed code stripping level set for the build target you select + + The NamedBuildTarget. + + Returns the default ManagedStrippingLevel for the build target you select. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + The target platform group whose code stripping level you want to retrieve. + + + + Check if multithreaded rendering option for mobile platform is enabled. + + The NamedBuildTarget. (Only iOS, tvOS and Android). + + Returns true if multithreaded rendering option for build target is enabled. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + Mobile platform (Only iOS, tvOS and Android). + + + + Gets the NormalMapEncoding for the build target you select. + + The NamedBuildTarget. + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + + + + + If the value is true, settings for the buildTarget override the default settings. + + The build target to check the override for. + + + + Gets the list of available icon slots for the specified build target and PlatformIconKind|kind. + + The NamedBuildTarget. + Each platform supports a different set of PlatformIconKind|icon kinds. These can be found in the specific platform namespace (for example iOSPlatformIconKind. + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + The full list of platforms that support this API and the supported icon kinds can be found in PlatformIconKind|icon kinds. + Each platform supports a different set of PlatformIconKind|icon kinds. These can be found in the specific platform namespace (for example iOSPlatformIconKind). + + + + Returns the assets that will be loaded at start up in the player and be kept alive until the player terminates. + + + The assets to be preloaded. + + + + + This is now obsolete. Use an explicit API instead. For example, PlayerSettings.WebGL.useEmbeddedResources. + + Name of the property. + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + The current value of the property. + + + + + Returns a PlayerSettings named int property (with an optional build target it should apply to). + + Name of the property. + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + The current value of the property. + + + + + Searches for property and assigns it's value to given variable. + + Name of the property. + Variable, to which to store the value of the property, if set. + An optional build target group, to which the property applies. + + True if property was set and it's value assigned to given variable. + + + + + Searches for property and assigns it's value to given variable. + + Name of the property. + Variable, to which to store the value of the property, if set. + An optional build target group, to which the property applies. + + True if property was set and it's value assigned to given variable. + + + + + Searches for property and assigns it's value to given variable. + + Name of the property. + Variable, to which to store the value of the property, if set. + An optional build target group, to which the property applies. + + True if property was set and it's value assigned to given variable. + + + + + Returns a PlayerSettings named string property (with an optional build target it should apply to). + + Name of the property. + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + The current value of the property. + + + + + Gets the scripting framework for the build target you select. + + The NamedBuildTarget. + + Returns IL2CPP, Mono or .NET scripting backends. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + + + + + Gets the user-specified symbols for script compilation for the build target you select. + + The NamedBuildTarget. + + A string containing the symbols for the given build target name. + + + + + Gets the user-specified symbols for script compilation for the build target you select. + + The NamedBuildTarget. + A string array where Unity stores the symbols for the given build target name. + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetScriptingDefineSymbols instead. + + + + + + Gets the default limit on the number of shader variant chunks Unity loads and keeps in memory for the build target. + + The build target to get the shader chunk count for. + + + + Gets the default size for compressed shader variant chunks for the build target. + + The build target to get the shader chunk size for. + + + + Gets the active shader precision model. + + + + + Gets stack trace logging options. + + + + + + Retrieves all icon kinds that the specified build target supports + + The NamedBuildTarget. + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.GetSupportedIconKinds instead. + + + + + + Returns a value of a custom template variable. + + Name of the variable. + + The current value of the custom template variable. + + + + + Is a build platform using automatic graphics API choice? + + Platform to get the flag for. + + Should best available graphics API be used. + + + + + Returns whether or not Virtual Reality Support is enabled for a given BuildTargetGroup. + + The BuildTargetGroup to return the value for. + + True if Virtual Reality Support is enabled. + + + + + Is virtual texturing enabled. + + + True if virtual texturing is enabled, false otherwise. + + + + + Returns whether or not the specified aspect ratio is enabled. + + + + + + iOS specific player settings. + + + + + Should insecure HTTP downloads be allowed? + + + + + Application behavior when entering background. + + + + + Set this property with your Apple Developer Team ID. You can find this on the Apple Developer website under <a href="https:developer.apple.comaccount#membership"> Account > Membership </a> . This sets the Team ID for the generated Xcode project, allowing developers to use the Build and Run functionality. An Apple Developer Team ID must be set here for automatic signing of your app. + + + + + Set this property to true for Xcode to attempt to automatically sign your app based on your appleDeveloperTeamID. + + + + + iOS application display name. + + + + + Supported background execution modes (when appInBackgroundBehavior is set to iOSAppInBackgroundBehavior.Custom). + + + + + The build number of the bundle + + + + + Describes the reason for access to the user's camera. + + + + + Defer system gestures until the second swipe on specific edges. + + + + + Defer system gestures until the second swipe on specific edges. + + + + + Disable Depth and Stencil Buffers. + + + + + Application should exit when suspended to background. + + + + + Should hard shadows be enforced when running on (mobile) Metal. + + + + + Specifies whether the home button should be hidden in the iOS build of this application. + + + + + A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your iOS app in Manual Signing mode. + + + + + A ProvisioningProfileType that will be set when building an iOS Xcode project. + + + + + An array of URL Schemes that are supported by the app. + + + + + Describes the reason for access to the user's location data. + + + + + Describes the reason for access to the user's microphone. + + + + + Determines iPod playing behavior. + + + + + Icon is prerendered. + + + + + RequiresFullScreen maps to Apple's plist build setting UIRequiresFullScreen, which is used to opt out of being eligible to participate in Slide Over and Split View for iOS 9.0 multitasking. + + + + + Application requires persistent WiFi. + + + + + Script calling optimization. + + + + + Active iOS SDK version used for build. + + + + + Application should show ActivityIndicator when loading. + + + + + Status bar style. + + + + + Targeted device. + + + + + Deployment minimal version of iOS. + + + + + Deployment minimal version of iOS. + + + + + A provisioning profile Universally Unique Identifier (UUID) that Xcode will use to build your tvOS app in Manual Signing mode. + + + + + A ProvisioningProfileType that will be set when building a tvOS Xcode project. + + + + + Indicates whether application will use On Demand Resources (ODR) API. + + + + + Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPad. + + + + + + Sets the mode which will be used to generate the app's launch screen Interface Builder (.xib) file for iPhone. + + + + + + Sets the image to display on screen when the game launches for the specified iOS device. + + + + + + + Is multi-threaded rendering enabled? + + + + + Player Settings for the PlayStation®4. + + + + + PS4 application category. + + + + + Application. + + + + + PS4 enter button assignment. + + + + + Circle button. + + + + + Cross button. + + + + + Remote Play key assignment. + + + + + No Remote play key assignment. + + + + + Remote Play key layout configuration A. + + + + + Remote Play key layout configuration B. + + + + + Remote Play key layout configuration C. + + + + + Remote Play key layout configuration D. + + + + + Remote Play key layout configuration E. + + + + + Remote Play key layout configuration F. + + + + + Remote Play key layout configuration G. + + + + + Remote Play key layout configuration H. + + + + + Sets additional compiler arguments for a build target. + + The NamedBuildTarget. + An array of the additional compiler arguments. + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetAdditionalCompilerArguments instead. + + The BuildTargetGroup to set the additional compiler arguments for. + An array of the additional compiler arguments. + + + + Set additional arguments passed to the IL2CPP compiler during the build process. + + The additional arguments passed to the IL2CPP compiler during the build process. + + + + Sets .NET API compatibility level for specified build target. + + The NamedBuildTarget. + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + + + + + + BuildTargetGroup is marked for deprecation in the future. Use NamedBuildTarget instead. + + + + + + + Set the application identifier for the specified platform. + + The NamedBuildTarget. + + + + + + Set the application identifier for the specified platform. + + The NamedBuildTarget. + + + + + + Sets the architecture for the given build target. + + The NamedBuildTarget. + An integer value associated with the architecture of the build target. 0 - None, 1 - ARM64, 2 - Universal. + + + + + Sets the architecture for the given build target. + + The NamedBuildTarget. + An integer value associated with the architecture of the build target. 0 - None, 1 - ARM64, 2 - Universal. + + + + + Enables the specified aspect ratio. + + + + + + + Sets the default limit on the number of shader variant chunks Unity loads and keeps in memory. + + The build target to set the shader chunk count for. + The maximum number of chunks to keep in memory for each shader. + + + + Sets the default size for compressed shader variant chunks. + + The chunk size in megabytes. + + + + Sets the graphics APIs used on a build platform. + + Platform to set APIs for. + Array of graphics APIs. + + + + Assigns a list of icons for the specified platform. + + The NamedBuildTarget. + + + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetIcons instead. + + + + + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetIcons instead. + + + + + + + + Sets compiler configuration used when compiling generated C++ code for a particular build target. + + The NamedBuildTarget. + Build target group. + Compiler configuration. + + + + Sets compiler configuration used when compiling generated C++ code for a particular build target. + + The NamedBuildTarget. + Build target group. + Compiler configuration. + + + + Sets incremental build flag. + + The NamedBuildTarget. + + + + + + Sets incremental build flag. + + The NamedBuildTarget. + + + + + + Sets the managed code stripping level for specified build target. + + The desired managed code stripping level. + The NamedBuildTarget. + + + + + Sets the managed code stripping level for specified build target. + + The desired managed code stripping level. + The NamedBuildTarget. + + + + + Sets the managed code stripping level for specified build target. + + The desired managed code stripping level. + The NamedBuildTarget. + + + + + Enable or disable multithreaded rendering option for mobile platform. + + Mobile platform (Only iOS, tvOS and Android). + The NamedBuildTarget (Only iOS, tvOS and Android). + + + + + Enable or disable multithreaded rendering option for mobile platform. + + Mobile platform (Only iOS, tvOS and Android). + The NamedBuildTarget (Only iOS, tvOS and Android). + + + + + Sets the normal map encoding for the given build target. + + The desired normal map encoding. + The NamedBuildTarget (only Android, iOS and tvOS). + The platform build target group whose normal map encoding you want to set. + + + + Sets the normal map encoding for the given build target. + + The desired normal map encoding. + The NamedBuildTarget (only Android, iOS and tvOS). + The platform build target group whose normal map encoding you want to set. + + + + Enable this to override the default shader variant chunk settings. + + The build target to set the override for. + Set the value to true if you want settings for the buildTarget to override the default settings. + + + + Assign a list of icons for the specified platform and icon kind. + + The full list of platforms that support this API the supported kinds can be found in PlatformIconKind|icon kinds. + All available PlatformIcon slots must be retrieved with GetPlatformIcons. + The NamedBuildTarget. + + + + + Assign a list of icons for the specified platform and icon kind. + + The full list of platforms that support this API the supported kinds can be found in PlatformIconKind|icon kinds. + All available PlatformIcon slots must be retrieved with GetPlatformIcons. + The NamedBuildTarget. + + + + + Assigns the assets that will be loaded at start up in the player and be kept alive until the player terminates. + + + + + + This is now obsolete. Use an explicit API instead. For example, PlayerSettings.WebGL.useEmbeddedResources. + + Name of the property. + Value of the property (bool). + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + + + Sets a PlayerSettings named int property. + + Name of the property. + Value of the property (int). + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + + + Sets a PlayerSettings named string property. + + Name of the property. + Value of the property (string). + BuildTarget for which the property should apply (use default value BuildTargetGroup.Unknown to apply to all targets). + + + + Sets the scripting framework for a given build target. + + The NamedBuildTarget. + The ScriptingImplementation. + + + + + Sets the scripting framework for a given build target. + + The NamedBuildTarget. + The ScriptingImplementation. + + + + + Set user-specified symbols for script compilation for the given build target. + + The NamedBuildTarget. + Symbols for this build target are passed as an array or as a string separated by semicolons. + + + + Set user-specified symbols for script compilation for the given build target. + + The NamedBuildTarget. + Symbols for this build target are passed as an array or as a string separated by semicolons. + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetScriptingDefineSymbols instead. + + The name of the group of devices. + Symbols for this group can be passed as an array or as a string separated by semicolons. + + + + BuildTargetGroup is marked for deprecation in the future. Use PlayerSettings.SetScriptingDefineSymbols instead. + + The name of the group of devices. + Symbols for this group can be passed as an array or as a string separated by semicolons. + + + + Sets the default limit on the number of shader variant chunks Unity loads and keeps in memory on the build target. + + The build target to set the shader chunk count for. + The maximum number of chunks to keep in memory for each shader. + + + + Sets the default size for compressed shader variant chunks on the build target. + + The build target to set the shader chunk size for. + The chunk size in megabytes. + + + + Sets the shader precision model. + + The new precision model to use. + + + + Set stack trace logging options. +Note: calling this function will implicitly call Application.SetStackTraceLogType. + + + + + + + Sets a value of a custom template variable. + + Name of the variable. + Value of the custom template variable. + + + + Should a build platform use automatic graphics API choice. + + Platform to set the flag for. + Should best available graphics API be used? + + + + Sets whether or not Virtual Reality Support is enabled for a given BuildTargetGroup. + + The BuildTargetGroup to set the value for. + The value to set, true to enable, false to disable. + + + + Enable virtual texturing. + + True to enable, false to disable. + + + + Interface to splash screen player settings. + + + + + The target zoom (from 0 to 1) for the background when it reaches the end of the SplashScreen animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom. + + + + + The target zoom (from 0 to 1) for the logo when it reaches the end of the logo animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom. + + + + + The type of animation applied during the splash screen. + + + + + The background Sprite that is shown in landscape mode. Also shown in portrait mode if backgroundPortrait is null. + + + + + The background color shown if no background Sprite is assigned. Default is a dark blue RGB(34.44,54). + + + + + The background Sprite that is shown in portrait mode. + + + + + Determines whether Unity applies a blur effect to the background Sprite on the Splash Screen. + + + + + Determines how the Unity logo should be drawn, if it is enabled. If no Unity logo exists in [logos] then the draw mode defaults to PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow|DrawMode.UnityLogoBelow. + + + + + The collection of logos that is shown during the splash screen. Logos are drawn in ascending order, starting from index 0, followed by 1, etc etc. + + + + + In order to increase contrast between the background and the logos, an overlay color modifier is applied. The overlay opacity is the strength of this effect. Note: Reducing the value below 0.5 requires a Plus/Pro license. + + + + + Set this to true to display the Splash Screen be shown when the application is launched. Set it to false to disable the Splash Screen. Note: Disabling the Splash Screen requires a Plus/Pro license. + + + + + Set this to true to show the Unity logo during the Splash Screen. Set it to false to disable the Unity logo. Note: Disabling the Unity logo requires a Plus/Pro license. + + + + + The style to use for the Unity logo during the Splash Screen. + + + + + The type of animation applied during the Splash Screen. + + + + + Animates the Splash Screen using custom values from PlayerSettings.SplashScreen.animationBackgroundZoom and PlayerSettings.SplashScreen.animationLogoZoom. + + + + + Animates the Splash Screen with a simulated dolly effect. + + + + + No animation is applied to the Splash Screen logo or background. + + + + + Determines how the Unity logo should be drawn, if it is enabled. + + + + + The Unity logo is shown sequentially providing it exists in the PlayerSettings.SplashScreen.logos collection. + + + + + The Unity logo is drawn in the lower portion of the screen for the duration of the Splash Screen, while the PlayerSettings.SplashScreen.logos are shown in the centre. + + + + + The style to use for the Unity logo during the Splash Screen. + + + + + A dark Unity logo with a light background. + + + + + A white Unity logo with a dark background. + + + + + A single logo that is shown during the Splash Screen. Controls the Sprite that is displayed and its duration. + + + + + The total time in seconds for which the logo is shown. The minimum duration is 2 seconds. + + + + + The Sprite that is shown during this logo. If this is null, then no logo will be displayed for the duration. + + + + + The Unity logo Sprite. + + + + + Creates a new Splash Screen logo with the provided duration and logo Sprite. + + The total time in seconds that the logo will be shown. Note minimum time is 2 seconds. + The logo Sprite to display. + + The new logo. + + + + + Creates a new Splash Screen logo with the provided duration and the unity logo. + + The total time in seconds that the logo will be shown. Note minimum time is 2 seconds. + + The new logo. + + + + + Nintendo Switch Player settings. + + + + + Player Settings for the Nintendo Switch platform. + + + + + Player Settings for the Nintendo Switch platform. + + + + + Player Settings for the Nintendo Switch platform. + + + + + Player Settings for the Nintendo Switch platform. + + + + + Player Settings for the Nintendo Switch platform. + + + + + Player Settings for the Nintendo Switch platform. + + + + + Player Settings for the Nintendo Switch platform. + + + + + tvOS specific player settings. + + + + + The build number of the bundle + + + + + Application requires extended game controller. + + + + + Active tvOS SDK version used for build. + + + + + Deployment minimal version of tvOS. + + + + + Deployment minimal version of tvOS. + + + + + Windows Mixed Reality specific Player Settings. + + + + + Set the requested depth buffer format to either 16Bit or 24Bit. + + + + + Toggle support for sharing the depth buffer between Unity and the OS. This allows for stability improvements when running in Windows Mixed Reality. For immersive headsets this allows the operating system to reproject the rendered scene when there is a loss of accuracy in tracking. For Holographic headsets this allows for the operating system to automatically set a focus point along the plane that intersects the most content in your scene. + + See Also: + + + + + Enumeration providing valid values for PlayerSettings.VRWindowsMixedReality.depthBufferFormat. + + + + + Set the Windows Mixed Reality depth buffer to 16 bits of depth. This will decrease the amount of memory (and possibly increase performance) at the expense of depth testing and precision. + + + + + Set the Windows Mixed Reality depth buffer to 24 bits of depth. This will improve depth testing and precision at the expense of more memory. + + + + + WebGL specific player settings. + + + + + CompressionFormat defines the compression type that the WebGL resources are encoded to. + + + + + Enables automatic caching of unityweb files. + + + + + Enables generation of debug symbols file in the build output directory. Supported options: embedded debug symbols and debug symbols in external file. + + + + + Enables generation of debug symbols file in the build output directory. This property has been deprecated and replaced by debugSymbolMode property. + + + + + Include decompression fallback code for build files in the loader. + + + + + Exception support for WebGL builds. + + + + + Allows you to specify the WebGLLinkerTarget|web build format that is used when you build your project. + + + + + Memory size for WebGL builds in Megabyte. + + + + + Enables using MD5 hash of the uncompressed file contents as a filename for each file in the build. + + + + + The power preference hint to provide to the WebGL context to help decide which GPU to use in multi-gpu systems. Note that this is just a hint, and some WebGL implementations may choose to ignore it. + + + + + Path to the WebGL template asset. + + + + + Multithreading support in WebGL. + + + + + The trapping mode for WebAssembly code. + + + + + Provides access to Microsoft Store App-specific player settings. + + + + + The description text that the Microsoft Store displays with your application. + + + + + The certificate issuer for the current Universal Windows Platform certificate. + + + + + The expiration date for the current Universal Windows Platform certificate. + + + + + The file path for the current Universal Windows Platform certificate. + + + + + The subject for the current Universal Windows Platform certificate. + + + + + The PlayerSettings.WSADefaultTileSize|tile size type to use as the default size for the application's tile. + + + + + Enables and disables the independent input source feature. + + + + + Enables and disables the low latency presentation API. + + + + + The PlayerSettings.WSAInputSource|input source type for mouse, pen, and touch input events in a XAML app. + + + + + The application name to display on the PlayerSettings.WSAImageType.UWPSquare310x310Logo|Large Tile. + + + + + The scene index number from the list for the last scene that must be present in a Streaming Install build. + + + + + The application name to display on the PlayerSettings.WSAImageType.UWPSquare150x150Logo|Medium Tile. + + + + + The name of the Universal Windows Platform application package to install on the device. + + + + + The version of the Universal Windows Platform application package to install on the device. + + + + + The Override background color for the Unity splash screen. + + + + + Indicates whether you can launch the Universal Windows Platform application package before installation is complete. + + + + + The background color to use the application's tiles. + + + + + The PlayerSettings.WSAApplicationForegroundText|color style to use for the title text within the application's tile. + + + + + An alternative, shorter title name to display in the application's tile. + + + + + Indicates which PlayerSettings.WSAApplicationShowName|tiles display the application's display name. + + + + + Sets AlphaMode on the swap chain to DXGI_ALPHA_MODE_PREMULTIPLIED. + + + + + Sets the XML <defaultLanguage> value specified in the generated Visual Studio project file (.vcxproj). Applies only to the initial file generation, preexisting files will not be modified. When empty 'en-US' will be used. + +Only applies to the UWP platform. + + + + + Indicates whether to display the application name on the PlayerSettings.WSAImageType.UWPWide310x150Logo|wide tile. + + + + + Represents additional Universal Windows Platform application settings written to the package manifest. + + + + + The PlayerSettings.WSAFileTypeAssociations|file types to register the application as a default handler for. + + + + + A URI scheme to register the application as a default handler for. + + + + + Checks if the your project sets the specified PlayerSettings.WSACapability|UWP Capability. + + PlayerSettings.WSACapability|UWP Capability type to check. + + Returns true if your project sets the specified capability. Otherwise, returns false. + + + + + Checks if your project targets the specified PlayerSettings.WSATargetFamily|device family. + + PlayerSettings.WSATargetFamily|Device Family type to check. + + Returns true if the project targets the device family. Otherwise, returns false. + + + + + Retrieves the Asset path for the image you set as the Universal Windows Platform package logo. + + PlayerSettings.WSAImageType|UWP Logo type to retrieve the Asset name for. + PlayerSettings.WSAImageScale|UWP Scale type to retrieve the Asset name for. + + Returns the asset path for the image currently set as the specified Logo/ If you have not set an image, returns an empty string. + + + + + Includes or removes the specified PlayerSettings.WSACapability|UWP Capability in the Universal Windows Platform build. + + PlayerSettings.WSACapability|UWP Capability type to change. + True to include the Capability in the UWP build or false to remove it. + + + + Sets the certificate to use to sign the Universal Windows Platform application package. + + The relative Asset path to the Certificate file (.pfx). + The certificate password. If the certificate does not require a password, use an empty string. + + Returns true if Unity successfully updates the certificate. Otherwise, returns false. + + + + + Adds or removes the specified PlayerSettings.WSATargetFamily|UWP device family from the list of device families the Universal Windows Platform application build supports. + + PlayerSettings.WSATargetFamily|Device Family type to change. + True to target the Device Family in the UWP build or false to remove it. + + + + Sets the image to use as the Universal Windows Platform package logo. + + Asset path for the image to use as the specified Logo. + PlayerSettings.WSAImageType|UWP Logo type to assign an image for. + PlayerSettings.WSAImageScale|UWP Scale type to assign an image for. + + + + Values for the color style of the title text that appears within the Universal Windows Platform application tiles. + + + + + Uses dark text within the Universal Windows Platform application tiles. + + + + + Uses light text within the Universal Windows Platform application tiles. + + + + + Options for which PlayerSettings.WSAImageType|tile types to display the application name on. + + + + + Displays the application name on all tile sizes. + + + + + Doesn't display the application name on any tile size. + + + + + Indicates that you have not set the application name and to use the default Universal Windows Platform behavior. + + + + + Displays the application name for PlayerSettings.WSAImageType.UWPSquare150x150Logo|medium and PlayerSettings.WSAImageType.UWPSquare310x310Logo|large tiles. + + + + + Displays the application name for the PlayerSettings.WSAImageType.UWPWide310x150Logo|wide tiles. + + + + + Options for Universal Windows Platform application capabilities. + + + + + Allows your application AllJoyn-enabled applications and devices on a network to discover and interact with each other. + + + + + Allows your application to access the end user's appointment store. + + + + + Allows your application to continue media playback while the application is in the background. + + + + + Allows your application to access SMS and MMS messages that the Spam Filter blocks. + + + + + Allows your application to communicate with Bluetooth devices paired with the device. + + + + + Allows your application to read and delete text messages, and store messages in the system data store. + + + + + Allows your application to access specific APIs that provide just-in-time compilation. + + + + + Allows your application limited access to an aggregated view of contacts from various contacts + + + + + Allows your application to use Windows domain credentials to log into remote resources. + + + + + Allows your application to detect where the user is looking when their device is connected to a compatible eye-tracking device. + + + + + Allows your application to interact with connected Human Interface Devices (HIDs). + + + + + Allows your application to inject various forms of input such as HID, touch, pen, keyboard, or mouse into the system programmatically. + + + + + Allows your application to receive incoming data from the internet. + + + + + Allows your application to both send and receive internet data. + + + + + Allows your application to access the device's location functionality if one is available. + + + + + Allows your application to access custom devices that meet Microsoft-set requirements. + + + + + Allows your application to access the audio feed of microphones connected to the device. + + + + + Allows your application to access files within the user's music library. + + + + + Allows your application to access files within the Windows 3D Object folder. + + + + + Allows your application to access offline maps. + + + + + Allows your application to access all of the phone lines on the device and perform various functions. + + + + + Allows your application to read cellular and some voice over internet protocol (VoIP) call history information on the device. + + + + + Allows your application to access files within the user's pictures library. + + + + + Allows your application to access APIs in the Windows.Devices.PointOfService namespace. + + + + + Allows your application to send and receive data on the local area network. + + + + + Allows your application to initiate connections between multiple devices in close proximity to communicate with one another. + + + + + Allows your application to access the recorded calls folder. + + + + + Allows your application to access a list of devices associated with the user's Microsoft account. + + + + + Allows your application to access files on removable storage, such as a USB drive or external hard drive. + + + + + Allows your application to add and access software and hardware-based certificates in the shared user data store. + + + + + Allows your application to access spatial mapping data through a mixed reality device. + + + + + Allows your application to use basic system administration privileges. This includes shutting down or rebooting the device and accessing the locale and time zone. + + + + + Allows your application to access the end user's name and picture. + + + + + Allows your application to access the current state of the task settings. + + + + + Allows your application to access the current state of the notification settings. + + + + + Allows your application to access files with the user's video library. + + + + + Allows your application to access voice over internet protocol (VoIP) calling APIs in the Windows.ApplicationModel.Calls namespace. + + + + + Allows your application to access the video feed of built-in and external webcams. + + + + + Options for the application's default tile size. + + + + + Uses the medium-sized tile as the default application tile size. + + + + + Doesn't use a default application tile size. + + + + + Uses the wide-sized tile as the default application tile size. + + + + + Represents the file types to register the application as a default handler for. + + + + + The name of the file type association. This is to organize and group file types. + + + + + The set of PlayerSettings.WSASupportedFileType|file and content types your application supports. + + + + + Options for the set of sizing values to apply to the Universal Windows Platform logo and icon images. These options specify variations for different screen sizes and resolutions. + + + + + Uses a scale factor of 100%. + + + + + Uses a scale factor of 125%. + + + + + Uses a scale factor of 150%. + + + + + Uses a scale factor of 200%. + + + + + Uses a scale factor of 400%. + + + + + Targets a size of 16x16 pixels. + + + + + Targets a size of 24x24 pixels. + + + + + Targets a size of 256x256 pixels. + + + + + Targets a size of 32x32 pixels. + + + + + Targets a size of 48x48 pixels. + + + + + Options for the icon and logo image types that represent the application. For example, images to display within the Microsoft Store, start menu, or taskbar. + + + + + The image that represents your application within the Microsoft Store. + + + + + The image to display as the splash screen while the Universal Windows Platform application opens. + + + + + The image to display as the medium tile in the start menu and Microsoft Store. + + + + + The image to display as the large tile in the start menu and Microsoft Store. + + + + + The image to display as the application icon within the start menu, taskbar, and task manager. + + + + + The image to display as the small tile in the start menu. + + + + + The image to display as the wide tile in the start menu and Microsoft Store. + + + + + Options for the input source from which a XAML application can receive pointer input events. + + + + + Indicates that pointer input comes from CoreWindow. This is the default option. + + + + + Indicates that pointer input comes from SwapChainPanel's core input object. + + + + + Indicates that pointer input comes from the SwapChainPanel. + + + + + Represents a single file and content type to register the application as a default handler for. + + + + + The MIME content type the file type uses. + + + + + The file extension that identifies the file type. + + + + + Options for the set of Universal Windows Platform device families your application can directly support. + + + + + Targets a device family that includes Desktop PCs, laptops, and tablet devices. + + + + + Targets a device family that includes HoloLens devices. + + + + + Targets a device family that includes Internet-of-Things (IoT) devices. + + + + + Targets a device family that includes Internet-of-Things (IoT) devices without any UI. + + + + + Targets a device family that includes smartphone devices. + + + + + Targets a device family that includes the Surface Hub. + + + + + Targets a device family that includes Xbox consoles. + + + + + Xbox One Specific Player Settings. + + + + + Enumeration specifying a change in the Editor's play mode state. + +See Also: PauseState, EditorApplication.playModeStateChanged, EditorApplication.isPlaying. + + + + + Occurs during the next update of the Editor application if it is in edit mode and was previously in play mode. + + + + + Occurs during the next update of the Editor application if it is in play mode and was previously in edit mode. + + + + + Occurs when exiting edit mode, before the Editor is in play mode. + + + + + Occurs when exiting play mode, before the Editor is in edit mode. + + + + + Represents a plugin importer. + + + + + 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. + + + + + Is a native plugin loaded during startup or on demand? + + + + + Clear all plugin settings and set the compatability with Any Platform to true. + + + + + Constructor. + + + + + Allows you to specify a list of #define directives which controls whether your plug-in should be included. + + + + + Returns all plugin importers for all platforms. + + + + + Checks whether a plugin is flagged as being compatible with Any Platform. + + + True if the plugin is flagged as being compatible with Any Platform, otherwise returns false. + + + + + Is plugin compatible with editor. + + + + + Is plugin compatible with specified platform. + + Target platform. + + + + + Is plugin compatible with specified platform. + + Target platform. + + + + + Returns editor specific data for specified key. + + Key value for data. + + + + Is Editor excluded when Any Platform is set to true. + + + + + Is platform excluded when Any Platform set to true. + + Target platform. + + + + + Is platform excluded when Any Platform set to true. + + Target platform. + + + + + Gets the custom icon to associate with a MonoScript at import time. + + The fully qualified class name of a MonoScript imported by this plugin. + + Returns the custom icon that will be associated with the imported MonoScript. If no custom icon will be associated with the imported MonoScript, returns null. + + + + + Returns all plugin importers for specfied platform. + + Target platform. + Name of the target platform. + + + + Returns all plugin importers for specfied platform. + + Target platform. + Name of the target platform. + + + + Identifies whether or not this plugin will be overridden if a plugin of the same name is placed in your project folder. + + + + + Get platform specific data. + + Target platform. + Key value for data. + + + + + Get platform specific data. + + Target platform. + Key value for data. + + + + + Delegate to be used with SetIncludeInBuildDelegate. + + + + + + Sets compatibility with Any Platform. + + Determines whether the plugin is compatible with Any Platform. + + + + Sets compatibility with any editor. + + Is plugin compatible with editor. + + + + Sets compatibility with the specified platform. + + Target platform. + Is plugin compatible with specified platform. + Target platform. + + + + Sets compatibility with the specified platform. + + Target platform. + Is plugin compatible with specified platform. + Target platform. + + + + Sets editor specific data. + + Key value for data. + Data. + + + + Exclude Editor from compatible platforms when Any Platform is set to true. + + + + + + Exclude platform from compatible platforms when Any Platform is set to true. + + Target platform. + + + + + + Exclude platform from compatible platforms when Any Platform is set to true. + + Target platform. + + + + + + Sets the custom icon to associate with a MonoScript imported by a managed plugin. + + The fully qualified class name of a MonoScript imported by this managed plugin. + The custom icon to associate with the imported MonoScript. When the value is null, Unity restores the default icon. + + + + Setting the delegate function to be called by ShouldIncludeInBuild. + + + + + + Sets platform specific data. + + Target platform. + Key value for data. + Data. + + + + + Sets platform specific data. + + Target platform. + Key value for data. + Data. + + + + + Identifies whether or not this plugin should be included in the current build target. + + + + + Class used to display popup windows that inherit from PopupWindowContent. + + + + + See ScriptableObject.OnEnable. + + + + + See ScriptableObject.OnDisable. + + + + + Show a popup with the given PopupWindowContent. + + The rect of the button that opens the popup. + The content to show in the popup window. + + + + Class used to implement content for a popup window. + + + + + The EditorWindow that contains the popup content. + + + + + The size of the popup window. + + + The size of the Popup window. + + + + + Callback when the popup window is closed. + + + + + Callback for drawing GUI controls for the popup window. + + The rectangle to draw the GUI inside. + + + + Callback when the popup window is opened. + + + + + Enum indicating the type of Prefab Asset, such as Regular, Model and Variant. + + + + + The object being queried is part of a Prefab instance, but because the asset is missing the actual type of Prefab can’t be determined. + + + + + The object being queried is part of a Model Prefab. + + + + + The object being queried is not part of a Prefab at all. + + + + + The object being queried is part of a regular Prefab. + + + + + The object being queried is part of a Prefab Variant. + + + + + Enum with status about whether a Prefab instance is properly connected to its asset. + + + + + The Prefab instance is connected to its Prefab Asset. + + + + + The Prefab instance is not connected to its Prefab Asset. + + + + + The Prefab instance is missing its Prefab Asset. + + + + + The object is not part of a Prefab instance. + + + + + The type of a Prefab object as returned by PrefabUtility.GetPrefabType. + + + + + The object is an instance of an imported 3D model, but the connection is broken. + + + + + The object is an instance of a user created Prefab, but the connection is broken. + + + + + The object was an instance of a Prefab, but the original Prefab could not be found. + + + + + The object is an imported 3D model asset. + + + + + The object is an instance of an imported 3D model. + + + + + The object is not a Prefab nor an instance of a Prefab. + + + + + The object is a user created Prefab asset. + + + + + The object is an instance of a user created Prefab. + + + + + Enum used to determine how a Prefab should be unpacked. + + + + + Use this to strip away all Prefab information from a Prefab instance. + + + + + Use this mode to only unpack the outermost layer of a Prefab. + + + + + Utility class for any Prefab related operations. + + + + + Unity calls this method automatically when Prefab instances in the Scene have been updated. + + + + + Applies the added component to the Prefab Asset at the given asset path. + + The interaction mode for this action. + The path of the Prefab Asset to apply to. + The added component on the Prefab instance to apply. + + + + Applies the added GameObject to the Prefab Asset at the given asset path. + + The added GameObject on the Prefab instance to apply. + The path of the Prefab Asset to apply to. + The interaction mode for this action. + + + + Applies the added GameObjects to the Prefab Asset at the given asset path. + + The added GameObjects on the Prefab instance to apply. + The path of the Prefab Asset to apply to. + The interaction mode for this action. + + + + Applies all overridden properties on a Prefab instance component or GameObject to the Prefab Asset at the given asset path. + + The object on the Prefab instance to apply. + The path of the Prefab Asset to apply to. + The interaction mode for this action. + + + + Applies all overrides on a Prefab instance to its Prefab Asset. + + The root of the given Prefab instance. + The interaction mode for this action. + + + + Applies a single overridden property on a Prefab instance to the Prefab Asset at the given asset path. + + The SerializedProperty representing the property to apply. + The path of the Prefab Asset to apply to. + The interaction mode for this action. + + + + Removes the component from the Prefab Asset which has the component on it. + + The GameObject on the Prefab instance which the component has been removed from. + The component on the Prefab Asset corresponding to the removed component on the instance. + The interaction mode for this action. + + + + Connects the source Prefab to the game object. + + The disconnected GameObject that you want to reconnect. + The source Prefab to connect to the GameObject. + + + + Creates an empty Prefab at given path. + + The asset path to use for the new empty Prefab. + + A reference to the new Prefab Asset. + + + + + Creates a Prefab from a game object hierarchy. + + The path where the Prefab is saved. + The GameObject that you want to create a Prefab from. + + + A reference to the created Prefab. + + + + + Creates a Prefab from a game object hierarchy. + + The path where the Prefab is saved. + The GameObject that you want to create a Prefab from. + + + A reference to the created Prefab. + + + + + Deprecated. As of 2018.3 this method does nothing. + + + + + + Disposable helper struct for automatically loading the contents of a Prefab file, saving the contents and unloading the contents again. + + + + + File path of the Prefab asset. + + + + + The root GameObject of the Prefab contents. + + + + + + + File path of a Prefab Asset. + + + + Retrieves the root GameObjects for all instances of the Prefab asset with root prefabRoot found in all currently loaded scenes. If prefabRoot is not a valid Prefab asset root GameObject, an ArgumentException is thrown. + + The root GameObject of a Prefab asset. + The scene to search for Prefab instances. The scene you specify must be valid and loaded. + + The root GameObjects for all instances of the Prefab asset with root prefabRoot. + + + + + Retrieves the root GameObjects for all instances of the Prefab asset with root prefabRoot found in all currently loaded scenes. If prefabRoot is not a valid Prefab asset root GameObject, an ArgumentException is thrown. + + The root GameObject of a Prefab asset. + The scene to search for Prefab instances. The scene you specify must be valid and loaded. + + The root GameObjects for all instances of the Prefab asset with root prefabRoot. + + + + + Retrieves the root GameObject of the Prefab that the supplied GameObject is part of. + + The object to check. + + The Prefab root. + + + + + Retrieves the topmost GameObject that has the same Prefab parent as target. + + The GameObject to use in the search. + + The GameObject at the root of the Prefab. + + + + + Returns the root GameObject of the Prefab instance if that root Prefab instance is a parent of the Prefab. + + GameObject to process. + + Return the root game object of the Prefab Asset. + + + + + Retrieves a list of PrefabUtility.AddedComponent objects which contain information about added component overrides on the Prefab instance. + + The Prefab instance to get information about. + + List of objects with information about added components. + + + + + Retrieves a list of PrefabUtility.AddedGameObject objects which contain information about added GameObjects on the Prefab instance. + + The Prefab instance to get information about. + + List of objects with information about added GameObjects. + + + + + Retrieves the object of origin for the given object. + + The object to find the corresponding original object from. + + The corresponding object from the original source or null. + + + + + Retrieves the corresponding asset object of source, or null if it can't be found. + + The object to find the corresponding object from. + + The corresponding object or null. + + + + + Retrieves the corresponding object of the given object from a given Prefab Asset path. + + The object to find the corresponding object from. + The asset path of the Prefab Asset to get the corresponding object from. + + The corresponding object or null. + + + + + Retrieves the icon for the given GameObject. + + The GameObject to get an icon for. + + The icon for the GameObject. + + + + + Retrieves the GameObject that is the root of the nearest Prefab instance the object is part of. + + The object to check. Must be a component or GameObject. + + The nearest Prefab instance root. + + + + + Retrieves a list of objects with information about object overrides on the Prefab instance. + + The Prefab instance to get information about. + If true, components will also be included even if they only contain overrides that are PrefabUtility.IsDefaultOverride|default overrides. False by default. + + List of objects with information about object overrides. + + + + + Retrieves the GameObject that is the root of the outermost Prefab instance the object is part of. + + The object to check. Must be a component or GameObject. + + The outermost Prefab instance root. + + + + + Retrieves the asset path of the nearest Prefab instance root the specified object is part of. + + An object in the Prefab instance to get the asset path of. + + The asset path. + + + + + Retrieves an enum value indicating the type of Prefab Asset, such as Regular Prefab, Model Prefab and Prefab Variant. + + An object that is part of a Prefab Asset or Prefab instance. + + The type of Prefab. + + + + + Retrieves the PrefabInstance object for the outermost Prefab instance the provided object is part of. + + An object from the Prefab instance. + + The Prefab instance handle. + + + + + Determines whether a Prefab instance is properly connected to its asset. + + An object that is part of a Prefab instance. + + The status of the Prefab instance. + + + + + Retrieves the enclosing Prefab for any object contained within. + + An object contained within a Prefab object. + + The Prefab the object is contained in. + + + + + Returns the parent asset object of source, or null if it can't be found. + + + + + + Given an object, returns its Prefab type (None, if it's not a Prefab). + + + + + + Extracts all modifications that are applied to the Prefab instance compared to the parent Prefab. + + + + + + Returns a list of objects with information about removed component overrides on the Prefab instance. + + The Prefab instance to get information about. + + List of objects with information about removed components. + + + + + Determines whether the object Prefab asset contains any MonoBehaviours with missing SerializeReference types. + + An object which is part of a Prefab asset. + + + Returns true if there are missing SerializeReference types directly within a Prefab asset excluding nested Prefab. + + + + + Returns true if the given Prefab instance has any overrides. + + The root GameObject of the Prefab instance to check. + Set to true to consider default overrides as overrides too. + + Returns true if there are any overrides. + + + + + Instantiate an asset that is referenced by a Prefab and use it on the Prefab instance. + + + + + + Instantiates the given Prefab in a given Scene. + + Prefab Asset to instantiate. + Scene to instantiate the Prefab in. + + + The GameObject at the root of the Prefab. + + + + + Instantiates the given Prefab in a given Scene. + + Prefab Asset to instantiate. + Scene to instantiate the Prefab in. + + + The GameObject at the root of the Prefab. + + + + + Is this component added to a Prefab instance as an override? + + The component to check. + + True if the component is an added component. + + + + + Is this GameObject added as a child to a Prefab instance as an override? + + The GameObject to check. + + True if the GameObject is an added GameObject. + + + + + Is the GameObject the root of any Prefab instance? + + The GameObject to check. + + True if the GameObject is the root GameObject of any Prefab instance. + + + + + Returns true if the given modification is considered a PrefabUtility.IsDefaultOverride|default override. + + The modification for the property in question. + + True if the property is a default override. + + + + + Returns true if the given object is part of an instance where the PrefabInstance object is missing but the given object has a valid corresponding object. + + The object to check. Must be a GameObject or component. + + True if the instance is disconnected. + + + + + Is the GameObject the root of a Prefab instance, excluding nested Prefabs? + + The GameObject to check. + + True if the GameObject is an outermost Prefab instance root. + + + + + Returns true if the given object is part of any kind of Prefab. + + The object to check. Must be a component or GameObject. + + True if the object s part of a Prefab. + + + + + Is this object part of a Prefab that cannot be edited? + + The object to check. Must be a component or GameObject. + + True if the object is part of a Prefab that cannot be edited. + + + + + Returns true if the given object is part of a Model Prefab Asset or Model Prefab instance. + + The object to check. Must be a component or GameObject. + + True if the given object is part of a Model Prefab. + + + + + Returns true if the given object is part of a Prefab instance and not part of an asset. + + The object to check. Must be a component or GameObject. + + True if the object is part of a Prefab instance that's not inside a Prefab Asset. + + + + + Returns true if the given object is part of a Prefab Asset. + + The object to check. Must be a component or GameObject. + + True is the object is part of a Prefab Asset. + + + + + Returns true if the given object is part of a Prefab instance. + + The object to check. Must be a component or GameObject. + + True if the object is part of a Prefab instance. + + + + + Is this object part of a Prefab that cannot be applied to? + + The object to check. Must be a component or GameObject. + + True if the object is part of a Prefab that cannot be applied to. + + + + + Returns true if the given object is part of a regular Prefab instance or Prefab Asset. + + The object to check. Must be a component or GameObject. + + True if the given object is part of a regular Prefab instance or Prefab Asset. + + + + + Returns true if the given object is part of a Prefab Variant Asset or Prefab Variant instance. + + The object to check. Must be a component or GameObject. + + True if the given object is part of a Prefab Variant. + + + + + Returns true if the given object is part of a Prefab instance but the source asset is missing. + + The object to check. Must be a component or GameObject. + + True if the given object is part of a Prefab instance but the source asset is missing. + + + + + Loads a Prefab Asset at a given path into an isolated Scene and returns the root GameObject of the Prefab. + + The path of the Prefab Asset to load the contents of. + + The root of the loaded contents. + + + + + Loads a Prefab Asset at a given path into a given preview Scene and returns the root GameObject of the Prefab. + + The Scene to load the contents into. + The path of the Prefab Asset to load the contents of. + + + + Force re-merging all Prefab instances of this Prefab. + + + + + + Forces a Prefab instance to merge with changes from the Prefab Asset. + + Root of Prefab instance to update. + + + + Delegate for method that is called after Prefab instances in the Scene have been updated. + + + + + + Connects the game object to the Prefab that it was last connected to. + + + + + + Causes modifications made to the Prefab instance to be recorded. + + Object to process. + + + + Replaces the targetPrefab with a copy of the game object hierarchy go. + + + + + + + + Replaces the targetPrefab with a copy of the game object hierarchy go. + + + + + + + + Resets the properties of the component or game object to the parent Prefab state. + + + + + + Removes this added component on a Prefab instance. + + The added component on the Prefab instance to revert. + The interaction mode for this action. + + + + Removes this added GameObject from a Prefab instance. + + The interaction mode for this action. + The added GameObject on the Prefab instance to revert. + + + + Reverts all overridden properties on a Prefab instance component or GameObject. + + The interaction mode for this action. + The object on the Prefab instance to revert. + + + + Reverts all overrides on a Prefab instance. + + The root of the Prefab instance. + The interaction mode for this action. + + + + + Reverts all overrides on a Prefab instance. + + The root of the Prefab instance. + The interaction mode for this action. + + + + + Revert a single property override on a Prefab instance. + + The interaction mode for this action. + The SerializedProperty representing the property to revert. + + + + Adds this removed component back on the Prefab instance. + + The removed component on the Prefab instance to revert. + The interaction mode for this action. + The GameObject on the Prefab instance which the component has been removed from. + + + + Use this function to create a Prefab Asset at the given path from the given GameObject, including any childen in the Scene without modifying the input objects. + + The GameObject to save as a Prefab Asset. + The path to save the Prefab at. + The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. + + The root GameObject of the saved Prefab Asset, if available. + + + + + Use this function to create a Prefab Asset at the given path from the given GameObject, including any childen in the Scene without modifying the input objects. + + The GameObject to save as a Prefab Asset. + The path to save the Prefab at. + The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. + + The root GameObject of the saved Prefab Asset, if available. + + + + + Use this function to create a Prefab Asset at the given path from the given GameObject, including any children in the Scene and at the same time make the given GameObject into an instance of the new Prefab. + + The GameObject to save as a Prefab and make into a Prefab instance. + The path to save the Prefab at. + The interaction mode to use for this action. + The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. + + The root GameObject of the saved Prefab Asset, if available. + + + + + Use this function to create a Prefab Asset at the given path from the given GameObject, including any children in the Scene and at the same time make the given GameObject into an instance of the new Prefab. + + The GameObject to save as a Prefab and make into a Prefab instance. + The path to save the Prefab at. + The interaction mode to use for this action. + The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. + + The root GameObject of the saved Prefab Asset, if available. + + + + + Use this function to save the version of an existing Prefab Asset that exists in memory back to disk. + + Any GameObject that is part of the Prefab Asset to save. + The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. + + The root GameObject of the saved Prefab Asset. + + + + + Use this function to save the version of an existing Prefab Asset that exists in memory back to disk. + + Any GameObject that is part of the Prefab Asset to save. + The result of the save action, either successful or unsuccessful. Use this together with the console log to get more insight into the save process. + + The root GameObject of the saved Prefab Asset. + + + + + Assigns all modifications that are applied to the Prefab instance compared to the parent Prefab. + + + + + + + Releases the content from a Prefab previously loaded with LoadPrefabContents from memory. + + The root of the loaded Prefab contents. + + + + Unpacks all instances of a given Prefab Asset root GameObject in all open scenes so that all instances are replaced with the contents of the Prefab Asset while retaining all override values. + + The root GameObject of a Prefab Asset used to find all Prefab instances in open scenes that should be unpacked. + Whether to unpack the outermost root or unpack completely. + The interaction mode to use for this action. + + + + Unpacks a given Prefab instance so that it is replaced with the contents of the Prefab Asset while retaining all override values. + + The root of the Prefab instance to unpack. + Whether to unpack the outermost root or unpack completely. + The interaction mode to use for this action. + + + + This function will unpack the given Prefab instance using the behaviour specified by unpackMode. + + Root GameObject of the Prefab instance. + The unpack mode to use. + + Array of GameObjects representing roots of unpacked Prefab instances. + + + + + (Obsolete: use the SettingsProvider class instead) The PreferenceItem attribute allows you to add preferences sections to the Preferences window. + + + + + Creates a section in the Settings Window called name and invokes the static function following it for the section's GUI. + + + + + + Sets the preprocessor that Unity uses to compile this shader. + + + + + Use the Caching Shader Preprocessor. + + + + + Use the platform compilers' preprocessors. + + + + + Use the preprocessor defined in your Project's Editor Settings. + + + + + This structure defines a default Preset. +See Preset.GetDefaultListForType and Preset.SetDefaultListForType for usage. + + + + + Set this value to false to disable this DefaultPreset setting from the default preset list without removing it. + + + + + The search filter that is compared against the object instance. The DefaultPreset.m_Preset is applied to the object instance if it matches the search filter. + + + + + The search filter that is compared against the object instance. The DefaultPreset.m_Preset is applied to the object instance if it matches the search filter. + + + + + The Preset applied to an object instance when it matches the search filter defined by DefaultPreset.m_Filter. + + + + + The Preset applied to an object instance when it matches the search filter defined by DefaultPreset.m_Filter. + + + + + Basic implementation of the PresetSelectorReceiver. + + + + + Applies the Preset to each target. If Preset is null, this method reverts the value of each target. + + + + + + Applies the current selection and then destroys itself. + + + + + + A Preset contains default values for an Object. + + + + + List of properties to ignore when applying the Preset to an object. + + + + + Applies this Preset to the target object. + + The target object that will be updated with the Preset serialized values. + Optional list of property names that are applied to the target. + + Returns true if the target object was successfully updated by the Preset, false otherwise. + + + + + Applies this Preset to the target object. + + The target object that will be updated with the Preset serialized values. + Optional list of property names that are applied to the target. + + Returns true if the target object was successfully updated by the Preset, false otherwise. + + + + + Returns true if this Preset can be applied to the target Object. + + + + + + Constructs a new Preset from a given Object. + + Used by the Preset to know its target type and serialized values. + + + + Determines if the target object has the same serialized values as the Preset. + + The target object to be compared against the Preset. + + Returns true when the target object has the same serialized values as the Preset. Otherwise, returns false. + + + + + Returns all the PresetType that have at least one DefaultPreset entry in the default Presets list. + + + + + Returns the current default Preset assigned to the same Object type. Returns null if there is no matching default. + + + + + + Returns the current default Preset assigned to the same Preset type. Returns null if there is no matching default. + + + + + + Gets the ordered list of Presets that set its default values when applied to the target. + + The object instance tested against each DefaultPreset.m_Filter search filter. + + Returns an ordered list of Presets that match the specified target. + + + + + Gets an ordered list of DefaultPreset based on the specified PresetType. + + A valid default PresetType. + + Returns a list of DefaultPreset from the PresetManager that match the specified PresetType. + + + + + Returns the PresetType of this Preset. + + + + + Returns a human readable string of this Preset's target fulltype, including namespace. + + + Fullname of the Preset's target type. + + + + + Returns a human readable string of this Preset's target type. + + + Fullname of the Preset's target type. + + + + + Returns true if this Object cannot have a default Preset. + + + + + + Returns true if this Object is not available in the Preset system. + + + + + + Returns true if this Preset cannot be set as the default. + + + + + + Returns true if the Preset type of this Preset is valid. + + + + + Returns a copy of the PropertyModification array owned by this Preset. + + + + + Remove the Preset type from having default values in the project. + + + + + + Sets the Preset as the default for its target type in the project. + + The Preset asset to set as the default. + + Returns true if the Preset is successfully set as the default, or false otherwise. + + + + + Sets a default list of Presets with a filter for a specific PresetType. + + A valid default PresetType. + An ordered list of DefaultPreset. + + Returns true if the list was set as default. Returns false otherwise. + + + + + Updates this Preset's properties from the given Object's values. The given Object's type must match this Preset's type. + + Used by the Preset to get its new serialized values. + + Returns true if the Preset was updated, false otherwise. + + + + + This class implements a modal window that selects a Preset asset from the Project. + + + + + Draw a Preset button that opens the default PresetSelector using the targets array. + + The Rect where the PresetSelector icon is drawn. + List of objects to which the selected Preset is applied. + + + + Opens a modal window for selecting a Preset. + + List of objects to which the selected Preset is applied. DefaultPresetSelectorReceiver applies the Preset selection. + The selected Preset when the window is opened. Set to 'null' for no selection. + Set to true to show the 'Save current to...' button. Set to false to hide this button. + Object that identifies the type of Preset asset being selected. The modal window filters the selector view based on this object. + The PresetSelectorReceiver instance that the PresetSelector uses to send events. + Filters the list of Presets based on a specific PresetType. Use this param to set the PresetType when no target is specified. + + + + Opens a modal window for selecting a Preset. + + List of objects to which the selected Preset is applied. DefaultPresetSelectorReceiver applies the Preset selection. + The selected Preset when the window is opened. Set to 'null' for no selection. + Set to true to show the 'Save current to...' button. Set to false to hide this button. + Object that identifies the type of Preset asset being selected. The modal window filters the selector view based on this object. + The PresetSelectorReceiver instance that the PresetSelector uses to send events. + Filters the list of Presets based on a specific PresetType. Use this param to set the PresetType when no target is specified. + + + + Opens a modal window for selecting a Preset. + + List of objects to which the selected Preset is applied. DefaultPresetSelectorReceiver applies the Preset selection. + The selected Preset when the window is opened. Set to 'null' for no selection. + Set to true to show the 'Save current to...' button. Set to false to hide this button. + Object that identifies the type of Preset asset being selected. The modal window filters the selector view based on this object. + The PresetSelectorReceiver instance that the PresetSelector uses to send events. + Filters the list of Presets based on a specific PresetType. Use this param to set the PresetType when no target is specified. + + + + Implement this class to control the selection change when selecting a Preset in the PresetSelector. + + + + + When a new Preset is selected in the modal window, this method is called by PresetSelector. + + This parameter is set to null when 'None' is the new selection in the PresetSelector. + + + + This method is called by the PresetSelector when the modal window is closed. + + + + + + Stores a type to which a Preset can be applied. + + + + + Retrieves a human readable namespace and the name of the target class, regardless of whether it's a managed C# class or a native C++ class. + + + Returns the full namespace and type of the target class. + + + + + Checks whether a PresetType corresponds with a valid native or managed class. + + + Returns true if the PresetType is valid. Returns false otherwise. + + + + + Checks whether a PresetType can be used within the DefaultPreset system. + + + Returns true if the PresetType is a valid default type. Returns false otherwise. + + + + + Use the ProfilerWindow class for interactions with the Modules. + + + + + The identifier of the. + + + + + Deprecated: Use ProfilerWindow.cpuModuleIdentifier instead. +The name of the. + + + + + The index of the first frame available in the Profiler Window, or -1 if no frames are available. + + + + + The identifier of the. + + + + + Deprecated: Use ProfilerWindow.gpuModuleIdentifier instead. +The name of the. + + + + + The index of the last frame available in the Profiler Window, or -1 if no frames are available. + + + + + The zero-based index of the frame currently selected in the Profiler Window. + + + + + The identifier of the that is currently selected in the Profiler Window, or null if no Module is currently selected. + + + + + Deprecated: Use ProfilerWindow.selectedModuleIdentifier instead. +The name of the that is currently selected in the Profiler Window, or null if no Module is currently selected. + + + + + Retrieves an IProfilerFrameTimeSampleSelectionController object that you can use to control the selection in. + + The identifier of the Profiler module whose selection controller you want to retrieve. Only ProfilerWindow.cpuModuleIdentifier and ProfilerWindow.gpuModuleIdentifier are currently valid, other options will throw and ArgumentException. + + An IProfilerFrameTimeSampleSelectionController object with which you can use to control the selection of the specified Profiler module. + + + + + Selects the newest frame that was profiled and if newer frames are profiled or loaded into the profiler window, the Profiler Window will keep showing the newest frame of these. + + + + + Calls the methods in its invocation list when the Profiler window’s selected frame index changes. + + The zero-based index of the frame currently selected in the Profiler Window. A long. + + + + Base funtionality for accessing the Profiler data. + + + + + The current frames per second (FPS) for the frame. + + + + + The amount of GPU frame time in milliseconds. + + + + + The amount of GPU frame time in nanoseconds. + + + + + The frame index for the FrameDataView. + + + + + The start time of CPU frame in milliseconds. + + + + + The start time of CPU frame in nanoseconds. + + + + + The amount of CPU frame time in milliseconds. + + + + + The amount of CPU frame time in nanoseconds. + + + + + Identifier of the invalid marker. + + + + + This constant defines a thread id that does not match any valid thread's id. + + + + + This constant defines a thread index that does not match any valid thread's index. + + + + + Maximum child samples levels in the thread data. + + + + + The amount of samples in the frame for the thread. + + + + + The name of the group that the thread belongs to. + + + + + Persistent identifier associated with the thread. + + + + + The index of the thread in the current frame. + + + + + Name of the thread. + + + + + True after the frame data for the thread is processed and ready for retrieval. + + + + + Gets all the available Profiler Categories for the current profiling session. + + List filled with ProfilerCategoryInfo. + + + + Gets the Profiler category information for a given category ID. + + The ID for the Category. + + Returns a ProfilerCategoryInfo struct based on the supplied ID. If the ID doesn't exist, an exception is thrown. + + + + + Gets the last value of a counter marker in the frame as a double data type'. + + Marker identifier. + + Returns the counter value as double. + + + + + Gets the last value of a counter marker in the frame as a float data type'. + + Marker identifier. + + Returns the counter value as float. + + + + + Gets the last value of a counter marker in the frame as an int data type'. + + Marker identifier. + + Returns the counter value as int. + + + + + Gets the last value of a counter marker in the frame as a long data type. + + Marker identifier. + + Returns the counter value as long. + + + + + Gets unsafe pointer to the last value of a counter marker in the frame. + + Marker identifier. + + Returns unsafe pointer to the counter value. + + + + + Retrieves metadata associated with the frame. + + Project or package identifier. + Data stream index. + Chunk index. + + Returns the frame metadata as a NativeArray. + + + + + Retrieves metadata associated with the frame. + + Project or package identifier. + Data stream index. + Chunk index. + + Returns the frame metadata as a NativeArray. + + + + + Gets the total number of metadata chunks for each id and tag pair in the frame. + + Project or package identifier. + Data stream index. + + Returns count of metadata chunks. + + + + + Gets Profiler marker category for the specific marker identifier. + + Marker identifier. + + Returns Profiler category index. + + + + + Gets Profiler marker flags for the specific marker identifier. + + Marker identifier. + + Returns Profiler marker flags. + + + + + Get Profiler marker identifier for a specific name. + + Marker name. + + Returns marker identifier as integer. Returns invalidMarkerId if there is no such marker in the capture. + + + + + Gets Profiler marker metadata information for the specific marker identifier. + + Marker identifier. + + Returns an array of metadata information structures. + + + + + Gets Profiler marker name for the specific marker identifier. + + Marker identifier. + + Returns marker name. Returns null if identifier is unknown. + + + + + Gets all available markers for the current profiling session. + + List filled with marker descriptors. + + + + Retrieves the metadata of the session this frame occurred in as a NativeArray. + + Unique identifier associated with the data. + Data stream index. + Chunk index. + + Returns the session metadata as a NativeArray. + + + + + Retrieves the metadata of the session this frame occurred in as a NativeArray. + + Unique identifier associated with the data. + Data stream index. + Chunk index. + + Returns the session metadata as a NativeArray. + + + + + Gets the total number of metadata chunks for each id and tag pair in the Profiler session. + + Unique identifier associated with the data. + Data stream index. + + Returns count of metadata chunks. + + + + + Returns true for a marker that includes a counter in the active frame. + + Marker identifier. + + + + Marker descriptor structure. + + + + + Marker category. + + + + + Marker flags. + + + + + Marker identifier. + + + + + Metadata information. + + + + + Marker name. + + + + + Marker metadata descriptor. + + + + + Metadata parameter name. + + + + + Metadata type. + + + + + Metadata unit. + + + + + Managed method descriptor structure. + + + + + Fully qualified method name. + + + + + Line number in the source file where the method is defined. + + + + + Name of a source file where the method is defined. + + + + + Returns method name and location information for the specified method address. + + Instruction pointer. + + Method name and location information. + + + + + Provides access to the Profiler data for a specific frame and thread. + + + + + The Calls column. + + + + + The column identifier that indicates whether sorting is disabled. + + + + + The GC Allocation column. + + + + + The Profiler Sample Name column. + + + + + The Object Name column. + + + + + The percentage of the time CPU spends in a call itself. + + + + + The amount of the time CPU spends in a call itself. The amount of time is expressed in milliseconds. + + + + + The start time of a call in milliseconds. + + + + + The percentage of time the CPU spends in a call hierarchy. + + + + + The amount of time the CPU spends in a call hierarchy. The amount of time is expressed in milliseconds. + + + + + The amount of samples that are inside a code execution path that is suboptimal for performance. + + + + + Index of the invalid item. + + + + + The column identifier that defines the sort column. + + + + + Whether the sorting order is ascending, true, or descending, false. + + + + + The view mode which defines how data is aggregated. + + + + + Retrieves a list of hierarchy item ancestors. + + Hierarchy item identifier. + List filled with item ancestor identifiers as a result of a method call. + + + + Gets the callstack associated with the specified hierarchy item. + + Hierarchy item identifier. + List filled with callstack pointers as a result of a method call. + + + + Gets Profiler marker category for the specific marker identifier. + + Hierarchy item identifier. + + Returns Profiler category index. + + + + + Retrieves a list of hierarchy item children. + + Hierarchy item identifier. + List filled with item child identifiers as a result of a method call. + + + + Returns string representation of hierarchy item value associated with the column. + + Hierarchy item identifier. + Column identifier. + + Value of the correspnding column as string. + + + + + Returns double representation of hierarchy item value associated with the column. + + Hierarchy item identifier. + Column identifier. + + Value of the correspnding column as double. + + + + + Returns float representation of hierarchy item value associated with the column. + + Hierarchy item identifier. + Column identifier. + + Value of the correspnding column as float. + + + + + Returns float representation of hierarchy item value associated with the column. + + Hierarchy item identifier. + Column identifier. + + Value of the correspnding column as float. + + + + + Returns hierarchy level of the item. + + Hierarchy item identifier. + + + + Use to retrieve a list of a hierarchy item descendants which have other children. + + Hierarchy item identifier. + List filled with item all child identifiers which have children. + + + + Returns InstanceID of the UnityEngine.Object associated with the sample. + + Hierarchy item identifier. + + + + Use to retrieve a marker usage flags. + + Hierarchy item identifier. + + Marker usage flags. + + + + + Returns Profiler marker which uniquely identifies sample name. + + Hierarchy item identifier. + + + + Use to retrieve a list of a marker identifiers of all hierarchy item parents. + + Hierarchy item identifier. + List filled with marker identifiers of all ancestors of the item as a result of a method call. + + + + Gets the callstack associated with the specified hierarchy item. + + Merged sample index. + Hierarchy item identifier. + List filled with callstack pointers as a result of a method call. + + + + Use to retrieve a values of merged samples of a hierarchy item. + + Hierarchy item identifier. + Column identifier. + List filled with values of merged samples as a result of a method call. + + + + Retrieves the merged samples for a specific hierarchy item. Merged samples are returned as a list of doubles through the outValues param. + + Hierarchy item identifier. + Column identifier. + The merged samples for the specified hierarchy item, returned as a list of doubles. This list is resized if necessary. + + + + Retrieves the merged samples for a specific hierarchy item. Merged samples are returned as a list of floats through the outValues param. + + Hierarchy item identifier. + Column identifier. + The merged samples for the specified hierarchy item, returned as a list of floats. This list is resized if necessary. + + + + Return merged samples count represented by the hierarchy item. + + Hierarchy item identifier. + + Returns merged samples count represented by the tree item. + + + + + Retrieves the instanceID of the merged samples corresponding to a hierarchy item. + + Hierarchy item identifier. + List filled with InstanceID values of merged samples as a result of a method call. + + + + Returns string representation of hierarchy item metadata value. + + Hierarchy item identifier. + Merged sample index. + Metadata index. + + Returns value of the metadata as string. + + + + + Returns float representation of hierarchy item metadata value. + + Hierarchy item identifier. + Merged sample index. + Metadata index. + + Returns value of the metadata as float. + + + + + Returns long representation of hierarchy item metadata value. + + Hierarchy item identifier. + Merged sample index. + Metadata index. + + Returns value of the metadata as long. + + + + + Returns metadata count associated with hierarchy item. + + Hierarchy item identifier. + Merged sample index. + + Returns metadata count. + + + + + Returns string representation of hierarchy item metadata value. + + Hierarchy item identifier. + Metadata index. + + Value of the metadata as string. + + + + + Returns float representation of hierarchy item metadata value. + + Hierarchy item identifier. + Metadata index. + + Value of the metadata as float. + + + + + Returns long representation of hierarchy item metadata value. + + Hierarchy item identifier. + Metadata index. + + Value of the metadata as long. + + + + + Returns metadata count associated with hierarchy item. + + Hierarchy item identifier. + + Metadata count. + + + + + Gets the sample name associated with the item. + + Hierarchy item identifier. + + Returns item name. Returns null if identifier is invalid. + + + + + Retrieves the hierarchy item path as a string. Each level is delimited by forward slashes ('/'). + + Hierarchy item identifier. + + + + Retrieves the raw indices of all samples associated with this Hierarchy item identifier. + + Hierarchy item identifier. + List filled with all profiler sample indices represented by the hierarchy item. + + + + Gets the identifier for the root tree item. + + + + + Checks whether the tree item has children. + + Hierarchy item identifier. + + + + Checks if the provided raw sample index matches any of the raw sample indices associated with this Hierarchy item identifier. + + Hierarchy item identifier. + The particular profiler sample index that should be checked if it is represented by this hierarchy item. + + True if the sample index is represented by this hierarchy item, false if it is not. + + + + + Gets the callstack associated with the specified hierarchy item. + + Hierarchy item identifier. + + Returns the callstack associated with the hierarchy item. Returns an empty string if the callstack is empty or if the method is unsuccessful. + + + + + Gets the callstack associated with a specific item sample. + + Hierarchy item identifier. + Merged sample index. + + Returns the callstack associated with the specific item sample. Returns an empty string if the callstack is empty or if the method is unsuccessful. + + + + + Sorts the hierarchy view. + + + + + + + The ViewModes enum defines data aggregation rules. + + + + + Sets the View mode to raw hierarchy which represents each sample by an individual item. + + + + + Skips sub-hierarchies that represent Editor-only code paths. + + + + + Merges and aggregates samples with the same name into a single hierarchy item. + + + + + This Interface defines an IProfilerFrameTimeSampleSelectionController object that you can use to control the selection in. + + + + + The index of the the thread selected to be displayed in the. + + + + + This filters the samples displayed in Hierarchy view to only include the names that include this string. + + + + + Get the current selection in a frame time sample based. + + + + + Calls the methods in its invocation list when the selection in this changes. The first parameter contains the Profiler module the selection change occurred in, the second parameter is the new selection. + + The first parameter contains the Profiler module the selection change occurred in, the second parameter is the new selection. + + + + Call this method to clear the current selection in this frame time view based. + + + + + Set the current selection in a frame time sample based Profiler Module, such as the. + + A fully described selection created via a the ProfilerTimeSampleSelection constructor or previously retrieved via ProfilerWindow.selection. + + Returns true if the selection was successfully set, false if it was rejected because no fitting sample could be found. + + + + + An abstract helper class that provides methods to retrieve arrays of data elements of a generic type. + + + + + Retrieves a subset of entries in an array. + + Index to start indexing the entries. + Number of elements to retrieve. + An array to store the returned data in. + + + + Gets the number of entries in the source array. + + + Number of entries. + + + + + A class that houses data entries related to Connection data, returned by PackedMemorySnapshot.connections. + + + + + An array of indexes into the object array of GC handles referenced by the to property. + + + + + An array of GC handle objects. + + + + + Gets the number of connection entries. + + + The number of entries. + + + + + A class that houses Field Description entry data, returned by PackedMemorySnapshot.fieldDescriptions. + + + + + An array of field names. + + + + + True if this field is static; otherwise false. + + + + + An array of offset values from the start of the class for the fields referenced by the fieldDescriptionName property. + + + + + The typeIndex into PackedMemorySnapshot.typeDescriptions of the type this field belongs to. + + + + + Gets the number of field description entries. + + + The number of entries. + + + + + A class that houses GCHandle data. Returned by PackedMemorySnapshot.gcHandles. + + + + + An array of addresses for the managed objects that the GC handles are referencing. + + + + + Gets the number of GCHandle entries. + + + The number of entries. + + + + + A class that houses MemorySection data, returned by PackedMemorySnapshot.managedHeapSections and PackedMemorySnapshot.managedStacks. + + + + + An array of byte arrays that contain memory dumps. + + + + + An array of addresses of the start location in memory of the memory dumps referenced by the startAddress property. + + + + + Gets the number of managed memory section entries. + + + The number of entries. + + + + + A class that houses native allocation entry data, returned by PackedMemorySnapshot.nativeAllocations. + + + + + An array that contains addresses of native memory allocations. + + + + + The allocation site id of the allocation, used by NativeAllocationSiteEntries.id. + + + + + An array of indexes that indicate which memory region, beginning region, inside region, or end region, that the memory allocation represents. + + + + + An array that specifies, in bytes, how much of the memory in the returned native allocation is not part of your request. The overhead memory is used for allocation headers and other metadata describing the allocation. + + + + + An array specifying, in bytes, the amount of padding used to align the returned native allocation. + + + + + An array of root reference IDs for the allocation. Corresponds to entries in NativeRootReferenceEntries.id array. + + + + + An array containing the total size, in bytes, of the native allocation. + + + + + Gets the number allocation entries. + + + The number of entries. + + + + + A class that houses native allocation site entries, returned by PackedMemorySnapshot.nativeAllocationSites. + + + + + An array of callstack symbols corresponding to this allocation site, referring to NativeCallstackSymbolEntries.symbol. + + + + + An array containing allocation site IDs. + + + + + An array containing memory labels attached to allocation sites. Referenced by index into PackedMemorySnapshot.nativeMemoryLabels. + + + + + Gets the number of native allocation site entries. + + + The number of entries. + + + + + A class housing native callstack symbol data, returned by PackedMemorySnapshot.nativeCallstackSymbols. + + + + + An array of readable stack traces of the callback symbols. + + + + + An array of addresses to the callback symbols, referenced by the NativeAllocationSiteEntries.callstackSymbols property. + + + + + Gets the number of callstack symbol entries. + + + The number of entries. + + + + + A class that houses native memory label data, returned by PackedMemorySnapshot.nativeMemoryLabels. + + + + + An array containing the names of the memory labels. + + + + + Gets the number of memory label entries. + + + The number of entries. + + + + + A class housing native memory region data, returned by PackedMemorySnapshot.nativeMemoryRegions. + + + + + An array containing addresses of the memory regions. Non-leaf entries containing child memory regions are set to 0. + + + + + An array that contains the accumulated size, in bytes, including all of its children, of the memory region. + + + + + An array that contains indexes into the PackedMemorySnapshot.nativeAllocations array that identify the first allocation that the memory region contains. + + + + + An array containing the names of the memory regions. + + + + + An array that contains the number of allocations, including children, that the memory regions contain. + + + + + The parent of this memory region, referenced by index into this entry array. The root memory region contains parent index of -1. + + + + + Gets the number of memory region entries. + + + The number of entries. + + + + + A class that houses native object data, returned by PackedMemorySnapshot.nativeObjects. + + + + + An array the contains the flags attached to the native memory objects referenced in the NativeObjectEntries.nativeObjectAddress array. + + + + + Index of a handle inside the PackedMemorySnapshot.gcHandles array. + + + + + The hide flags attached to this native object. + + + + + The instance id of this native object. + + + + + An array of memory addresses that point to native C++ objects. This matches the "m_CachePtr" field of a UnityEngine.Object. + + + + + An array of indexes into the PackedMemorySnapshot.nativeTypes array used to retrieve the the native C++ type description. + + + + + An array containing the names of the native objects. + + + + + An array containing the root reference ids of the native objects. Corresponds to entries in NativeRootReferenceEntries.id array. + + + + + The size in bytes of this object. + + + + + Gets the number of native object entries. + + + The number of entries. + + + + + A class that houses native root reference data, returned by PackedMemorySnapshot.rootReferences. + + + + + An array that contains the accumulated sizes of all allocations registered for the root references. + + + + + An array that contains the area names of the root references. + + + + + An array that contains the IDs of the root references. + + + + + An array containing the object names of the root references. + + + + + Gets the number of root reference entries. + + + The number of entries. + + + + + A class that houses native type entries, returned by PackedMemorySnapshot.nativeTypes. + + + + + An array of indexes into the PackedMemorySnapshot.nativeTypes array used to retrieve native C++ base class description. + + + + + An array of names of the C++ unity type. + + + + + Gets the number of native type entries. + + + The number of entries. + + + + + Flags that can be set on a Native Object. + + + + + Specifies that the object is marked as DontDestroyOnLoad. + + + + + Specifies that the object is marked as a manager. + + + + + Specifies that the object is set as persistent. + + + + + An extension class that contains member functions to ObjectFlags. + + + + + True if the object is marked as DontDestroyOnLoad; otherwise false. + + The ObjectFlags to compute from (accessible via this). + + Returns true if the object associated with this ObjectFlags is marked as DontDestroyOnLoad. + + + + + True if the object is a manager, otherwise false. + + The ObjectFlags to compute from (accessible via this). + + Returns true if the object associated with this ObjectFlags is a manager. + + + + + True if the object is marked as Persistent, otherwise false. + + The ObjectFlags to operate on (accessible via this). + + Returns true if the object associated with this ObjectFlags is marked as Persistent. + + + + + PackedMemorySnapshot is a compact representation of a memory snapshot that a player has sent through the profiler connection. + + + + + Flags corresponding to the fields present in a returned memory snapshot. + + + + + Connections is an array of from,to pairs that describe which things are keeping which other things alive. + + + + + Array of Field Descriptions, referenced by Type Description entries by array index. + + + + + Path to the memory snapshot file. + + + + + All GC handles in use in the memorysnapshot. + + + + + Array of actual managed heap memory sections. + + + + + Array of managed stacks in a memory snapshot. + + + + + Meta data that was collected during memory snapshot capture. + + + + + Array of native allocation data, captured in C++. + + + + + Array of native allocation site data, captured in C++. + + + + + Array of callstack symbols, used by native allocation site data. + + + + + Array of memory labels, used by native allocation site data. + + + + + Array of native memory regions, which houses native allocations. + + + + + All native C++ objects that were loaded at time of the snapshot. + + + + + Array of native root references, which represent ownership of native allocation data. + + + + + Descriptions of all the C++ unity types the profiled player knows about. + + + + + The time and date at which the snapshot was recorded. + + + + + An array of indexes into PackedMemorySnapshot.typeDescriptions indetifying the type this field belongs to. + + + + + The current snapshot format version. + + + + + Information about the virtual machine running executing the managed code inside the player. + + + + + Converts the specified old format MemoryProfiler.PackedMemorySnapshot object to a new PackedMemorySnapshot format object and writes it to the location and file name specified the the write path. + + The old format snapshot object. + Destination path and file name for the file containing the converted snapshot. + + True if the conversion was successful; otherwise false. + + + + + Disposes of an existing PackedMemorySnapshot object and closes the file reader. + + + + + Load memory snapshot from given file path. + + An absolute file path to load a snapshot file from. + + Memory snapshot. + + + + + Copy the memory snapshot file to the given file path. + + Source memory snapshot. + Where to create copy of memory snapshot. + + + + A class that houses type description entries, returned from PackedMemorySnapshot.typeDescriptions. + + + + + Name of the assembly this type was loaded from. + + + + + The base type for this type, pointed to by an index into PackedMemorySnapshot.typeDescriptions. + + + + + An array containing indices pointing to descriptions of all fields of this type, accessible from PackedMemorySnapshot.fieldDescriptions. + + + + + Flags set for this type description, that define whether this type is an array or a value type, and the array rank of the type. + + + + + Size in bytes of an instance of this type. If this type is an array type, this describes the amount of bytes a single element in the array will take up. + + + + + The actual contents of the bytes that store this types static fields, at the point of time when the snapshot was taken. + + + + + The name of this type. + + + + + The type index of this type. This index is an index into the PackedMemorySnapshot.typeDescriptions array. + + + + + The address in memory that contains the description of this type inside the virtual machine. This can be used to match managed objects in the heap to their corresponding TypeDescription, as the first pointer of a managed object points to its type description. + + + + + The number of type description entries. + + + The number of entries. + + + + + An enum encoding information for a type description about whether it is a value type or an array type, and the rank of the array if the type is an array. Returned by TypeDescriptionEntries.flags. + + + + + Set if this type is an array. + + + + + If TypeFlags.kArray is set, the enum masked by this value will return the rank of the array (1 for a 1-dimensional array, 2 for a 2-dimensional array, etc). + + + + + Set if this value is a value type. If not set, the type is a reference type. + + + + + An extension class that contains member functions to TypeFlags. + + + + + If the type is an array type, retrieves the array rank of the type flags. + + The TypeFlags to compute the array rank of (assessible via this). + + The array rank encoded in the Type Flags. + + + + + Returns whether the flag describes an array type. + + The TypeFlags to compute from (accessible via this). + + Returns true if the Type associated with this TypeFlags is an array. + + + + + Returns whether the type describes a value type. + + The TypeFlags to compute from (accessible via this). + + Returns true if the type associated with this TypeFlags is a value type (as opposed to a reference type). + + + + + Information about a virtual machine that provided a memory snapshot. + + + + + Allocation granularity in bytes used by the virtual machine allocator. + + + + + Offset in bytes inside the object header of an array object where the bounds of the array is stored. + + + + + Size in bytes of the header of an array object. + + + + + Offset in bytes inside the object header of an array object where the size of the array is stored. + + + + + Size in bytes of the header of each managed object. + + + + + Size in bytes of a pointer. + + + + + Category information descriptor structure. + + + + + The color of the Profiler category, as a Color32. + + + + + Flags for showing if the Category is user defined or built into Unity. + + + + + Id used by Unity for tracking the Category. + + + + + The name used by Unity for the Category. + + + + + A Utility class for Profiler tooling in the Unity Editor. + + + + + Set the current selection in a frame time sample based Profiler Module, such as the. + + The controller object of the Profiler module whose selection you want to set. When the value is null, Unity throws a NullArgumentException. + The name of the sample to be selected, or the names of all samples in the sample stack. Separate each name with a , ending on the sample that should be selected. Do not add a trailing . If Unity cannot find a sample that matches this name or sample stack, it does not set a selection and this method returns false. When this value is null or an empty string, Unity throws an ArgumentException. + The 0 based frame index. This value defaults to -1 which means the selection is set on the currently shown frame. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or not -1, Unity throws an ArgumentOutOfRangeException. + The name of the thread group. The parameter defaults to an empty string. Null or an empty string signify that the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. + The Name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". This parameter defaults to "Main Thread". When this value is null or an empty string, Unity throws an ArgumentException. + The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. + + Returns true if the selection was successfully set, false if it was rejected because no fitting sample could be found. + + + + + Set the current selection in a frame time sample based Profiler Module, such as the. + + The controller object of the Profiler module whose selection you want to set. When the value is null, Unity throws a NullArgumentException. + The 0 based frame index. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity throws an ArgumentOutOfRangeException. + The name of the thread group. Null or an empty string signify that the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. + The Name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity throws an ArgumentException. + The name of the sample to select. If Unity cannot find a sample that matches this name, it does not set a selection and this method returns false. When this value is null or an empty string, Unity throws an ArgumentNullException or ArgumentException respectively. + The names of all samples in the sample stack, each separated by a , that define the base path for the search. Similar to a file folder structure, this base path defines where Unity looks for a sample which matches the sampleName. The searched sampleName can be the last item in that marker path or any child sample of it. Do not add a trailing . If no sample can be found matching this sample stack path and the sampleName, no selection is set and this method returns false. This defaults to null which means no requirement is set on the sample's sample stack and the first sample fitting the sampleName is selected. + The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. + Use HierarchyFrameDataView or RawFrameDataView to get the Marker Ids. When no sample can be found matching this sample stack path and the sampleMarkerId, no selection is set and this method returns false. + A list of Profiler marker IDs for all samples in the sample stack, that define the base path for the search. Similar to a file folder structure, this base path defines where Unity looks for a sample which matches the sampleMarkerId. The searched sampleMarkerId can be the last item in that marker path or any child sample of it. If no sample can be found matching this sample stack path and the sampleMarkerId, no selection is set and this method returns false. This defaults to null which means no requirement is set on the sample's sample stack and the first sample fitting the sampleMarkerId is selected. + + Returns true if the selection was successfully set, false if it was rejected because no fitting sample could be found. + + + + + Set the current selection in a frame time sample based Profiler Module, such as the. + + The controller object of the Profiler module whose selection you want to set. When the value is null, Unity throws a NullArgumentException. + The 0 based frame index. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity throws an ArgumentOutOfRangeException. + The name of the thread group. Null or an empty string signify that the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. + The Name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity throws an ArgumentException. + The name of the sample to select. If Unity cannot find a sample that matches this name, it does not set a selection and this method returns false. When this value is null or an empty string, Unity throws an ArgumentNullException or ArgumentException respectively. + The names of all samples in the sample stack, each separated by a , that define the base path for the search. Similar to a file folder structure, this base path defines where Unity looks for a sample which matches the sampleName. The searched sampleName can be the last item in that marker path or any child sample of it. Do not add a trailing . If no sample can be found matching this sample stack path and the sampleName, no selection is set and this method returns false. This defaults to null which means no requirement is set on the sample's sample stack and the first sample fitting the sampleName is selected. + The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. + Use HierarchyFrameDataView or RawFrameDataView to get the Marker Ids. When no sample can be found matching this sample stack path and the sampleMarkerId, no selection is set and this method returns false. + A list of Profiler marker IDs for all samples in the sample stack, that define the base path for the search. Similar to a file folder structure, this base path defines where Unity looks for a sample which matches the sampleMarkerId. The searched sampleMarkerId can be the last item in that marker path or any child sample of it. If no sample can be found matching this sample stack path and the sampleMarkerId, no selection is set and this method returns false. This defaults to null which means no requirement is set on the sample's sample stack and the first sample fitting the sampleMarkerId is selected. + + Returns true if the selection was successfully set, false if it was rejected because no fitting sample could be found. + + + + + An object describing a selection made in a frame time sample based. + + + + + The 0 based frame index. Note that the Profiler Window UI shows the frame index as n+1. + + + + + A list of the names of all ProfilerMarker|ProfilerMarkers that make up the Sample Stack of this selection. Unity populates this list on a selection object if it was passed to IProfilerFrameTimeSampleSelectionController.SetSelection and was accepted as a valid selection. + + + + + A shorthand for _markerNamePath.Count. When _markerNamePath is null, this value is 0. + + + + + The raw index of a sample, i.e. the index as if would be used with RawFrameDataView and NOT an Item ID as it would be used with HierarchyFrameDataView. + + + + + A sample selected in Hierarchy view might correspond to multiple samples in RawFrameDataView. This is a list of all of these sample indices. + + + + + The name of the Sample as it is displayed in the. This might be a shorter version than the last item in _markerNamePath. + + + + + The name of the group of the thread this sample resides in. When the thread is not part of a thread group, this value is string.empty. + + + + + The ID of the thread this sample resides in. + + + + + The name of the thread this sample resides in. + + + + + Constructs a selection object that can be passed to IProfilerFrameTimeSampleSelectionController.SetSelection to change the selection. + + The 0 based index of the frame the sample exists in. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity will throw an ArgumentOutOfRangeException. + The name of the thread group. An empty string, which means the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. + The name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity will throw an ArgumentException. + The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. + The raw index of a sample, i.e. the index as if would be used with RawFrameDataView and NOT an Item ID as it would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. + The name of the sample. When this value is null or empty, it will be filled by Unity on making a valid selection by passing this object to IProfilerFrameTimeSampleSelectionController.SetSelection. + A list of sample indices as used with RawFrameDataView and NOT a list of Item ID as would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. When this list is empty, Unity throws an ArgumentException. + An existing selection to make a copy of. When this value is null, Unity throws an ArgumentNullException. + + + + Constructs a selection object that can be passed to IProfilerFrameTimeSampleSelectionController.SetSelection to change the selection. + + The 0 based index of the frame the sample exists in. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity will throw an ArgumentOutOfRangeException. + The name of the thread group. An empty string, which means the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. + The name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity will throw an ArgumentException. + The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. + The raw index of a sample, i.e. the index as if would be used with RawFrameDataView and NOT an Item ID as it would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. + The name of the sample. When this value is null or empty, it will be filled by Unity on making a valid selection by passing this object to IProfilerFrameTimeSampleSelectionController.SetSelection. + A list of sample indices as used with RawFrameDataView and NOT a list of Item ID as would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. When this list is empty, Unity throws an ArgumentException. + An existing selection to make a copy of. When this value is null, Unity throws an ArgumentNullException. + + + + Constructs a selection object that can be passed to IProfilerFrameTimeSampleSelectionController.SetSelection to change the selection. + + The 0 based index of the frame the sample exists in. Note that the Profiler Window UI shows the frame index as n+1. When this value is outside of the range described by ProfilerWindow.firstAvailableFrameIndex and ProfilerWindow.lastAvailableFrameIndex, or smaller than 0, Unity will throw an ArgumentOutOfRangeException. + The name of the thread group. An empty string, which means the thread isn't part of a thread group. "Job", "Loading" and "Scripting Threads" are examples of such thread group names. + The name of the thread, e.g. "Main Thread", "Render Thread" or "Worker 0". When this value is null or an empty string, Unity will throw an ArgumentException. + The ID of the thread. When the default value of FrameDataView.invalidThreadId is passed, Unity searches for the sample in the first thread matching the provided threadGroupName and threadName. Specify this threadId if there are multiple threads with the same name. Use a RawFrameDataView.threadId or HierarchyFrameDataView.threadId to retrieve the ID to a specific thread, if you need it to be specific. + The raw index of a sample, i.e. the index as if would be used with RawFrameDataView and NOT an Item ID as it would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. + The name of the sample. When this value is null or empty, it will be filled by Unity on making a valid selection by passing this object to IProfilerFrameTimeSampleSelectionController.SetSelection. + A list of sample indices as used with RawFrameDataView and NOT a list of Item ID as would be used with HierarchyFrameDataView. Use HierarchyFrameDataView.ViewMode.MergeSamplesWithTheSameName to get raw sample indices when working with HierarchyFrameDataView. When this list is empty, Unity throws an ArgumentException. + An existing selection to make a copy of. When this value is null, Unity throws an ArgumentNullException. + + + + Provides access to the Profiler data for a specific frame and thread. + + + + + This constant defines a sample index that does not match any valid Profiler Sample. + + + + + This struct describes profiler flow and its relation to the specific sample in the frame. + + + + + Use to determine flow event type. + + + + + Flow identifier. + + + + + Use to determine the sample index the flow event belongs to. + + + + + Gets all flow events for the current frame and thread. + + Returns the list of all profiler flow events for the current frame and thread. + + + + Gets the callstack associated with the specified sample. + + Index of the Profiler sample. + List filled with callstack pointers as a result of a method call. + + + + Gets Profiler marker category for the specific sample. + + Index of the Profiler sample. + + Returns Profiler category index. + + + + + Gets amount of child samples for the specific sample. + + Index of the Profiler sample. + + Returns amount of child samples. + + + + + Gets amount of direct and indirect child samples for the specific sample. + + Index of the Profiler sample. + + Returns amount of direct and indirect child samples. + + + + + Gets Profiler marker flags for the specific sample. + + Index of the Profiler sample. + + Returns Profiler marker flags. + + + + + Gets the flow events that originate from the specific sample. + + Index of the Profiler sample. + Returns the list of profiler flow events for the sample in the current frame and thread. + + + + Gets Profiler marker indentifier which uniquely identifies sample name. + + Index of the Profiler sample. + + Returns Profiler marker indentifier. Returns invalidMarkerId for invalid index. + + + + + Gets sample metadata value as double. + + Index of the Profiler sample. + Metadata index. + + Returns double representation of sample metadata value. + + + + + Gets sample metadata value as float. + + Index of the Profiler sample. + Metadata index. + + Returns float representation of sample metadata value. + + + + + Gets sample metadata value as integer. + + Index of the Profiler sample. + Metadata index. + + Returns integer representation of sample metadata value. + + + + + Gets sample metadata value as long. + + Index of the Profiler sample. + Metadata index. + + Returns long representation of sample metadata value. + + + + + Gets sample metadata value as string. + + Index of the Profiler sample. + Metadata index. + + Returns string representation of sample metadata value. + + + + + Gets metadata count associated with the specific sample. + + Index of the Profiler sample. + + Amount of metadata values. + + + + + Gets the name of the specific sample. + + Index of the Profiler sample. + + Returns sample name. Returns null if sample index is invalid. + + + + + Gets the start time of the sample. The amount of time is expressed in milliseconds. + + Index of the Profiler sample. + + Returns sample start time in milliseconds. + + + + + Gets the start time of the sample. The amount of time is expressed in nanoseconds. + + Index of the Profiler sample. + + Returns sample start time in nanoseconds. + + + + + Gets the duration of sample. The amount of time is expressed in milliseconds. + + Index of the Profiler sample. + + Returns sample duration in milliseconds. + + + + + Gets the duration of sample. The amount of time is expressed in nanoseconds. + + Index of the Profiler sample. + + Returns sample duration in nanoseconds. + + + + + The Progress utility class reports the progress of asynchronous tasks to Unity. + + + + + An event raised when a new progress indicator starts. + + Array of new progress indicators. + + + + Returns the global average progression of all running tasks. + + + + + Returns the maximum time remaining for all running progress indicators. + + + + + An event raised when a progress indicator is removed. + + Array of removed progress indicators. + + + + Returns true if there is at least one running progress indicator, false otherwise. + + + + + An event raised when a progress indicator's state updates. + + Array of updated progress indicators. + + + + Cancels a runnning progress indicator, and invokes the cancel callback for the associated task. + + The progress indicator's unique ID. + + True if the associated task is cancelled, false if it cannot be cancelled. + + + + + Resets the computation of a progress indicator's remaining time. + + The progress indicator's unique ID. + + + + Returns an enumerator to loop over all progress indicators. + + + The enumerable progress indicators. + + + + + Checks whether a progress indicator with the specified ID exists. + + The unique ID to search for. + + True if the progress indicator exists, false otherwise. + + + + + Marks the progress indicator as finished. + + The progress indicator's unique ID. + The status of the associated task when the progress indicator finishes. Indicates whether the task succeeded, failed, or was canceled. + + + + Gets the number of available progress indicators. + + + The number of available progress indicators. + + + + + For each available status, gets the number of progress indicators with that status. + + + An array that contains the count of progress indicators per status. Each index maps a single status from the Progress.Status enum. + + + + + Gets the current step for a progress indicator. + + The progress indicator's unique ID. + + The current step. + + + + + Gets a progress indicator's description. + + The progress indicator's unique ID. + + The description, if one exists. + + + + + Finds a progress indicator's unique ID using its index in the set of all available progress indicators. + + The valid index for a progress indicator. + + The progress indicator's unique ID, or -1 if the unique ID is not available. + + + + + Gets a progress indicator's name. + + The progress indicator's unique ID. + + The matching progress indicator's name. + + + + + Gets the options that you specified when you started the progress indicator. + + The progress indicator's unique ID. + + The progress indicator's option flags. + + + + + Gets the unique ID of the progress indicator's parent, if any. + + The progress indicator's unique ID. + + The unique ID of the progress indicator's parent. If the progress indicator is not a child of any other progress indicators, returns -1. + + + + + Gets a progress indicator's priority. + + The progress indicator's unique ID. + + The priority. + + + + + Gets a progress indicator's progress. + + The progress indicator's unique ID. + + The current progress. + + + + + Gets information about a progress indicator. + + The progress indicator's unique ID. + + The progress indicator's data structure. + + + + + Gets a progress indicator's remaining time, in seconds. + + The progress indicator's unique ID. + + The number of seconds remaining. + + + + + Gets the number of active or running progress indicators. + + + The number of active and running progress indicators. + + + + + Gets the timestamp of when the progress indicator started. + + The progress indicator's unique ID. + + The progress indicator's start timestamp. + + + + + Gets the progress indicator's status. + + The progress indicator's unique ID. + + The progress indicator's current status. + + + + + Gets the label that displays a progress indicator's steps. + + The progress indicator's unique ID. + + The step label. + + + + + Get a progress indicator's time display mode. + + The progress indicator's unique ID. + + The progress indicator's time display mode. + + + + + Gets the total number of steps, from start to finish, for a progress indicator. + + The progress indicator's unique ID. + + The number of steps. + + + + + Gets the time that the progress indicator last changed, or finished. + + The progress indicator's unique ID. + + The timestamp of the progress indicator's last update. + + + + + Indicates whether you can cancel the progress indicator's associated task. + + The progress indicator's unique ID. + + True if you can cancel the task, false otherwise. + + + + + Indicates whether you can pause the progress indicator's task. + + The progress indicator's unique ID. + + True if you can pause the task, false otherwise. + + + + + A data structure that provides information about a progress indicator. + + + + + Returns true if the progress indicator's associated event can be canceled. + + + + + Returns the current step for this progress indicator. + + + + + Returns the progress indicator's description. + + + + + Returns the number of seconds that the progress indicator has been running for. + + + + + Checks whether the progress indicator exists. + + + + + Returns true if the progress indicator is finished, but not removed. + + + + + Returns the progress indicator's unique identifier. + + + + + Returns true if the progress indicator is indefinite. + + + + + Returns the progress indicator's name. + + + + + Returns the option flags used to start the progress indicator. + + + + + Returns the unique ID of the progress indicator's parent, or -1 if the progress indicator is not a child of another progress indicator. + + + + + Returns true if the progress indicator's task can be paused. + + + + + Returns true if the progress indicator is paused. + + + + + Returns the progress indicator's priority. + + + + + Returns the progress value of a progress indicator's associated task. + + + + + Returns this progress indicator's remaining time to completion. + + + + + Returns true if progress is ongoing, false if the progress indicator has not received any progress report for more than 5 seconds. + + + + + Returns true if the progress indicator is running and active. + + + + + Returns the time when the progress indicator started. + + + + + Returns the progress indicator's status. + + + + + Returns the label that displays the progress indicator's steps. + + + + + Returns the progress indicator's time display mode. + + + + + Returns the total number of steps, from start to finish, for this progress indicator. + + + + + Returns the last time the progress indicator was updated. + + + + + Cancels a running progress indicator. + + + True if the associated task is cancelled, false if something prevents it from being cancelled. + + + + + Resets the computation of the progress indicator's remaining time. + + + + + Marks the progress indicator as finished. + + The status of the associated task when the progress indicator finishes. Indicates whether the task succeeded, failed, or was canceled. + + + + Pauses a running progress indicator. + + + True if the task is paused, false if it cannot be paused. + + + + + Registers a callback that is called when the user cancels a running progress indicator's associated task. + + The function called when a progress indicator's associated task is canceled. + + + + Registers a callback that is called when a user pauses a running progress indicator's task. + + This function is called when a progress indicator's task is paused. It takes a boolean parameter that specifies whether the task needs to pause or resume. When the value is true, the task needs to pause. When the value is false, the task needs to resume. The function returns true if it actually performed the requested action. + + + + Finishes and removes an active progress indicator. + + + -1 if the progress indicator is removed, otherwise returns the progress indicator's id. + + + + + Reports the progress indicator's current status. + + A new progress value between 0 and 1. + An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". + An updated current step. + An updated total number of steps. + + + + Reports the progress indicator's current status. + + A new progress value between 0 and 1. + An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". + An updated current step. + An updated total number of steps. + + + + Reports the progress indicator's current status. + + A new progress value between 0 and 1. + An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". + An updated current step. + An updated total number of steps. + + + + Reports the progress indicator's current status. + + A new progress value between 0 and 1. + An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". + An updated current step. + An updated total number of steps. + + + + Resumes a paused progress indicator. + + + True if the task resumes, false if it cannot resume. + + + + + Sets the progress indicator's description. To clear the description pass null. + + The progress indicator's new description. + + + + Sets the progress indicator's priority. + + The priority. + + + + Sets the progress indicator's priority. + + The priority. + + + + Sets the progress indicator's remaining time, in seconds. + + The progress indicator's remaining time, in seconds. + + + + Sets the label that displays the progress indicator's steps. + + The steps label. + + + + Set a progress indicator's time display mode. + + The progress indicator's time display mode. + + + + Unregisters a previously registered progress cancellation callback. + + + + + Unregisters a previously registered progress pause callback. + + + + + Options that define how a progress indicator behaves. + + + + + An indefinite progress indicator shows that the associated task is in progress, but does not show how close it is to completion. + + + + + Unity manages progress indicators. When a domain reload happens, the system cancels tasks that support cancellation, and removes their progress indicators. This is the default for progress indicators started from C#. + + + + + A progress indicator that starts with no other options activated. This is the default. + + + + + A sticky progress indicator displays progress information even after the task is complete. The system does not remove it automatically. You must remove it using a remove operation. + + + + + A synchronous progress indicator updates the Editor UI as soon as it reports progress. This is the opposite of the default behavior, which is to report all progress asynchronously. + + + + + An unmanaged progress indicator is one that Unity does not manage. Unity does not cancel unmanaged progress indicators when a domain reload happens. This is the default behavior for internal-use progress indicators started from C++ code. + + + + + Pauses a runnning progress indicator, and invokes the pause callback for its task. + + The progress indicator's unique ID. + + True if the task is paused, false if it cannot be paused. + + + + + An enumeration that defines task priorities. + + + + + A high priority task can be unresponsive, and is displayed in the global progress bar. + + + + + An idle priority task cannot be unresponsive, and is not displayed in the global progress bar. + + + + + A low priority task cannot be unresponsive, but is displayed in the global progress bar. + + + + + A normal priority task can be unresponsive, and is displayed in the global progress bar. + + + + + An unresponsive task is always shown as unresponsive. + + + + + Registers a callback that is called when the user cancels a running progress indicator's associated task. + + The progress indicator's unique ID. + The function called when a progress indicator's associated task is canceled. + + + + Registers a callback that is called when the user pauses a running progress indicator's task. + + This function is called when a progress indicator's task is paused. It takes a boolean parameter that specifies whether the task needs to pause or resume. When the value is true, the task needs to pause. When the value is false, the task needs to resume. The function returns true if it actually performed the requested action. + The progress indicator's unique ID. + + + + Finishes and removes an active progress indicator. + + The progress indicator's unique ID. + When you set this parameter to true it forces this method to remove the progress indicator synchronously. + + -1 if the progress indicator is removed. Otherwise, returns the progress indicator's ID. + + + + + Finishes and removes an active progress indicator. + + The progress indicator's unique ID. + When you set this parameter to true it forces this method to remove the progress indicator synchronously. + + -1 if the progress indicator is removed. Otherwise, returns the progress indicator's ID. + + + + + Reports a running progress indicator's current status. + + The progress indicator's unique ID. + A new progress value between 0 and 1. + An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". + An updated current step. + An updated total number of steps, from start to finish. + + + + Reports a running progress indicator's current status. + + The progress indicator's unique ID. + A new progress value between 0 and 1. + An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". + An updated current step. + An updated total number of steps, from start to finish. + + + + Reports a running progress indicator's current status. + + The progress indicator's unique ID. + A new progress value between 0 and 1. + An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". + An updated current step. + An updated total number of steps, from start to finish. + + + + Reports a running progress indicator's current status. + + The progress indicator's unique ID. + A new progress value between 0 and 1. + An updated description of the progress indicator. If the the progress status has not changed, or you do not set a description, this is null. To clear the current progress description, pass an empty string such as "". + An updated current step. + An updated total number of steps, from start to finish. + + + + Resumes a paused progress indicator, and invokes the pause callback for the associated task. + + The progress indicator's unique ID. + + True if the task resumes, false if it cannot resume. + + + + + Sets the progress indicator's description. To clear the description pass null. + + The progress indicator's unique ID. + The progress indicator's new description. + + + + Sets a progress indicator's priority. + + The progress indicator's unique ID. + The priority. + + + + Sets a progress indicator's priority. + + The progress indicator's unique ID. + The priority. + + + + Sets the progress indicator's remaining time, in seconds. + + The progress indicator's unique ID. + The progress indicator's remaining time, in seconds. + + + + Sets the label that displays a progress indicator's steps. + + The progress indicator's unique ID. + The steps label. + + + + Set a progress indicator's time display mode. + + The progress indicator's unique ID. + The progress indicator's time display mode. + + + + Opens the progress window for background tasks. + + To place the window in the bottom right corner of the main Editor window, pass True. To restore the last window position, pass False. + + + + This method starts a new progress indicator. + + The progress indicator's name. You can display the name as a title in the progress window. Use / (slash) as a separator to group child progress indicators together. + The progress indicator's initial description. You can change it using Report or SetDescription. + The unique ID of the parent progress indicator, if any. If the progress indicator has no parent, pass -1. + The progress indicator's initial progress options. + + The newly created progress identifier. This identifier is used for all other APIs to update the progress status. + + + + + Indicates the status of a progress indicator's associated task. + + + + + Indicates that the task was canceled. + + + + + Indicates that the task failed. + + + + + Indicates that the task is paused. + + + + + Indicates that the task is still running. + + + + + Indicates that the task succeeded. + + + + + Specifies what kind of time information the progress indicator displays. + + + + + The progress indicator does not display any time information. + + + + + The progress indicator displays the time remaining. + + + + + The progress indicator displays the running time. + + + + + Unregisters a previously registered progress cancellation callback. + + The progress indicator's unique ID. + + + + Unregisters a previously registered progress pause callback. + + The progress indicator's unique ID. + + + + Unity calls this function when the user accepts an edited name, either by pressing the Enter key or by losing the keyboard input focus. + + The instance ID of the edited asset. + The path to the asset. + The resource file string argument passed to ProjectWindowUtil.StartNameEditingIfProjectWindowExists. + + + + Unity calls this function when the user presses the Escape key to cancel editing a name. + + The instance ID of the asset that the user attempted to edit. + The path to the asset. + The resource file string argument passed to ProjectWindowUtil.StartNameEditingIfProjectWindowExists. + + + + 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. + + + + + The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only) + + + + + The reflection FieldInfo for the member this property represents. (Read Only) + + + + + Override this method to determine whether the inspector GUI for your property can be cached. + + The SerializedProperty to make the custom GUI for. + + Whether the drawer's UI can be cached. + + + + + Override this method to make your own UIElements based GUI for the property. + + The SerializedProperty to make the custom GUI for. + + The element containing the custom GUI. + + + + + Override this method to specify how tall the GUI for this field is in pixels. + + The SerializedProperty to make the custom GUI for. + The label of this property. + + The height in pixels. + + + + + Override this method to make your own IMGUI based GUI for the property. + + Rectangle on the screen to use for the property GUI. + The SerializedProperty to make the custom GUI for. + The label of this property. + + + + Defines a single modified property. + + + + + The value being applied when it is an object reference (which can not be represented as a string). + + + + + Property path of the property being modified (Matches as SerializedProperty.propertyPath). + + + + + Object that will be modified. + + + + + The value being applied. + + + + + The type of the iOS provisioning profile if manual signing is used. + + + + + The provisioning profile type will be determined automatically when building the Xcode project. + + + + + Development provisioning profiles are used to install development apps on test devices. + + + + + Distribution provisioning profiles can be used when uploading the app to the App Store or for Ad Hoc and in house distribution. + + + + + Type of build to generate. + + + + + Package build for installation on either a dev or test kit. + + + + + Build hosted on a PC, for file serving to a dev or test kit. + + + + + Editor API for the Unity Services editor feature. Normally Purchasing is enabled from the Services window, but if writing your own editor extension, this API can be used. + + + + + This Boolean field will cause the Purchasing feature in Unity to be enabled if true, or disabled if false. + + + + + Options for removing assets + + + + + Delete the asset without moving it to the trash. + + + + + The asset should be moved to trash. + + + + + Contains the custom albedo swatch data. + + + + + Color of the albedo swatch that is shown in the physically based rendering validator user interface. + + + + + The maximum luminance value used to validate the albedo for the physically based rendering albedo validator. + + + + + The minimum luminance value used to validate the albedo for the physically based rendering albedo validator. + + + + + Name of the albedo swatch to show in the physically based renderer validator user interface. + + + + + Utilities for Camera rendering in the Editor. + + + + + Renders this Camera into a static cubemap. + + The Camera to use during rendering. + The cubemap to render to. + A bitmask which determines which of the six faces to render to. + The flags of objects to cull during rendering. + + If the render process succeeds, returns true. Otherwise, returns false. + + + + + Editor-specific script interface for. + + + + + Returns an array of Rendering.AlbedoSwatchInfo. + + + + + Will return PlatformShaderSettings for given platform and shader hardware tier. + + + + + + + Returns TierSettings for a given build target and. + + + + + + + Returns TierSettings for a given build target and. + + + + + + + TODO. + + + + + + + Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier. + + + + + + + + Set the TierSettings for a given build target and. + + + + + + + + Set the TierSettings for a given build target and. + + + + + + + + TODO. + + + + + + + + Used to set up shader settings, per-platform and per-shader-hardware-tier. + + + + + Allows you to specify whether cascaded shadow maps should be used. + + + + + Allows you to specify whether Reflection Probes Blending should be enabled. + + + + + Allows you to specify whether Reflection Probes Box Projection should be used. + + + + + Allows you to select Standard Shader Quality. + + + + + Helper class that contains a utility function on ScriptableRenderPipeline for Editor. + + + + + Returns the first type that is a child of TBaseClass and has a ScriptableRenderPipelineExtensionAttribute filter corresponding to the ScriptableRenderPipeline that you are using. + + + + + Use this attribute to apply a condition to a filter that finds the class based on which ScriptableRenderPipeline you are currently using. + + + + + Determines whether the current ScriptableRenderPipeline is the same type as the one given by the constructor. Returns true if the ScriptableRenderPipeline is of the type used when constructing the attribute. Otherwise, returns false. + + + + + Construct a ScriptableRenderPipelineExtensionAttribute. + + Type inheriting from RenderPipelineAsset used for filtering. + + + + Collection of data used for shader variants generation, including targeted platform data and the keyword set representing a specific shader variant. + + + + + The build target to compile the shader variant for. (Read Only) + + + + + A GraphicsTier classifies low, medium and high performance hardware. You can only set a Graphics Tier in the Built-in Render Pipeline. + + + + + A collection of Rendering.ShaderKeyword that represents a specific platform shader variant. + + + + + Shader compiler used to generate player data shader variants. + + + + + A collection of Rendering.ShaderKeyword that represents a specific shader variant. + + + + + Shader features required by a specific shader. + + + + + Indicates the severity of a message returned by the Unity Shader Compiler. + + + + + Indicates that a message returned by the Unity Shader Compiler is an error and the compilation failed. + + + + + Indicates that a message returned by the Unity Shader Compiler is a warning. + + + + + Shader compiler used to generate player data shader variants. + + + + + Compiler used with Direct3D 11 and Direct3D 12 graphics API on Windows platforms. + + + + + Compiler used with Direct3D 12 graphics API on Game Core platforms. + + + + + Compiler used with OpenGL ES 2.0 and WebGL 1.0 graphics APIs on Android, iOS, Windows and WebGL platforms. + + + + + Compiler used with OpenGL ES 3.x and WebGL 2.0 graphics APIs on Android, iOS, Windows and WebGL platforms. + + + + + Compiler used with Metal graphics API on macOS, iOS and tvOS platforms. + + + + + Provide a reasonable value for non initialized variables. + + + + + Compiler used with OpenGL core graphics API on macOS, Linux and Windows platforms. + + + + + Compiler used on PlayStation 4. + + + + + Compiler used on Nintendo Switch. + + + + + Compiler used with Vulkan graphics API on Android, Linux and Windows platforms. + + + + + Compiler used with Direct3D 11 graphics API on XBox One. + + + + + Compiler used with Direct3D 12 graphics API on XBox One. + + + + + Shader quality preset. + + + + + High quality shader preset. + + + + + Low quality shader preset. + + + + + Medium quality shader preset. + + + + + Shader features required by a specific shader. Features are bit flags. + + + + + Indicates that basic shader capability i.e. Shader Model level 2.0 is required. + + + + + + Indicates that compute shader support is required. + + + + + + Indicates that cubemap array (TextureCubeArray) support is required. + + + + + Indicates that support for derivative (ddx/ddy) instructions from the fragment shader stage is required. + + + + + Indicates that support for pixel depth (SV_Position.zw) input to the fragment shader stage is required. + + + + + Indicates that support for pixel position (SV_Position) input to the fragment shader stage is required. + + + + + Indicates that framebuffer fetch support is required. This is the ability to have fragment shader color arguments with in/out modifiers. + + + + + Indicates that geometry shader stage support is required. + + + + + Indicates that support for the SV_InstanceID input semantic is required. + + + + + Indicates that support for at least 10 interpolators is required. + + + + + Indicates that support for at least 15 integers and interpolators in total are required. Unity bundles them together because it is extremely unlikely a GPU/API will ever exist that only has part of that. + + + + + Indicates that support for at least 32 interpolators is required. + + + + + Indicates that support for multiple render targets (at least 4) is required i.e. support for fragment shaders that can output at least 4 values. + + + + + Indicates that support for multiple render targets (at least 8) is required i.e. support for fragment shaders that can output at least 8 values. + + + + + Indicates that support for MSAA textures (e.g. Texture2DMS) is required. + + + + + No shader requirements. + + + + + Indicates that support for random-write textures (UAVs) is required. + + + + + Indicates that support for texture sampling from the fragment shader stage with an explicit mipmap level is required. + + + + + Indicates that support for setting the render target array index (SV_RenderTargetArrayIndex) from all shader stages (not just from the geometry shader stage) is required. + + + + + Indicates that support of sparse textures with sampling instructions that return residency information is requred. + + + + + Indicates that support for tessellation using a compute shader for control point processing is required. The Metal graphics API requires this feature for tessellation. + + + + + Indicates that support for tessellation using hull and domain shader stages is required. + + + + + Indicates that support for 2D array textures (Texture2DArray) is required. + + + + + Collection of properties about the specific shader code being compiled. + + + + + An opaque identifier for the being compiled. + + + + + Shader. + + + + + Shader pass type for Unity's lighting pipeline. + + + + + Shader stage in the rendering the pipeline. + + + + + Identifies the stage in the rendering pipeline. + + + + + The number of ShaderTypes that Unity supports. + + + + + Identifier for the domain Shader stage. + + + + + Identifier for the fragment Shader stage. + + + + + Identifier for the geometry Shader stage. + + + + + Identifier for the hull Shader stage. + + + + + Identifier for the ray tracing Shader stage. + + + + + Identifier for the surface Shader stage. + + + + + Identifier for the vertex Shader stage. + + + + + A struct that represents graphics settings for a given build target and. + + + + + Whether to use cascaded shadow maps. + + + + + Whether to sample a Detail Normal Map, if assigned. + + + + + Whether Light Probe Proxy Volume should be used. + + + + + Whether to enable High Dynamic Range (HDR) rendering. + + + + + The format to use for the HDR buffer. + + + + + Whether Unity should try to use 32-bit shadow maps, where possible. + + + + + The RealtimeGICPUUsage to use. + + + + + Whether to enable Reflection Probes Blending. + + + + + Whether to use Reflection Probes Box Projection. + + + + + The rendering path to use. + + + + + Whether to enable Semitransparent Shadows. + + + + + The Standard Shader Quality. + + + + + Flags for the PrefabUtility.ReplacePrefab function. + + + + + Connects the passed objects to the Prefab after uploading the Prefab. + + + + + Replaces Prefabs by matching pre-existing connections to the Prefab. + + + + + Replaces the Prefab using name based lookup in the transform hierarchy. + + + + + Resolution dialog setting. + + + + + Never show the resolution dialog. + + + + + Show the resolution dialog on first launch. + + + + + Hide the resolution dialog on first launch. + + + + + SceneAsset is used to reference Scene objects in the Editor. + + + + + Class with information about a component that has been added to a Prefab instance. + + + + + The added component on the Prefab instance. + + + + + See PrefabOverride.Apply. + + + + + See PrefabOverride.GetAssetObject. + + + + + See PrefabOverride.Revert. + + + + + + Class with information about a GameObject that has been added as a child under a Prefab instance. + + + + + The added GameObject on the Prefab instance. + + + + + The sibling index of the added GameObject. + + + + + See PrefabOverride.Apply. + + + + + See PrefabOverride.GetAssetObject. + + + + + See PrefabOverride.Revert. + + + + + + Scene management in the Editor. + + + + + Subscribe to this event to get notified when the active Scene has changed in Edit mode in the Editor. + + Previous active Scene and the new active Scene. + + + + The number of loaded Scenes. + + + + + This event is called after a new Scene has been created. + + + + + + Loads this SceneAsset when you start Play Mode. + + + + + Controls whether cross-Scene references are allowed in the Editor. + + + + + The current amount of active preview Scenes. + + + + + This event is called after a Scene has been closed in the editor. + + + + + + This event is called before closing an open Scene after you have requested that the Scene is closed. + + + + + + This event is called after a Scene has been modified in the editor. + + + + + + This event is called after a Scene has been opened in the editor. + + + + + + This event is called before opening an existing Scene. + + + + + + This event is called after a Scene has been saved. + + + + + + This event is called before a Scene is saved disk after you have requested the Scene to be saved. + + + + + + Go through all Scenes and find the smallest unused bit in the unition of all Scene culling masks. + + + The lowest unused bit of the union of all culling masks. + + + + + Closes a preview Scene created by NewPreviewScene. + + The preview Scene to close. + + True if the Scene was successfully closed. + + + + + Close the Scene. If removeScene flag is true, the closed Scene will also be removed from EditorSceneManager. + + The Scene to be closed/removed. + Bool flag to indicate if the Scene should be removed after closing. + + Returns true if the Scene is closed/removed. + + + + + Use SceneCullingMasks.DefaultSceneCullingMask instead. + + + + + Detects cross-Scene references in a Scene. + + Scene to check for cross-Scene references. + + Was any cross-Scene references found. + + + + + Shows a save dialog if an Untitled Scene exists in the current Scene manager setup. + + Text shown in the save dialog. + + True if the Scene is saved or if there is no Untitled Scene. + + + + + Return the culling mask set on the given Scene. + + The scene to get the culling mask from. + + The scene's current culling mask as a bitfield. + + + + + Returns the current setup of the SceneManager. + + + An array of SceneSetup classes - one item for each Scene. + + + + + Is the Scene a preview Scene? + + The Scene to check. + + True if the Scene is a preview Scene. + + + + + Is this object part of a preview Scene? + + The object to check. + + True if this object is part of a preview Scene. + + + + + This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Scene list. + + Path to Scene to load. + Parameters to apply to loading. See SceneManagement.LoadSceneParameters. + + Use the AsyncOperation to determine if the operation has completed. + + + + + This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Scene list. + + Path to Scene to load. + Parameters used to load the Scene SceneManagement.LoadSceneParameters. + + Scene that is loading. + + + + + Mark all the loaded Scenes as modified. + + + + + Mark the specified Scene as modified. + + The Scene to be marked as modified. + + Whether the Scene was successfully marked as dirty. + + + + + Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes after the destination Scene. + + The Scene to move. + The Scene which should come directly before the source Scene in the hierarchy. + + + + Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes before the destination Scene. + + The Scene to move. + The Scene which should come directly after the source Scene in the hierarchy. + + + + Creates a new preview Scene. Any object added to a preview Scene will only be rendered in that Scene. + + + The new preview Scene. + + + + + Create a new Scene. + + Whether the new Scene should use the default set of GameObjects. + Whether to keep existing Scenes open. + + A reference to the new Scene. + + + + + Callbacks of this type which have been added to the newSceneCreated event are called after a new Scene has been created. + + The Scene that was created. + The setup mode used when creating the Scene. + The mode used for creating the Scene. + + + + Open a Scene in the Editor. + + The path of the Scene. This should be relative to the Project folder; for example, "AssetsMyScenesMyScene.unity". + Allows you to select how to open the specified Scene, and whether to keep existing Scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options. + + A reference to the opened Scene. + + + + + Restore the setup of the SceneManager. + + In this array, at least one Scene should be loaded, and there must be one active Scene. + + + + Asks the user if they want to save the current open modified Scene or Scenes in the Hierarchy. + + + Returns true if the user clicked Save or Don't Save to indicate that that it is ok to close the open scenes after the dialog closes. Returns false if the user clicked Cancel to abort. + + + + + Asks whether the modfied input Scenes should be saved. + + Scenes that should be saved if they are modified. + + Returns true if the user clicked Save or Don't Save to indicate that that it is ok to close the input scenes after the dialog closes. Returns false if the user clicked Cancel to abort. + + + + + Save all open Scenes. + + + Returns true if all open Scenes are successfully saved. + + + + + Save a Scene. + + The Scene to be saved. + The file path to save the Scene to. If the path is empty, the current open Scene is overwritten. If it has not yet been saved at all, a save dialog is shown. + If set to true, the Scene is saved without changing the current Scene, and without clearing the unsaved changes marker. + + True if the save succeeded, otherwise false. + + + + + Save a list of Scenes. + + List of Scenes that should be saved. + + True if the save succeeded. Otherwise false. + + + + + Callbacks of this type which have been added to the sceneClosed event are called immediately after the Scene has been closed. + + The Scene that was closed. + + + + Callbacks of this type which have been added to the sceneClosing event are called just before a Scene is closed. + + The Scene that is going to be closed. + Whether or not the Scene is also going to be removed from the Scene Manager after closing. If true the Scene is removed after closing. + + + + Callbacks of this type which have been added to the sceneDirtied event are called after a Scene changes from being unmodified to being modified. + + + + + + Callbacks of this type which have been added to the sceneOpened event are called after a Scene has been opened. + + The Scene that was opened. + The mode used to open the Scene. + + + + Callbacks of this type which have been added to the sceneOpening event are called just before opening a Scene. + + Path of the Scene to be opened. This is relative to the Project path. + Mode that is used when opening the Scene. + + + + Callbacks of this type which have been added to the sceneSaved event are called after a Scene has been saved. + + The Scene that was saved. + + + + Callbacks of this type which have been added to the sceneSaving event are called just before the Scene is saved. + + The Scene to be saved. + The path to which the Scene is saved. + + + + Set the culling mask on this scene to this value. +Cameras will only render objects in Scenes that have the same bits set in their culling mask. + + The scene to set the culling mask on. + The value of the culling mask, stored as a bitfield. + + + + The Main Stage contains all the currently open regular Scenes and is always available. + + + + + Used when creating a new Scene in the Editor. + + + + + The newly created Scene is added to the current open Scenes. + + + + + All current open Scenes are closed and the newly created Scene are opened. + + + + + Used when creating a new Scene in the Editor. + + + + + Adds default game objects to the new Scene (a light and camera). + + + + + No game objects are added to the new Scene. + + + + + Class with information about an object on a Prefab instance with overridden properties. + + + + + Access the coupled component modifications of the object being overidden, if present. + + + + + The object on the Prefab instance. + + + + + See PrefabOverride.Apply. + + + + + See PrefabOverride.GetAssetObject. + + + + + See PrefabOverride.Revert. + + + + + Used when opening a Scene in the Editor to specify how a Scene should be opened. + + + + + Adds a Scene to the current open Scenes and loads it. + + + + + Adds a Scene to the current open Scenes without loading it. It will show up as 'unloaded' in the Hierarchy Window. + + + + + Closes all current open Scenes and loads a Scene. + + + + + Class with information about a given override on a Prefab instance. + + + + + Applies the override to the Prefab Asset at the given path. + + The path of the Prefab Asset to apply to. + + + + Applies the override to the Prefab Asset at the given path. + + The path of the Prefab Asset to apply to. + + + + Finds the object in the Prefab Asset at the given path which will be applied to. + + The asset path of the Prefab Asset to apply to. + + The object inside the Prefab Asset affected by the override. + + + + + Returns the asset object of the override in the outermost Prefab that the Prefab instance comes from. + + + The object inside the Prefab Asset affected by the override. + + + + + Reverts the override on the Prefab instance. + + + + + The PrefabStage class represents an editing context for Prefab Assets. + + + + + The asset path where the Prefab Asset file is stored, relative to the project root. + + + + + The Prefab Stage can be opened either in isolation or in context. + + + + + A GameObject inside the Prefab instance that you opened Prefab Mode through. + + + + + The root of the Prefab instance that you opened Prefab Mode through. + + + + + The path of the Prefab Asset that is open in this Prefab stage. + + + + + The root GameObject of the loaded Prefab Asset contents. + + + + + Callback that is invoked whenever the contents of a Prefab stage has been saved. + + + + + + Callback that's invoked whenever the contents of a Prefab stage is about to be saved. + + + + + + Callback that's invoked whenever a Prefab stage is about to be opened. + + + + + + Callback that's invoked whenever a Prefab stage changes from unmodified to modified. + + + + + + Callback that's invoked whenever a Prefab stage has been opened. + + + + + + Clear the dirtyness flag for the Prefab stage. + + + + + Is this GameObject part of the loaded Prefab Asset contents in the Prefab stage? + + The GameObject to check. + + True if the GameObject is part of the Prefab contents. + + + + + Specifies the mode that Unity uses to open a Prefab stage. You can open the stage either in isolation or in context. + + + + + Editing in context means that you can edit a Prefab Asset in Prefab Mode and still retain the context of the Prefab instance you opened through. + + + + + Editing in isolation means that you can edit a Prefab Asset on its own in Prefab Mode. + + + + + Utility methods related to Prefab stages. + + + + + Get the current Prefab stage, or null if there is none. + + + The current Prefab stage or null. + + + + + Get the Prefab stage which contains the given GameObject. + + The GameObject to check. + + The containing Prefab stage. + + + + + Opens a Prefab Asset in Prefab Mode. + + File path for the Prefab Asset to open in Prefab Mode. + Opens Prefab Mode in context of this Prefab instance GameObject. + Mode that determines whether to open in isolation or in context. + + The opened PrefabStage. + + + + + Opens a Prefab Asset in Prefab Mode. + + File path for the Prefab Asset to open in Prefab Mode. + Opens Prefab Mode in context of this Prefab instance GameObject. + Mode that determines whether to open in isolation or in context. + + The opened PrefabStage. + + + + + Opens a Prefab Asset in Prefab Mode. + + File path for the Prefab Asset to open in Prefab Mode. + Opens Prefab Mode in context of this Prefab instance GameObject. + Mode that determines whether to open in isolation or in context. + + The opened PrefabStage. + + + + + The PreviewSceneStage class represents an editing context based on a single preview Scene. + + + + + The preview Scene this stage controls. Stage content should be moved into this Scene. + + + + + See Stage.stageHandle. + + + + + Unity calls this method when the Stage is closed. Classes that inherit from PreviewSceneStage should implement cleanup logic in this method. + + + + + Unity calls this method when the Stage is opened. Classes that inherit from PreviewSceneStage should implement initialization logic in this method. + + + If your Stage opened successfully return true, otherwise return false. + + + + + Class with information about a component that has been removed from a Prefab instance. + + + + + The components on the Prefab Asset which has been removed on the Prefab instance. + + + + + The GameObject on the Prefab instance that the component has been removed from. + + + + + See PrefabOverride.Apply. + + + + + See PrefabOverride.GetAssetObject. + + + + + See PrefabOverride.Revert. + + + + + + Masks that control what kind of Scene views and Game views Unity should render a GameObject in. + + + + + Specifies the default culling mask for a Scene. Use the bits from this Scene culling mask for objects that you want to render in both in the Game view and the Scene view. + + + + + The bits from this mask specify GameObjects that Unity should render in Game view. + + + + + The bits from this mask specify GameObjects that Unity should render in Scene views showing the main stage. + + + + + The setup information for a Scene in the SceneManager. This cannot be used in Play Mode. + + + + + If the Scene is active. + + + + + If the Scene is loaded. + + + + + Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". + + + + + The Stage class represents an editing context which includes a collection of Scenes. + + + + + The path of the Asset file associated with the stage, relative to the project root folder. + + + + + The StageHandle struct for this stage. + + + + + Creates the header content for this Stage. Both the Hierarchy window header and Scene view breadcrumb bar use this content. + + + The header content for this Stage. + + + + + Returns the first active loaded object of the given type. + + + This returns the object that matches the specified type. It returns null if no object matches the type. + + + + + Returns a list of all active loaded objects of the given type. + + + An array of objects found matching the type specified. + + + + + Gets the Scene culling mask from this Stage. + + + The combined Scene culling mask for this Stage. Unity uses this mask on the Scene view Camera for renderer filtering. + + + + + Unity calls this method to get a hash code that is used to save the state of the Stage to disk. + + + The hash code identifying this stage. + + + + + Unity calls this method when the Stage is closed. Classes that inherit from Stage should implement cleanup logic in this method. + + + + + See ScriptableObject.OnDisable. + + + + + See ScriptableObject.OnEnable. + + + + + Unity calls this method the first time a Stage is opened for a specific Asset, for a specific Scene view. + + The Scene view the Stage is opened in. + + + + Unity calls this method when the Stage is opened. Classes that inherit from Stage should implement initialization logic in this method. + + + true if Unity opened the Stage successfully, otherwise returns false. + + + + + Unity calls this method when you return to a Stage that is already open. + + + + + Struct that represents a stage handle. + + + + + Does the stage contain the given GameObject? + + The GameObject to check. + + True if the stage contains the given GameObject. + + + + + Returns the first active loaded object of the given type. + + + This returns the object that matches the specified type. It returns null if no object matches the type. + + + + + Returns a list of all active loaded objects of the given type. + + + An array of objects found matching the type specified. + + + + + Is this stage handle valid? + + + True if the stage handle is valid. + + + + + Utility methods related to stages. + + + + + The current Stage can either be the MainStage or any other opened Stage, visualized in the Scene view as the last breadcrumb in the breadcrumb bar. + + + The current Stage that is currently being rendered in the Scene view and shown in the Hierarchy. + + + + + Get the current stage being edited. + + + The current stage. + + + + + Get the MainStage object. This object is always available. + + + The Main Stage object. + + + + + Get the main stage which contains all the currently open regular Scenes. + + + The main stage. + + + + + Get the Stage object that contains the input GameObject or Scene. + + + + + The Stage that contains either the GameObject or the Scene. + + + + + Get the Stage object that contains the input GameObject or Scene. + + + + + The Stage that contains either the GameObject or the Scene. + + + + + Get the stage in which the given GameObject exists. + + The GameObject to find the stage of. + + The stage of the GameObject. + + + + + Get the stage in which the given Scene exists. + + The Scene to find the stage of. + + The stage of the Scene. + + + + + Navigate the Editor to the previous stage. + + + + + Navigate the Editor to the main stage. + + + + + Navigates the Editor to the specified stage. + + The stage to navigate to. + When set to true, the new stage replaces existing stages in the breadcrumbs, apart from the main stage. + + + + Is the given GameObject rendered by the given Camera? + + The GameObject to check. + The camera to check. + + True if the GameObject is rendered by the camera. + + + + + Specifies whether the given Camera currently renders the given GameObject and the GameObject is also part of an editable scene. + + The GameObject to check. + The Camera to check. + + True if the GameObject is rendered by the camera and part of an editable scene. + + + + + Place the given GameObject in the current stage being edited. + + The GameObject to be placed in the current stage. + + + + Use this class to manage SceneView settings, change the SceneView camera properties, subscribe to events, call SceneView methods, and render open scenes. + + + + + Enables or disables Scene view audio effects. + + + + + The event issued when the OnGUI method is called. + + The [[SceneView] that invokes this callback. + + + + The Camera that is rendering this SceneView. + + + + + The distance from camera to pivot. + + + + + The current DrawCameraMode for the Scene view camera. + + + + + Use CameraSettings to set the properties for the SceneView Camera. + + + + + The SceneView that is being drawn. + + + + + Sets the visibility of all Gizmos in the Scene view. + + + + + Subscribe to this event to receive a callback whenever the Scene view calls the OnGUI method. + + The Scene view invoking this callback. + + + + Invoked when grid visibility changes. + + New state of grid visibility. + + + + Whether the SceneView is in 2D mode. + + + + + Whether the Scene view camera can be rotated. + + + + + Whether this SceneView is using scene filtering. + + + + + The SceneView that was most recently in focus. + + + + + Register to this callback to get notified when the active Scene View changes. + + + + + When the Scene view is in 2D mode, this property contains the last camera rotation. + + + + + M_AudioPlay has been deprecated. Use audioPlay instead (UnityUpgradable) -> audioPlay. + + + + + M_RenderMode has been deprecated. Use cameraMode instead. + + + + + M_ValidateTrueMetals has been deprecated. Use validateTrueMetals instead (UnityUpgradable) -> validateTrueMetals. + + + + + An event that is invoked when the selected cameraMode changes. + + The new camera mode. + + + + Whether the Scene view camera is set to orthographic mode. + + + + + The central point that the camera orbits within the Scene view. + + + + + RenderMode has been deprecated. Use cameraMode instead. + + + + + The direction of the camera to the pivot of the SceneView. + + + + + Whether lighting is enabled or disabled in the Scene view. + + + + + The list of all open Scene view windows. + + + + + Use SceneViewState to set the debug options for the Scene view. + + + + + Gets the Color of selected outline. + + + + + Gets or sets whether to enable the grid for an instance of the SceneView. + + + + + The size of the Scene view measured diagonally. + + + + + Whether the albedo is black for materials with an average specular color above 0.45. + + + + + Add a custom camera mode to the Scene view camera mode list. + + The name for the new mode. + The section in which the new mode will be added. This can be an existing or new section. + + A CameraMode with the provided name and section. + + + + + Moves the Scene view to frame a transform. + + The transform to frame in the Scene view. + + + + Aligns the current selection with the position and rotation of the Scene view camera. + + + + + Describes a built-in Scene view mode. + + + + + The CameraDrawMode associated with the CameraMode. + + + + + The name of the CameraMode. + + + + + The section in the toolbar drop-down that this CameraMode belongs to. + + + + + Compares this CameraMode object against a specified CameraMode object. + + The CameraMode to compare. + + Returns true if the CameraMode objects are equal. Returns false otherwise. + + + + + Gets a string summary of this CameraMode. + + + + + Use this class to set SceneView Camera properties. + + + + + Enables Camera movement acceleration in the SceneView. This makes the Camera accelerate for the duration of movement. + + + + + When enabled, the SceneView Camera's near and far clipping planes are calculated relative to the viewport size of the Scene. When disabled, nearClip and farClip are used instead. + + + + + How long it takes for the speed of the SceneView Camera to accelerate to its initial full speed. Measured in seconds. Valid values are between [0.1, 2]. + + + + + Enables Camera movement easing in the SceneView. This makes the Camera ease in when it starts moving, and ease out when it stops. + + + + + The furthest point from the SceneView Camera that drawing occurs. The valid minimum value is 0.02. + + + + + The height of the view angle for the SceneView Camera. Measured in degrees vertically, or along the local Y axis. + + + + + The closest point to the SceneView Camera where drawing occurs. The valid minimum value is 0.01. + + + + + Enables occlusion culling in the SceneView. This prevents Unity from rendering GameObjects that the Camera cannot see because they are hidden by other GameObjects. + + + + + The speed of the SceneView Camera. + + + + + The maximum speed of the SceneView Camera. Valid values are between [0.0002, 10000]. + + + + + The minimum speed of the SceneView Camera. Valid values are between [0.0001, 9999]. + + + + + The normalized speed of the SceneView Camera, relative to the current minimum/maximum range. Valid values are between [0, 1]. + + + + + Create a new CameraSettings object. + + + + + Remove all user-defined camera modes. + + + + + Frames the given bounds in the Scene view. + + The bounds to frame in the Scene view. + Set to true to immediately frame the camera. Set to false to animate the action. + + Returns true if the given bounds can be encompassed in the Scene view. Returns false otherwise. + + + + + Frames the currently selected object(s) in the last active Scene view. + + + Returns true if the camera frame successfully frames the current selection. + + + + + Frame the object selection in the Scene view. + + Whether the view should be locked to the selection. + + Returns true if the current selection fits in the Scene view. Returns false otherwise. + + + + + Frame the object selection in the Scene view. + + Whether the view should be locked to the selection. + + Returns true if the current selection fits in the Scene view. Returns false otherwise. + + + + + Retrieves an array of all camera components from all open Scene views. + + + Returns an array of camera components. + + + + + Gets the built-in CameraMode that matches the specified DrawCameraMode. + + The DrawCameraMode to match. + + Returns a built-in CameraMode. + + + + + Returns true if mode is enabled in the current rendering setup, including custom validators. + + A CameraMode to check. + + Returns true if the CameraMode is available in this SceneView. Returns false otherwise. + + + + + Checks if the current rendering configuration supports the CameraMode. The check includes custom validators. + + A CameraMode to check. + + Returns true if the current rendering configuration supports the CameraMode. + + + + + Moves the Scene view to focus on a target. + + The position in world space to frame. + The direction that the Scene view should view the target point from. + The amount of camera zoom. Sets size. + Whether the camera focus is in orthographic mode (true) or perspective mode (false). + Apply the movement immediately (true) or animate the transition (false). + + + + Moves the Scene view to focus on a target. + + The position in world space to frame. + The direction that the Scene view should view the target point from. + The amount of camera zoom. Sets size. + Whether the camera focus is in orthographic mode (true) or perspective mode (false). + Apply the movement immediately (true) or animate the transition (false). + + + + Moves the Scene view to focus on a target. + + The position in world space to frame. + The direction that the Scene view should view the target point from. + The amount of camera zoom. Sets size. + Whether the camera focus is in orthographic mode (true) or perspective mode (false). + Apply the movement immediately (true) or animate the transition (false). + + + + Moves the Scene view to focus on a target. + + The position in world space to frame. + The direction that the Scene view should view the target point from. + The amount of camera zoom. Sets size. + Whether the camera focus is in orthographic mode (true) or perspective mode (false). + Apply the movement immediately (true) or animate the transition (false). + + + + Moves the Scene view to focus on a target. + + The position in world space to frame. + The direction that the Scene view should view the target point from. + The amount of camera zoom. Sets size. + Whether the camera focus is in orthographic mode (true) or perspective mode (false). + Apply the movement immediately (true) or animate the transition (false). + + + + .LookAt without animating the scene movement. + + The position in world space to frame. + The direction from which the Scene view should view the point. + The amount of camera zoom. Sets size. + + + + .LookAt without animating the scene movement. + + The position in world space to frame. + The direction from which the Scene view should view the point. + The amount of camera zoom. Sets size. + + + + Transforms all selected object to the scene pivot. + + A transform to place at the scene pivot. + + + + Transforms all selected object to the scene pivot. + + A transform to place at the scene pivot. + + + + Repaints every open SceneView. + + + + + Resets the CameraSettings for the SceneView Camera to default. + + + + + A collection of graphic settings for this SceneView. All graphic settings are boolean. + + + + + Whether all graphic settings are enabled for this SceneViewState. + + + + + Whether to redraw SceneView at a fixed interval. + + + + + Whether to redraw SceneView at a fixed interval. + + + + + Whether lens flares render in this SceneView. + + + + + Whether fog renders in this SceneView. + + + + + Whether to render (when enabled) effects in this SceneView. + + + + + Whether image effects (post processing) render in this SceneView. + + + + + Whether animated materials render in this SceneView. + + + + + Whether particle systems render in this SceneView. + + + + + Whether lens flare rendering is enabled in this SceneView. + + + + + Whether fog rendering is enabled in this SceneView. + + + + + Whether image effects (post processing) rendering is enabled in this SceneView. + + + + + Whether animated materials rendering is enabled in this SceneView. + + + + + Whether particle systems rendering is enabled in this SceneView. + + + + + Whether the skybox rendering is enabled in this SceneView. + + + + + Whether visual effect graphs rendering is enabled in this SceneView. + + + + + Whether the skybox renders in this SceneView. + + + + + Whether visual effect graphs render in this SceneView. + + + + + Creates a new SceneViewState with either default values or values from another SceneViewState. + + Specify a SceneViewState to copy values from when creating the new SceneViewState. If this param is not specified, the new SceneViewState is created with default values. + + + + Creates a new SceneViewState with either default values or values from another SceneViewState. + + Specify a SceneViewState to copy values from when creating the new SceneViewState. If this param is not specified, the new SceneViewState is created with default values. + + + + Sets all graphic settings, for this SceneViewState, to either true or false. + + The new value for all graphic settings in this SceneViewState. Possible values are true or false. + + + + Sets a replacement shader for rendering this Scene view. + + The replacement shader. + The replacement shader tag. + + + + Override this method to control whether the Scene view should change when you switch from one stage to another stage. + + + True if the Scene view automatically reacts to stage changes. + + + + + Use this class to instantiate a SceneViewCameraWindow window. + + + + + Subscribe to this event to receive a callback when the SceneViewCameraWindow.OnGUI function is called. + + The SceneView that opened the SceneViewCameraWindow window. + + + + Creates an instance of the SceneViewCameraWindow window. + + The SceneView inspected by the SceneViewCameraWindow window. + + + + Retrieves the dimensions of the SceneViewCameraWindow window. + + + Returns the width and height of the SceneViewCameraWindow window. + + + + + A callback used for drawing the GUI controls of the SceneViewCameraWindow window. + + The rectangle where the GUI controls are drawn. + + + + Manages Scene Visibility in the editor. + + + + + The event raised whenever the picking state of a GameObject changes. + + + + + + The event raised whenever the visibility of a GameObject changes. + + + + + + Checks whether all the descendants of a GameObject are hidden. + + GameObject to check. + + Returns true if all descendants are hidden. + + + + + Checks whether root GameObjects, and all their descendants, are hidden in a Scene. + + Scene to check. + + Returns true if all root GameObjects of the Scene and all their descendants are hidden. + + + + + Checks whether all the descendants are visible. + + GameObject to check. + + Returns true if all descendants of the GameObject are visible. + + + + + Checks whether any descendants are hidden. + + Scene to check. + + Returns true when at least one hidden descendant is found. + + + + + Disables picking on all GameObjects. + + + + + Disables picking on a GameObject, or an Array of GameObjects, and their descendants. + + GameObject on which to disable picking. + Whether to include descendants. + Array of GameObjects on which to disable picking. + + + + Disables picking on a GameObject, or an Array of GameObjects, and their descendants. + + GameObject on which to disable picking. + Whether to include descendants. + Array of GameObjects on which to disable picking. + + + + Disables picking on all GameObjects in a Scene. + + Scene containing GameObjects on which to disable picking. + + + + Enables picking on all GameObjects. + + + + + Enables picking on a GameObject, or an array of GameObjects, and its descendants. + + Whether to include descendants. + GameObject on which to enable picking. + Array of GameObjects on which to enable picking. + + + + Enables picking on a GameObject, or an array of GameObjects, and its descendants. + + Whether to include descendants. + GameObject on which to enable picking. + Array of GameObjects on which to enable picking. + + + + Enables picking on all GameObjects in a Scene. + + Scene containing GameObjects on which to enable picking. + + + + Exits Isolation Mode. + + + + + Hides a GameObject, or an Array of GameObjects, and their descendants. + + GameObject to hide. + Array of GameObjects to hide. + Whether to also hide descendants. + + + + Hides a GameObject, or an Array of GameObjects, and their descendants. + + GameObject to hide. + Array of GameObjects to hide. + Whether to also hide descendants. + + + + Hides all GameObjects in a scene. + + Scene containing GameObjects to hide. + + + + Hides all GameObjects. + + + + + Checks whether the current stage is in Isolation mode. + + + Returns true if current stage is in Isolation mode. Otherwise, returns false. + + + + + Checks the hidden state of a GameObject and, optionally, its descendants. + + GameObject to check. + Specify true to check the GameObject and all its descendants. Set to false to check the GameObject. + + When includeDescendants is true, this method returns true when the GameObject and all its descendants are hidden. When includeDescendants is false, this method returns true when the GameObject is hidden. + + + + + Isolates a GameObject and its descendants. + + GameObject to isolate. + Whether to include descendants. + + + + Isolates an Array of GameObjects and their descendants. + + Array of GameObjects to isolate. + Whether to include descendants. + + + + Checks the picking state of a GameObject and, optionally, its descendants. + + GameObject to check. + Specify true to check the GameObject and all its descendants. Set to false to check the GameObject. + + When includeDescendants is true, this method returns true when the GameObject and all its descendants have picking disabled. When includeDescendants is false, this method returns true when the GameObject has picking disabled. + + + + + Checks whether all the descendants of a GameObject have picking disabled. + + Scene to check. + + Returns true if all descendants have picking disabled. + + + + + Checks whether root GameObjects, and all their descendants, have picking disabled in a scene. + + GameObject to check. + + Returns true if all root GameObjects of the Scene and all their descendants have picking disabled. + + + + + Checks whether any descendants have picking disabled. + + Scene to check. + + Returns true when at least one descendant with picking disabled is found. + + + + + Checks whether all the descendants are pickable. + + GameObject on which to do the check. + + Returns true if all descendants of the GameObject are pickable. + + + + + Shows a GameObject, or an array of GameObjects, and its descendants. + + GameObject to show. + Array of GameObjects to show. + Whether to include descendants. + + + + Shows a GameObject, or an array of GameObjects, and its descendants. + + GameObject to show. + Array of GameObjects to show. + Whether to include descendants. + + + + Shows all GameObjects in scene. + + Scene containing GameObjects to show. + + + + Shows all GameObjects. + + + + + Toggles the picking ability of a GameObject. + + GameObject on which to toggle picking ability. + Whether to include descendants. + + + + Toggles the visible state of a GameObject. + + GameObject on which to toggle visibility. + Whether to include descendants. + + + + Generic class for storing Editor state. + + + + + Gets the instance of the Singleton. Unity creates the Singleton instance when this property is accessed for the first time. If you use the FilePathAttribute, then Unity loads the data on the first access as well. + + + + + Get the file path where this ScriptableSingleton is saved to. + + + The file path where this ScriptableSingleton is saved to. + + + + + Saves the current state of the ScriptableSingleton. + + If true then the file is saved as text, if false it is saved as binary. + + + + Derive from this class to create an editor wizard. + + + + + Allows you to set the text shown on the create button of the wizard. + + + + + Allows you to set the error text of the wizard. + + + + + Allows you to set the help text of the wizard. + + + + + Allows you to enable and disable the wizard create button, so that the user can not click it. + + + + + Allows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out. + + + + + Creates a wizard. + + The title shown at the top of the wizard window. + + The wizard. + + + + + Creates a wizard. + + The title shown at the top of the wizard window. + The text shown on the create button. + The text shown on the optional other button. Leave this parameter out to leave the button out. + + The wizard. + + + + + Creates a wizard. + + The title shown at the top of the wizard window. + The text shown on the create button. + The text shown on the optional other button. Leave this parameter out to leave the button out. + + The wizard. + + + + + Creates a wizard. + + The title shown at the top of the wizard window. + The class implementing the wizard. It has to derive from ScriptableWizard. + The text shown on the create button. + The text shown on the optional other button. Leave this parameter out to leave the button out. + + The wizard. + + + + + Will be called for drawing contents when the ScriptableWizard needs to update its GUI. + + + Returns true if any property has been modified. + + + + + Script call optimization level. + + + + + Script method call overhead decreased at the expense of limited compatibility. + + + + + Default setting. + + + + + Represents different C# compilers that can be used to compile C# scripts. + + + + + Mono C# Compiler. + + + + + Roslyn C# Compiler. + + + + + Representation of managed debugger in UnityEditor. + + + + + This event triggers whenever managed debugger is attached or detached. + + if the debugger is attached or not. + + + + Returns true if there is a managed debugger attached to the UnityEditor, or false if there is not. + + + + + Returns true if managed debugger is enabled, or false if it is not. + + + + + Disconnects the managed debugger attached to the UnityEditor. + + + + + Scripting implementation (backend). + + + + + Unity's .NET runtime. + + + + + The standard Mono 2.6 runtime. + + + + + Microsoft's .NET runtime. + + + + + Available scripting runtimes to be used by the Editor and Players. + + + + + Use the most recent version of the scripting runtime available. + + + + + Use the stable version of the scripting runtime. + + + + + The base interface for search engines that implement a filter operation. + + + + + This function checks whether or not the specified element satisfies the search query. + + The search context. + The query string used for the search. + The element to test against the search query. + + True if the element satisfies the search query, false otherwise. + + + + + An interface that ObjectSelector engines implement. It inherits from SearchService.ISelectorEngine. + + + + + The interface for Project engines to implement. It inherits from SearchService.ISearchEngine_1. + + + + + The interface for Scene engines to implement. It inherits from SearchService.IFilterEngine_1. + + + + + The base interface for search contexts. + + + + + An enum that identifies the current search scope. + + + + + A unique identifier for this search context. + + + + + An IEnumerable of strings that contains the type name constraints for this search. + + + + + IEnumerable of types that contains the type constraints for this search. + + + + + The base interface for search engines that implement a search operation. + + + + + This function returns an IEnumerable of items that satisfy the search query. + + The search context. + The query string used for the search. + Callback used to return results asynchronously. + + The initial search results, if any are available. If you want to return results asynchronously, and no results are available yet, return an empty list instead. If you return null, then Unity uses the default implementation. + + + + + The base interface for all search engines. + + + + + The name displayed in the Preferences window in the Unity Editor. This name is used to store the active engine in the preferences. + + + + + A function called at the beginning of each search. + + The search context. + The query string used for the search. + + + + A function called at the beginning of a search session. + + The search context. + + + + A function called at the end of a search. + + The search context. + + + + A function called at the end of a search session. + + The search context. + + + + The base interface for search engines that implement an object select operation. + + + + + This function is called when a window must be opened to perform a search and select operation. + + The search context. + Callback to call when the selector window is closed. The callback takes two arguments. The first argument is the selected object, or null for none. The second is a boolean that indicates whether the operation was cancelled or not. + Callback to call when the selection in the window changes. This callback takes one argument: the selected object, or null for none. + + True if the search engine handles the object select operation, false otherwise. If false is returned, the default object selector is used instead. + + + + + This function is called when the initial search text for the object selector window is set. + + The search context. + The search filter to set on the object selector window. + + + + Use this API to select objects. Engines for this type of search implement the SearchService.IObjectSelectorEngine interface. + + + + + A enum that indicates the search scope of ObjectSelector engines. Used by ObjectSelectorSearchContext. + + + + + Registers an ObjectSelector search engine dynamically. + + The ObjectSelector search engine to register. + + + + Unregisters a dynamically registered engine. + + The ObjectSelector search engine to unregister. + + + + Use this class attribute to register ObjectSelector search engines automatically. Search engines with this attribute must implement the SearchService.IObjectSelectorEngine interface. + + + + + A class attribute that allows you to define dynamic constraint on a MonoBehavior or ScriptableObject's field for the object selector. + + + + + The attribute type. + + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerAttribute on a method. + + The attribute type. + + + + Use this API to select objects. Engines for this type of search implement the SearchService.IObjectSelectorEngine interface. + + + + + A enum that indicates the search scope of ObjectSelectorSearch engines. Used by ObjectSelectorSearchContext. + + + + + Registers an ObjectSelector search engine dynamically. + + The ObjectSelector search engine to register. + + + + Unregisters a dynamically registered engine. + + The ObjectSelector search engine to unregister. + + + + A search context implementation for ObjectSelector search engines. All methods that are called on an ObjectSelector search engine, and expect a SearchService.ISearchContext, receive an object of this type. + + + + + IEnumerable of integers that contains the instanceIds of objects that the search can include in its results. + + + + + Identifies the currently selected object. + + + + + When the object selector is opened from an Inspector, this property indicates which objects are currently being edited. + + + + + An enum that identifies the scope of the current search. This property is automatically set to SearchService.ObjectSelector.EngineScope. + + + + + A unique identifier for this search context. + + + + + An IEnumerable of strings that contains the type name constraints for this search. + + + + + An IEnumerable of types that contains the type constraints for this search. + + + + + A function that, when called, indicates whether the object selector should show an item. + + + + + Indicates which categories of objects are visible in the window. For example, GameObjects, Assets, or both. + + + + + A structure that contains information about an item that is about to be shown. + + + + + The object's global identifier. It is always valid. + + + + + If the object is already loaded in Unity, this is its instance. The instance can be null. + + + + + If the object is currently loaded in Unity, this is its underlying type. The type can be null. + + + + + Creates an ObjectSelectorTargetInfo. + + The object's global identifier. + The object's instance. It can be null if the object is not loaded. + The object's underlying type. It can be null if the object is not loaded. + + + + Loads an object instance if it is not already loaded in Unity. This can return null if the object is part of a Scene or Prefab that is not loaded. + + + The object instance. + + + + + Use this API to perform searches in the Project. Engines for this type of search implement the SearchService.IProjectSearchEngine interface. + + + + + A enum that indicates the search scope for Project engines. It is used by ProjectSearchContext. + + + + + Registers a Project search engine dynamically. + + The Project search engine to register. + + + + Unregisters a dynamically registered engine. + + The Project search engine to unregister. + + + + Use this API to perform searches in the Project. Engines for this type of search implement the SearchService.IProjectSearchEngine interface. + + + + + A enum that indicates the search scope for ProjectSearch engines. It is used by ProjectSearchContext. + + + + + Registers a Project search engine dynamically. + + The Project search engine to register. + + + + Unregisters a dynamically registered engine. + + The Project search engine to unregister. + + + + A search context implementation for Project search engines. All methods that are called on a Project search engine, and expect a SearchService.ISearchContext, receive an object of this type. + + + + + An enum that identifies the scope of the current search. This property is automatically set to SearchService.Project.EngineScope. + + + + + A unique identifier for this search context. + + + + + An IEnumerable of strings that contains the type name constraints for this search. + + + + + An IEnumerable of types that contains the type constraints for this search. + + + + + A class attribute that registers Project search engines automatically. Search engines with this attribute must implement the SearchService.IProjectSearchEngine interface. + + + + + Use this API to perform searches in the Scene. Engines for this type of search implement the SearchService.ISceneSearchEngine interface. + + + + + A enum that indicates the search scope for Scene engines. It is used by SceneSearchContext. + + + + + Registers a Scene search engine dynamically. + + The Scene search engine to register. + + + + Unregisters a dynamically registered engine. + + The Scene search engine to unregister. + + + + Use this API to perform searches in the Scene. Engines for this type of search implement the SearchService.ISceneSearchEngine interface. + + + + + A enum that indicates the search scope for SceneSearch engines. It is used by SceneSearchContext. + + + + + Registers a Scene search engine dynamically. + + The Scene search engine to register. + + + + Unregisters a dynamically registered engine. + + The Scene search engine to unregister. + + + + A search context implementation for Scene search engines. All methods that are called on a Scene search engine, and expect a SearchService.ISearchContext, receive an object of this type. + + + + + An enum that identifies the scope of the current search. This property is automatically set to SearchService.Scene.EngineScope. + + + + + A unique identifier for this search context. + + + + + An IEnumerable of strings that contains the type name constraints for this search. + + + + + An IEnumerable of types that contains the type constraints for this search. + + + + + The root HierarchyProperty on which the search is started. + + + + + A class attribute that registers Scene search engines automatically. Search engines with this attribute must implement the SearchService.ISceneSearchEngine interface. + + + + + An enumeration that contains the available search engine scopes. + + + + + Identifies a search for ObjectSelector engines. + + + + + Identifies a search for Project engines. + + + + + Identifies a search for Scene engines. + + + + + A bit field that contains the different categories of object that the object selector window can display. + + + + + The object selector window can display all categories. + + + + + The object selector window can only display Assets. + + + + + The object selector window cannot display any objects. + + + + + The object selector window can only display GameObjects. + + + + + Access to the selection in the editor. + + + + + Returns the current context object, as was set via SetActiveObjectWithContext. + + + + + Returns the active game object. (The one shown in the inspector). + + + + + Returns the instanceID of the actual object selection. Includes Prefabs, non-modifiable objects. + + + + + Returns the actual object selection. Includes Prefabs, non-modifiable objects. + + + + + Returns the active transform. (The one shown in the inspector). + + + + + Returns the guids of the selected assets. + + + + + Returns the number of objects in the Selection. + + + + + Returns the actual game object selection. Includes Prefabs, non-modifiable objects. + + + + + The actual unfiltered selection from the Scene returned as instance ids instead of objects. + + + + + The actual unfiltered selection from the Scene. + + + + + Delegate callback triggered when currently active/selected item has changed. + + + + + Returns the top level selection, excluding Prefabs. + + + + + Returns whether an object is contained in the current selection. + + + + + + + Returns whether an object is contained in the current selection. + + + + + + + Returns the current selection filtered by type and mode. + + Only objects of this type will be retrieved. + Further options to refine the selection. + + + + Allows for fine grained control of the selection type using the SelectionMode bitmask. + + Options for refining the selection. + + + + Selects an object with a context. + + Object being selected (will be equal activeObject). + Context object. + + + + SelectionMode can be used to tweak the selection returned by Selection.GetTransforms. + + + + + Only return objects that are assets in the Asset directory. + + + + + Return the selection and all child transforms of the selection. + + + + + If the selection contains folders, also include all assets and subfolders within that folder in the file hierarchy. + + + + + Excludes any objects which shall not be modified. + + + + + Excludes any Prefabs from the selection. + + + + + Only return the topmost selected transform. A selected child of another selected transform will be filtered out. + + + + + Return the whole selection. + + + + + Behavior of semantic merge. + + + + + Disable use of semantic merging. + + + + + Utility functions related to Serialization. + + + + + Removes all managed references that are missing their type. + + + + + + Drop the serialized data associated with a specific managed reference object that is missing its type. + + + + + + + Retrieves an object based on its managed reference Id. + + + + + + + Retrieves the managed reference Id for an object that is referenced using SerializeReference. + + + + + + + Retrieves the list of managed reference Ids assigned to objects that are referenced using SerializeReference. + + + + + + Returns the list of managed references that could not be deserialized because of a missing type. + + + + + + This API returns true if one or more managed references is missing its type. + + + + + + Special value, -2, used as the managed reference Id of any field decorated with SerializeReference that has no object assigned to it. + + + + + Special value, -1, used when the managed reference Id for an object is unknown, for example if GetManagedReferenceIdForObject is called with invalid arguments. + + + + + + Assigns a managed reference Id to an object that is referenced using SerializeReference. + + + + + + + + SerializedObject and SerializedProperty are classes for editing serialized fields on Object|Unity objects in a completely generic way. These classes automatically handle dirtying individual serialized fields so they will be processed by the Undo system and styled correctly for Prefab overrides when drawn in the Inspector. + + + + + The context used to store and resolve ExposedReference types. This is set by the SerializedObject constructor. + + + + + Controls the visibility of the child hidden fields. + + + + + Is true when the SerializedObject has a modified property that has not been applied. + + + + + Does the serialized object represents multiple objects due to multi-object editing? (Read Only) + + + + + Defines the maximum size beyond which arrays cannot be edited when multiple objects are selected. + + + + + The inspected object (Read Only). + + + + + The inspected objects (Read Only). + + + + + Apply property modifications. + + + Returns true if any pending property changes were applied to the SerializedObject. + + + + + Applies property modifications without registering an undo operation. + + + + + Copies a value from a SerializedProperty to the corresponding serialized property on the serialized object. + + + + + + Copies a changed value from a SerializedProperty to the corresponding serialized property on the serialized object. + + + + + + Create SerializedObject for inspected object. + + + + + + Create SerializedObject for inspected object. + + + + + + Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types. + + + + + + + Create SerializedObject for inspected object by specifying a context to be used to store and resolve ExposedReference types. + + + + + + + Find serialized property by name. + + + + + + Get the first serialized property. + + + + + Update hasMultipleDifferentValues cache on the next Update() call. + + + + + Update serialized object's representation. + + + + + This has been made obsolete. See SerializedObject.UpdateIfRequiredOrScript instead. + + + + + Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script. + + + + + SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo, multi-object editing and Prefab overrides. + + + + + Value of a animation curve property. + + + + + Type name of the element in an array property. (Read Only) + + + + + The number of elements in the array. + + + + + Value of a boolean property. + + + + + Value of bounds with integer values property. + + + + + Value of bounds property. + + + + + Value of a color property. + + + + + Nesting depth of the property. (Read Only) + + + + + Nice display name of the property. (Read Only) + + + + + Value of a float property as a double. + + + + + Is this property editable? (Read Only) + + + + + Display-friendly names of enumeration of an enum property. + + + + + Names of enumeration of an enum property. + + + + + Int32 representation of an enum property with Mixed Values. + + + + + Enum index of an enum property. + + + + + A reference to another Object in the Scene. This reference is resolved in the context of the SerializedObject containing the SerializedProperty. + + + + + The number of elements in the fixed buffer. (Read Only) + + + + + Value of a float property. + + + + + Does it have child properties? (Read Only) + + + + + The value of a Hash128 property. + + + + + Does this property represent multiple different values due to multi-object editing? (Read Only) + + + + + Does it have visible child properties? (Read Only) + + + + + Value of an integer property. + + + + + Is this property an array? (Read Only) + + + + + Allows you to check whether his property is a PrefabUtility.IsDefaultOverride|default override. + +Certain properties on Prefab instances are default overrides. + +See PrefabUtility.IsDefaultOverride for more information. + + + + + Is this property expanded in the inspector? + + + + + Is this property a fixed buffer? (Read Only) + + + + + Is property part of a Prefab instance? (Read Only) + + + + + Value of a integer property as a long. + + + + + String corresponding to the value of the managed reference field full type string. + + + + + String corresponding to the value of the managed reference object (dynamic) full type string. + + + + + Id associated with a managed reference. + + + + + The object assigned to a field with SerializeReference attribute. + + + + + The smallest number of elements in the array across all target objects. (Read Only) + + + + + Name of the property. (Read Only) + + + + + Value of an object reference property. + + + + + Allows you to check whether a property's value is overriden (i.e. different to the Prefab it belongs to). + + + + + Full path of the property. (Read Only) + + + + + Type of this property (Read Only). + + + + + Value of a quaternion property. + + + + + Value of a rectangle with integer values property. + + + + + Value of a rectangle property. + + + + + SerializedObject this property belongs to (Read Only). + + + + + Value of a string property. + + + + + Tooltip of the property. (Read Only) + + + + + Type name of the property. (Read Only) + + + + + Value of a 2D integer vector property. + + + + + Value of a 2D vector property. + + + + + Value of a 3D integer vector property. + + + + + Value of a 3D vector property. + + + + + Value of a 4D vector property. + + + + + Remove all elements from the array. + + + + + 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. + + + + + Count visible children of this property, including this property itself. + + + + + Count remaining visible properties. + + + + + Compares the data for two SerializedProperties. This method ignores paths and SerializedObjects. + + + + + + + Delete the element at the specified index in the array. + + + + + + Deletes the serialized property. + + + + + Duplicates the serialized property. + + + + + See if contained serialized properties are equal. + + + + + + + Retrieves the SerializedProperty at a relative path to the current property. + + + + + + Returns the element at the specified index in the array. + + + + + + Retrieves the SerializedProperty that defines the end range of this property. + + + + + + Retrieves the SerializedProperty that defines the end range of this property. + + + + + + Retrieves an iterator for enumerating over the visible child properties of the current property. If the property is an array it will enumerate over the array elements. + + + + + Returns the element at the specified index in the fixed buffer. + + + + + + Insert an empty element at the specified index in the array. + + + + + + Move an array element from srcIndex to dstIndex. + + + + + + + Move to next property. + + + + + + Move to next visible property. + + + + + + Move to first property of the object. + + + + + Type of a SerializedProperty. + + + + + AnimationCurve property. + + + + + Array size property. + + + + + Boolean property. + + + + + Bounds property. + + + + + Bounds with Integer values property. + + + + + Character property. + + + + + Color property. + + + + + Enumeration property. + + + + + A reference to another Object in the Scene. + + + + + Fixed buffer size property. + + + + + Float or Double property. + + + + + Gradient property. + + + + + A Hash128 property. + + + + + Integer property, for example int, byte, short, uint and long. + + + + + LayerMask property. + + + + + Property that references an object that does not derive from UnityEngine.Object. + + + + + Reference to an object that derives from UnityEngine.Object. + + + + + Quaternion property. + + + + + Rectangle property. + + + + + Rectangle with Integer values property. + + + + + String property. + + + + + 2D vector property. + + + + + 2D integer vector property. + + + + + 3D vector property. + + + + + 3D integer vector property. + + + + + 4D vector property. + + + + + SessionState is a Key-Value Store intended for storing and retrieving Editor session state that should survive assembly reloading. + + + + + Erase a Boolean entry in the key-value store. + + + + + + Erase a Float entry in the key-value store. + + + + + + Erase an Integer entry in the key-value store. + + + + + + Erase an Integer array entry in the key-value store. + + + + + + Erase a String entry in the key-value store. + + + + + + Erase a Vector3 entry in the key-value store. + + + + + + Retrieve a Boolean value. + + + + + + + Retrieve a Float value. + + + + + + + Retrieve an Integer value. + + + + + + + Retrieve an Integer array. + + + + + + + Retrieve a String value. + + + + + + + Retrieve a Vector3. + + + + + + + Store a Boolean value. + + + + + + + Store a Float value. + + + + + + + Store an Integer value. + + + + + + + Store an Integer array. + + + + + + + Store a String value. + + + + + + + Store a Vector3. + + + + + + + SettingsProvider is the configuration class that specifies how a Project setting or a preference should appear in the Settings or Preferences window. + + + + + Overrides SettingsProvider.OnActivate. + + + + + Overrides SettingsProvider.OnDeactivate. + + + + + Overrides SettingsProvider.OnFooterBarGUI. + + + + + Overrides SettingsProvider.OnGUI. + + + + + Overrides SettingsProvider.HasSearchInterest. + + + + + Overrides SettingsProvider.OnInspectorUpdate. + + + + + Gets or sets the list of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. + + + + + Gets or sets the display name of the SettingsProvider as it appears in the Settings window. If not set, the Settings window uses last token of SettingsProvider.settingsPath instead. + + + + + Gets the Scope of the SettingsProvider. The Scope determines whether the SettingsProvider appears in the Preferences window (SettingsScope.User) or the Settings window (SettingsScope.Project). + + + + + Gets Path used to place the SettingsProvider in the tree view of the Settings window. The path should be unique among all other settings paths and should use "/" as its separator. + + + + + Overrides SettingsProvider.OnTitleBarGUI. + + + + + Creates a new SettingsProvider. + + Path of the settings in the Settings window. Uses "/" as separator. The last token becomes the settings label if none is provided. + Scope of the Settings. The Scope determines where the setting appears: in the Settings or the Preferences windows. + List of keywords to compare against what the user is searching for. When the user enters values in the search box on the Settings window, SettingsProvider.HasSearchInterest tries to match those keywords to this list. + + + + + Extract search keywords from all public static memebers in a specific Type. + + + Returns the list of keywords extracted from the static GUIContent. + + + + + Extract search keywords from the serialized properties of an Asset at a specific path. + + Path of the Asset on disk. + + Returns the list of keywords. + + + + + Extract search keywords from from the serialized properties of a SerializedObject. + + Object to extract properties from. + + Returns the list of keywords. + + + + + Checks whether the SettingsProvider should appear when the user types something in the Settings window search box. SettingsProvider tries to match the search terms (even partially) to any of the SettingsProvider.keywords. The search is case insensitive. + + Search terms that the user entered in the search box on the Settings window. + + True if the SettingsProvider matched the search term and if it should appear. + + + + + Use this function to implement a handler for when the user clicks on the Settings in the Settings window. You can fetch a settings Asset or set up UIElements UI from this function. + + Search context in the search box on the Settings window. + Root of the UIElements tree. If you add to this root, the SettingsProvider uses UIElements instead of calling SettingsProvider.OnGUI to build the UI. If you do not add to this VisualElement, then you must use the IMGUI to build the UI. + + + + Use this function to implement a handler for when the user clicks on another setting or when the Settings window closes. + + + + + Use this function to override drawing the footer for the SettingsProvider using IMGUI. + + + + + Use this function to draw the UI based on IMGUI. This assumes you haven't added any children to the rootElement passed to the OnActivate function. + + Search context for the Settings window. Used to show or hide relevant properties. + + + + OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. See EditorWindow.OnInspectorUpdate for more details. + + + + + Use this function to override drawing the title for the SettingsProvider using IMGUI. This allows you to add custom UI (such as a toolbar button) next to the title. AssetSettingsProvider uses this mecanism to display the "add to preset" and the "help" buttons. + + + + + Request the SettingsWindow for a repaint. + + + + + Attribute used to register a new SettingsProvider. Use this attribute to decorate a function that returns an instance of a SettingsProvider. If the function returns null, no SettingsProvider appears in the Settings window. + + + + + Creates a new SettingsProviderAttribute used to register new SettingsProvider. + + + + + Attribute used to register multiple SettingsProvider items. Use this attribute to decorate a function that returns an array of SettingsProvider instances. If the function returns null, no SettingsProvider appears in the Settings window. + + + + + Creates a SettingsProviderGroupAttribute used to register multiple SettingsProviders. + + + + + Sets the scope of a SettingsProvider. The Scope determines where it appears in the UI. For example, whether it appears with the Project settings in the Settings window, or in the Preferences window, or in both windows. + + + + + The SettingsProvider appears only in the Project Settings window. + + + + + The SettingsProvider appears only in the Preferences window. + + + + + This class provides global APIs to interact with the Settings window. + + + + + Use this function to notify the SettingsService that a SettingsProvider changed. + + + + + Open the Project Settings window with the specified settings item already selected. + + Settings paths of the item to select (for example, 'ProjectPlayer' or 'ProjectQuality'). + + Returns an instance to the Settings window. + + + + + Open the Preferences window with the specified settings item already selected. + + Settings path of the item to select (for example, 'PreferencesKeys' or 'Preferences2D'). + + Returns an instance to the Settings window. + + + + + Notifies the SettingsService that all open Settings windows must be repainted. + + + + + This class describes a shader. + + + + + Returns the active subshader or null if none is currently active. + + + + + Returns the index of the active subshader or -1 if none is currently active. + + + + + Provides resource layout information about a shader constant buffer. + + + + + The fields in this constant buffer (Read Only). + + + + + The name of this constant buffer (Read Only). + + + + + The size (in bytes) of this constant buffer (Read Only). + + + + + Provides information about a shader constant (uniform) value. + + + + + The number of elements in this constant (Read Only). If this value is greater than 1, the constant is an array. + + + + + If the constant is a matrix or vector type, this stores the number of columns. Otherwise, the value is 0. (Read Only) + + + + + This constant's type (Read Only). + + + + + The element data type of this constant (Read Only). + + + + + The index of this constant in its buffer (Read Only). Typically, this is the byte offset from the start of the cbuffer, but depending on the platform, it may indicate another type of index. + + + + + The name of this constant (Read Only). + + + + + If the constant is a matrix type, this stores the number of rows. If the constant is a vector type, this value will be 1. Otherwise, the value is 0. (Read Only) + + + + + If the constant is a struct, this stores the fields of that struct. Otherwise, the value is null. (Read Only) + + + + + If the constant is a struct, this stores the size (in bytes) of the struct. Otherwise, the value is 0. (Read Only) + + + + + Obtains the serialized subshader at the given index. + + The index of the serialized subshader. + + The associated serialized subshader or null if none exists. + + + + + Get a subshader. + + The index of the subshader. + + The associated subshader or null if none exists. + + + + + This class describes a pass of a subshader. + + + + + Compiles a shader variant for this shader pass and returns its bytecode and resource layout. + + The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the compilation. + The shader compiler platform to compile for. + The build target to compile for. + Indicates whether to prepare the bytecode for Unity or to use with external tools. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + + The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. + + + + + Compiles a shader variant for this shader pass and returns its bytecode and resource layout. + + The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the compilation. + The shader compiler platform to compile for. + The build target to compile for. + Indicates whether to prepare the bytecode for Unity or to use with external tools. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + + The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. + + + + + Compiles a shader variant for this shader pass and returns its bytecode and resource layout. + + The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the compilation. + The shader compiler platform to compile for. + The build target to compile for. + Indicates whether to prepare the bytecode for Unity or to use with external tools. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + + The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. + + + + + Compiles a shader variant for this shader pass and returns its bytecode and resource layout. + + The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the compilation. + The shader compiler platform to compile for. + The build target to compile for. + Indicates whether to prepare the bytecode for Unity or to use with external tools. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + + The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. + + + + + Compiles a shader variant for this shader pass and returns its bytecode and resource layout. + + The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the compilation. + The shader compiler platform to compile for. + The build target to compile for. + Indicates whether to prepare the bytecode for Unity or to use with external tools. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + + The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. + + + + + Compiles a shader variant for this shader pass and returns its bytecode and resource layout. + + The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the compilation. + The shader compiler platform to compile for. + The build target to compile for. + Indicates whether to prepare the bytecode for Unity or to use with external tools. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + + The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. + + + + + Compiles a shader variant for this shader pass and returns its bytecode and resource layout. + + The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the compilation. + The shader compiler platform to compile for. + The build target to compile for. + Indicates whether to prepare the bytecode for Unity or to use with external tools. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + + The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. + + + + + Compiles a shader variant for this shader pass and returns its bytecode and resource layout. + + The shader type within this pass to compile. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the compilation. + The shader compiler platform to compile for. + The build target to compile for. + Indicates whether to prepare the bytecode for Unity or to use with external tools. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + + The compiled variant result, including resource layout information and bytecode. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty bytecode. + + + + + Searches for the tag specified by tagName on this SubShader and returns the value of the tag. + + The name of the tag. + + + + Checks whether this pass includes a shader stage. + + The shader stage to check. + + Returns true if the shader stage is present in the pass. Otherwise, returns false. + + + + + The name of this pass (may be empty). + + + + + Preprocesses a shader variant for this shader pass and returns the preprocessed code. + + The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the preprocessing. + The shader compiler platform to preprocess for. + The build target to preprocess for. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler. + + The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code. + + + + + Preprocesses a shader variant for this shader pass and returns the preprocessed code. + + The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the preprocessing. + The shader compiler platform to preprocess for. + The build target to preprocess for. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler. + + The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code. + + + + + Preprocesses a shader variant for this shader pass and returns the preprocessed code. + + The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the preprocessing. + The shader compiler platform to preprocess for. + The build target to preprocess for. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler. + + The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code. + + + + + Preprocesses a shader variant for this shader pass and returns the preprocessed code. + + The shader type within this pass to preprocess. (e.g. Vertex, Fragment, etc.) Some platforms (OpenGLCore, GLES20, GLES3x, Switch and Vulkan) include all stages within the Vertex shader type. + The keywords to use during the preprocessing. + The shader compiler platform to preprocess for. + The build target to preprocess for. + An optional graphics tier. + An optional set of platform keywords. If you do not provide any, Unity uses the default keywords for the given platform, target, and tier. + Whether to skip line number directives in the preprocessed output. When enabled, Unity produces more human-readable preprocessed source code and skips the line directives when the file name doesn't change. Otherwise, this method produces the exact preprocessed source that Unity passes to the compiler. + + The preprocessed variant result. If the pass doesn't include the requested program, or if the pass is not the correct type, this function still succeeds but returns empty preprocessed code. + + + + + The source code for this pass. + + + + + Represents the results of preprocessing a variant using ShaderData.Pass.PreprocessVariant. + + + + + Stores errors and warnings produced during preprocessing (Read Only). + + + + + Stores the preprocessed code for the shader variant (Read Only). + + + + + Indicates whether the variant preprocessing succeeded (Read Only). If it did, this is true. Otherwise, this is false and ShaderData.PreprocessedVariant.Messages contains the errors. + + + + + Obtains the serialized subshader at the given index. + + + + + The shader attached to this data set. + + + + + This class describes a subshader. + + + + + Searches for the tag specified by tagName on this SubShader and returns the value of the tag. + + The name of the tag. + + + + Get a pass of a subshader. + + The index of the pass. + + The specified pass or null, if none exists. + + + + + The level of detail (LOD) specified in this subshader (Read Only). + + + + + The number of passes for this subshader. + + + + + The number of subshaders used by this shader. + + + + + Provides resource layout information about a texture binding. + + + + + The number of elements in this texture binding. If the value is greater than 1, the texture binding is an array. (Read Only) + + + + + The texture binding's type (Read Only). + + + + + The index of the texture binding (Read Only). Depending on the platform, this value represents different things. + + + + + Indicates if the texture is multisampled (Read Only). + + + + + The name of the texture binding (Read Only). + + + + + The index of the sampler for this texture binding (Read Only). Depending on the platform, this value represents different things. + + + + + Represents the results of compiling a variant using ShaderData.Pass.CompileVariant. + + + + + Vertex attributes the compiled variant uses (Read Only). + + + + + Constant buffers the compiled variant uses (Read Only). Some platforms don't have constant buffers; however, Unity reports all global constants/uniforms in a single constant buffer. + + + + + Stores errors and warnings produced during compilation (Read Only). + + + + + Stores the raw platform-specific bytecode for the compiled shader (Read Only). + + + + + Indicates whether the variant compilation succeeded (Read Only). If it did, it is true. Otherwise, this is false and ShaderData.VariantCompileInfo.Messages contains the errors. + + + + + Texture bindings the compiled variant uses (Read Only). + + + + + Abstract class to derive from for defining custom GUI for shader properties and for extending the material preview. + + + + + This method is called when a new shader has been selected for a Material. + + The material the newShader should be assigned to. + Previous shader. + New shader to assign to the material. + + + + Find shader properties. + + The name of the material property. + The array of available material properties. + If true then this method will throw an exception if a property with propertyName was not found. + + The material property found, otherwise null. + + + + + Find shader properties. + + The name of the material property. + The array of available material properties. + If true then this method will throw an exception if a property with propertyName was not found. + + The material property found, otherwise null. + + + + + This method is called when the ShaderGUI is being closed. + + + + + + To define a custom shader GUI use the methods of materialEditor to render controls for the properties array. + + The MaterialEditor that are calling this OnGUI (the 'owner'). + Material properties of the current selected shader. + + + + Override for extending the rendering of the Preview area or completly replace the preview (by not calling base.OnMaterialPreviewGUI). + + The MaterialEditor that are calling this method (the 'owner'). + Preview rect. + Style for the background. + + + + Override for extending the functionality of the toolbar of the preview area or completly replace the toolbar by not calling base.OnMaterialPreviewSettingsGUI. + + The MaterialEditor that are calling this method (the 'owner'). + + + + When the user loads a Material using this ShaderGUI into memory or changes a value in the Inspector, the Editor calls this method. + + The material to validate. + + + + Shader importer lets you modify shader import settings from Editor scripts. + + + + + The preprocessor that Unity uses to compile this shader. + + + + + Gets the default texture assigned to the shader importer for the shader property with given name. + + + + + + Gets the non-modifiable texture assigned to the shader importer for the shader property with given name. + + + + + + Gets the reference to the shader imported by this importer. + + + + + Sets the default textures for each texture material property. + + + + + + + Sets the non-modifiable textures for each texture material property. + + + + + + + Shader include file asset. + + + + + This attribute is no longer supported. + + + + + Contains the following information about a shader: +-If the shader has compilation errors or warnings. +-If the shader is supported on the currently selected platform. +-The name of the shader. + + + + + Indicates whether the shader has compilation errors (Read Only). + + + + + Indicates whether the shader has compilation warnings (Read Only). + + + + + The name of the shader (Read Only). + + + + + Indicates whether the current platform supports the shader (Read Only). + + + + + Enable or disable shader keyword filter attributes based on the graphics API. + + + + + Enable or disable shader keyword filter attributes based on the graphics API. + + The array of graphics APIs to match to. + + + + Enable or disable shader keyword filter attributes based on the graphics API. + + + + + Enable or disable shader keyword filter attributes based on the graphics API. + + The array of graphics APIs to match to. + + + + Enable or disable shader keyword filter attributes based on shader tags. + + + + + Enable or disable shader keyword filter attributes based on shader tags. + + An array of strings with tag names and values. Use the first element in the array for the tag name, then the second element for the tag value, and so on. + + + + Enable or disable shader keyword filter attributes based on shader tags. + + + + + Enable or disable shader keyword filter attributes based on shader tags. + + An array of strings with tag names and values. Use the first element in the array for the tag name, then the second element for the tag value, and so on. + + + + Whether shader keyword filter attributes include the keywords, remove the keywords or do nothing, based on the attribute condition evaluation. + + + + + Removes the keywords from any multi_compile keyword set containing them, if the attribute condition evaluates as true. + + + + + Includes only the keywords in any multi_compile keyword set containing them, if the attribute condition evaluates as true. + + + + + Includes only the keywords if the attribute condition evaluates as true. Removes the keywords if the attribute condition evaluates as false. + + + + + Tell the shader system which shader keywords to include or remove from the build, based on the data field underneath. + + + + + Tell the shader system which shader keywords to include in or exclude from the build, based on the data field underneath. + + The filter action this attribute triggers. + The mode of precedence between this attribute and any attributes evaluated before this. + The condition evaluation mode that's used to decide whether the condition is expected to match or not. + The value that's being compared against the targeted data field. The comparison outcome determines the filter behavior. + The path of the file this attribute is in. Automatically filled by default. + The line number of this attribute. Automatically filled by default. + An array of shader keyword names this filter attribute affects. + + + + How Unity evaluates the shader keyword filter attribute state. + + + + + The shader keyword filter is active if the condition does not match the data field the attribute is attached to. + + + + + The shader keyword filter is active if the condition matches the data field the attribute is attached to. + + + + + The precedence rules of shader keyword filter attributes that are active on the same keywords. + + + + + Unity ignores the shader keyword filter attribute if there's already an active attribute for the same keywords. + + + + + Unity overrides any already active attributes on the same keywords with this shader keyword filter attribute. + + + + + Enable or disable shader keyword filter attributes based on the graphics API. + + + + + Enable or disable shader keyword filter attributes based on the graphics API. + + Set to true to enable filter attributes when the graphics API doesn't match any of the graphicsDeviceTypes. + The array of graphics APIs to match to. + + + + Remove the specified shader keywords from the build if the data field matches the condition. + + + + + Remove the specified shader keywords from the build if the data field matches the condition. + + Unity compares the data field to this value. The outcome determines the filter behavior. + Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. + The path of the file this attribute is in. Automatically filled by default. + The line number of this attribute. Automatically filled by default. + An array of shader keyword names the filter attribute will apply to. + + + + Remove the specified shader keywords from the build if the data field doesn't match the condition. + + + + + Remove the specified shader keywords from the build if the data field doesn't match the condition. + + Unity compares the data field to this value. The outcome determines the filter behavior. + Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. + The path of the file this attribute is in. Automatically filled by default. + The line number of this attribute. Automatically filled by default. + An array of shader keyword names the filter attribute will apply to. + + + + Either remove or include the specified shader keywords in the build, depending on the data field underneath. + + + + + Either remove or include the specified shader keywords in the build, depending on the data field underneath. + + Unity compares the data field to this value. The outcome determines the filter behavior. + Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. + The path of the file this attribute is in. Automatically filled by default. + The line number of this attribute. Automatically filled by default. + An array of shader keyword names the filter attribute will apply to. + + + + Include only the specified shader keywords in the build if the data field matches the condition. + + + + + Include only the specified shader keywords in the build if the data field matches the condition. + + Unity compares the data field to this value. The outcome determines the filter behavior. + Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. + The path of the file this attribute is in. Automatically filled by default. + The line number of this attribute. Automatically filled by default. + An array of shader keyword names the filter attribute will apply to. + + + + Include only the specified shader keywords in the build if the data field doesn't match the condition. + + + + + Include only the specified shader keywords in the build if the data field doesn't match the condition. + + Unity compares the data field to this value. The outcome determines the filter behavior. + Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. + The path of the file this attribute is in. Automatically filled by default. + The line number of this attribute. Automatically filled by default. + An array of shader keyword names the filter attribute will apply to. + + + + Either include or remove the specified shader keywords in the build, depending on the data field underneath. + + + + + Either include or remove the specified shader keywords in the build, depending on the data field underneath. + + Unity compares the data field to this value. The outcome determines the filter behavior. + Whether this filter attribute overrides filter attributes that are already active on the same keywords. The default is false. + The path of the file this attribute is in. Automatically filled by default. + The line number of this attribute. Automatically filled by default. + An array of shader keyword names the filter attribute will apply to. + + + + Enable or disable shader keyword filter attributes based on shader tags. + + + + + Enable or disable shader keyword filter attributes based on shader tags. + + Set to true to enable filter attributes when shader tags do not match any of the tags. + The array of tag name-value pairs to match to. + + + + Contains information about messages generated by Unity's Shader Compiler. + + + + + The source file where the shader message was found. + + + + + The line of code where the shader message was found. + + + + + The message returned by the Unity Shader Compiler. + + + + + An (optional) detailed message returned from the Unity Shader Compiler. + + + + + The specific platform where the Unity Shader Compiler discovered the message. + + + + + Indicates the severity of the message returned from the Unity Shader Compiler. + + + + + Creates a new ShaderMessage with the given message and severity. + + The message to report. + Indicates the severity of the message. + + + + Compares two ShaderMessage on an element-by-element basis. + + + + + True if all fields of the message are equal, otherwise false. + + + + + Compares two ShaderMessage on an element-by-element basis. + + + + + True if all fields of the message are equal, otherwise false. + + + + + Generates a hash value based on the contents of the message. + + + + + Returns true if all memebers of the two arguments are equal. + + + + + + + Returns true if any of the elements of the two arguments are not equal. + + + + + + + Options for the shader precision model. + + + + + Use the target platform defaults for sampler precision. This results in lower precision on mobile targets and full precision elsewhere. + + + + + Use full sampler precision by default and make it so you have to explicitly declare when you want to use lower precision. This sets Rendering.BuiltinShaderDefine.UNITY_UNIFIED_SHADER_PRECISION_MODEL when Unity compiles shaders. + + + + + Utility functions to assist with working with shaders from the editor. + + + + + When true, asynchronous Shader compilation is allowed at the current call site. + + + + + When true, the Editor is compiling some Shaders asynchronously at the point of query. + + + + + Does the current hardware support render textues. + + + + + Clears all internally-cached data that was generated for the given shader, such as errors and compilation info. + + + + + + Clears compile time messages for the given shader. + + + + + + Clear compile time messages for the given shader. + + + + + + Request the Editor to compile the Shader Variant needed for the specific pass of the given Material. + + Target Material. + Index of the target Shader pass. + Forces the script execution to wait until the compilation has finished. Optional. + + + + Creates a new Shader object from the provided source code string. You can use this method alongside the ScriptedImporter to create custom shader generation tools in the Editor. + + A context object that the asset system needs to register shader dependencies properly. + A string that contains a shader written in code. + Set to true to compile the code contained in the source string; otherwise false. + + + + Creates a new Shader object from the provided source code string. You can use this method alongside the ScriptedImporter to create custom shader generation tools in the Editor. + + A context object that the asset system needs to register shader dependencies properly. + A string that contains a shader written in code. + Set to true to compile the code contained in the source string; otherwise false. + + + + Creates a new Shader object from the provided source code string. You can use this method alongside the ScriptedImporter to create custom shader generation tools in the Editor. + + A context object that the asset system needs to register shader dependencies properly. + A string that contains a shader written in code. + Set to true to compile the code contained in the source string; otherwise false. + + + + Returns an array of ShaderInfo of all available shaders. That includes built-in shaders. + + + ShaderInfo array of all available shaders. + + + + + Returns the number of callable Shaders defined whitin a given RayTracingShader. + + The RayTracingShader instance. + + The number of callable Shaders defined in the RayTracingShader instance passed as argument. + + + + + Returns the name of a user-defined callable Shader from within a RayTracingShader. + + The RayTracingShader instance. + The callable Shader index for which to retrieve the name. The callable Shaders defined in a RayTracingShader are sorted alphabetically by the Shader compiler. + + The name of the callable Shader at the index passed using the "shaderIndex" argument. + + + + + Returns the parameter size of a user-defined callable Shader from within a RayTracingShader. + + The RayTracingShader instance. + The callable Shader index for which to retrieve the parameter size. + + The parameter size in bytes. + + + + + Returns the number of errors and warnings generated by the Unity Shader Compiler for the given ComputeShader. + + The ComputeShader instance to check for messages. + + The number of errors and warnings generated by the Unity Shader Compiler. + + + + + Returns each error and warning generated by the Unity Shader Compiler for the given ComputeShader. + + The ComputeShader instance to check for messages. + + An array of ShaderMessage structs containing the generated messages. + + + + + Gets the current custom editor for the shader you pass in. + +Depending on the render pipeline asset assigned in your Graphics Settings, the custom editor can change if the shader has a different custom editor for one or multiple render pipeline assets. + + The shader to check against. + + The current custom editor full class name. + + + + + Gets the shader's custom editor class name for a specific render pipeline asset type. + + The render pipeline asset type. + The shader to check against. + + Returns the full class name of the custom editor. + + + + + Gets the shader's custom editor class name for a specific render pipeline asset type. + + The render pipeline asset type. + The shader to check against. + + Returns the full class name of the custom editor. + + + + + Returns the number of miss Shaders defined whitin a given RayTracingShader. + + The RayTracingShader instance. + + The number of miss Shaders defined in the RayTracingShader instance passed as argument. + + + + + Returns the name of a user-defined miss Shader from within a RayTracingShader. + + The RayTracingShader instance. + The miss Shader index for which to retrieve the name. The miss Shaders defined in a RayTracingShader are sorted alphabetically by the Shader compiler. + + The name of the miss Shader at the index passed using the "shaderIndex" argument. + + + + + Returns the ray payload size of a user-defined miss Shader from within a RayTracingShader. + + The RayTracingShader instance. + The miss Shader index for which to retrieve the ray payload size. + + The ray payload size in bytes. + + + + + Gets the local shader keywords that are valid for a Pass within a particular shader. + + The shader the Pass belongs to. + The identifier of a Pass within the given shader. + + Returns an array of LocalKeywords that are valid for the Pass you identify. If the Rendering.PassIdentifier you use is invalid, this function returns an empty array and Unity displays an error in the Console window. + + + + + Gets the local shader keywords that are valid for a specified shader stage of a Pass within a particular shader. + + The shader the Pass belongs to. + The identifier of a Pass within the given shader. + The shader stage of the given Pass. + + Returns an array of LocalKeywords that are valid for the given Rendering.ShaderType|shader stage of the Pass you identify. If the Rendering.PassIdentifier you use is invalid, this function returns an empty array and Unity displays an error in the Console window. If the shader stage doesn't exist in the pass, this function returns an empty array. + + + + + Get the number of properties in Shader s. + + The shader to check against. + + + + Get the description of the shader propery at index propertyIdx of Shader s. + + The shader to check against. + The property index to use. + + Returns the description of the given shader property. + + + + + Get the name of the shader propery at index propertyIdx of Shader s. + + The shader to check against. + The property index to use. + + + + Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s. + + The shader to check against. + The property index to use. + + + + Get Limits for a range property at index propertyIdx of Shader s. + + Which value to get: 0 = default, 1 = min, 2 = max. + The shader to check against. + The property index to use. + + + + Returns the number of ray generation Shaders defined whitin a given RayTracingShader. + + The RayTracingShader instance. + + The number of ray generation Shaders defined in the RayTracingShader instance passed as argument. + + + + + Returns the name of a user-defined ray generation Shader from within a RayTracingShader. + + The RayTracingShader instance. + The ray generation Shader index for which to retrieve the name. The ray generation Shaders defined in a RayTracingShader are sorted alphabetically by the Shader compiler. + + The name of the ray generation Shader at the index passed using the "shaderIndex" argument. + + + + + Returns the number of errors and warnings generated by the Shader Compiler for the given RayTracingShader. + + The RayTracingShader instance to check for messages. + + The number of errors and warnings generated by the Shader Compiler. + + + + + Returns each error and warning generated by the Shader Compiler for the given RayTracingShader. + + The RayTracingShader instance to check for messages. + + An array of ShaderMessage structs containing the generated messages. + + + + + Get the shader data for a specific shader. + + The shader to get data from. + + The shader data for the provided shader. + + + + + Gets ShaderInfo for the given shader. + + The shader to get information about. + + Returns an instance of ShaderInfo for the given shader. + + + + + Returns the number of errors and warnings generated by the Unity Shader Compiler for the given Shader. + + The Shader instance to check for messages. + + The number of errors and warnings generated by the Unity Shader Compiler. + + + + + Returns each error and warning generated by the Unity Shader Compiler for the given Shader. + + The Shader instance to check for messages. + The ShaderCompilerPlatform to check for messages. + + An array of ShaderMessage structs containing the generated messages. + + + + + Returns each error and warning generated by the Unity Shader Compiler for the given Shader. + + The Shader instance to check for messages. + The ShaderCompilerPlatform to check for messages. + + An array of ShaderMessage structs containing the generated messages. + + + + + Gets the platform keywords for a shader, given a shader compiler platform, build target, and optional graphics tier. These platform keywords are necessary to properly compile a shader for a given target. + + The shader compiler platform. + The build target. + An optional graphics tier. + + Returns an array of built-in shader defines needed to compile a shader for the given target. + + + + + Gets the platform keywords for a shader, given a shader compiler platform, build target, and optional graphics tier. These platform keywords are necessary to properly compile a shader for a given target. + + The shader compiler platform. + The build target. + An optional graphics tier. + + Returns an array of built-in shader defines needed to compile a shader for the given target. + + + + + Gets texture dimension of a shader property. + + The shader to get the property from. + The property index to use. + + Texture dimension. + + + + + Determines whether the specified Shader contains a valid Procedural Instancing variant. + + The Shader to check. + + Returns true if the Shader has a valid Procedural Instancing variant. Returns false otherwise. + + + + + Checks if the Shader variant for the given pass in the Material has already been compiled. + + The Material to check against. + The index of the Shader pass to check. + + + + Is the shader propery at index propertyIdx of Shader s hidden? + + The shader to check against. + The property index to use. + + + + Is the shader propery at index propertyIdx of Shader s a NonModifiableTextureProperty? + + The shader to check against. + The property index to use. + + + + Checks whether a local shader keyword is valid for a Pass within a particular shader. + + The shader the Pass belongs to. + The identifier of a Pass within the given shader. + The local shader keyword to check. + + Returns true if the keyword is valid for the given Pass. Otherwise, returns false. If the Rendering.PassIdentifier you use is invalid, this function returns false and Unity displays an error in the Console window. + + + + + Checks whether a local shader keyword is valid for a particular shader stage of a Pass within a particular shader. + + The shader the Pass belongs to. + The identifier of a Pass within the given shader. + The local shader keyword to check. + The shader stage of the given pass. + + Returns true if the keyword is valid for the given shader stage of the Pass. Otherwise, returns false. If the Rendering.PassIdentifier you use is invalid, this function returns false and Unity displays an error in the Console window. + + + + + Checks whether a local shader keyword is valid for a particular shader stage of a Pass within a particular shader for the given shader compiler platform. + + The shader the Pass belongs to. + The identifier of a Pass within the given shader. + The local shader keyword to check. + The shader stage of the given pass. + The shader compiler platform to check against. + + Returns true if the keyword is valid for the given shader stage of the Pass for the given ShaderCompilerPlatform. Otherwise, returns false. If the Rendering.PassIdentifier you use is invalid, this function returns false and Unity displays an error in the Console window. + + + + + Register a user created shader. + + + + + + Restores the previous Shader compilation mode in this CommandBuffer scope. + + Target CommandBuffer. + + + + Adds shader compilation mode command in the CommandBuffer. + + Target CommandBuffer. + Is async Shader compilation allowed or not. + + + + Checks if a shader has any compilation errors. Ignores warnings. + + The shader to check for compilation errors. + + Returns true if the shader has any compilation errors. Otherwise, returns false. + + + + + Checks if a shader has any compilation warnings. Ignores errors. + + The shader to check for compilation warnings. + + Returns true if the shader has any compilation warnings. Otherwise, returns false. + + + + + Type of a given texture property. + + + + + Color Property. + + + + + Float Property. + + + + + Int Property. + + + + + Range Property. + + + + + Texture Property. + + + + + Vector Property. + + + + + Replaces the existing source code in the specified shader with the source code in the supplied string. + + A context object that the asset system needs to register shader dependencies properly. + A string that contains a shader written in code. + Set to true to compile the code contained in the source string; otherwise false. + The Shader to update. + + + + Replaces the existing source code in the specified shader with the source code in the supplied string. + + A context object that the asset system needs to register shader dependencies properly. + A string that contains a shader written in code. + Set to true to compile the code contained in the source string; otherwise false. + The Shader to update. + + + + Replaces the existing source code in the specified shader with the source code in the supplied string. + + A context object that the asset system needs to register shader dependencies properly. + A string that contains a shader written in code. + Set to true to compile the code contained in the source string; otherwise false. + The Shader to update. + + + + Provides data for the ShortcutManagement.IShortcutManager.activeProfileChanged event. + + + + + The ID of the current active profile. + + + + + The ID of the previous active profile. + + + + + Initializes a new instance of the ShortcutManagement.ActiveProfileChangedEventArgs struct using the specified previous active profile ID and current active profile ID. + + Previous active profile ID. + Current active profile ID. + + + + Attribute used to register a static method as the action for a clutch shortcut. + + + + + Creates an attribute for a clutch shortcut with an ID, optional context, and optional default binding. + + Shortcut ID. + Optional shortcut context type. + Optional key code for default binding. + Optional shortcut modifiers for default binding. + + + + Creates an attribute for a clutch shortcut with an ID, optional context, and optional default binding. + + Shortcut ID. + Optional shortcut context type. + Optional key code for default binding. + Optional shortcut modifiers for default binding. + + + + Creates an attribute for a clutch shortcut with an ID, optional context, and optional default binding. + + Shortcut ID. + Optional shortcut context type. + Optional key code for default binding. + Optional shortcut modifiers for default binding. + + + + Represents a manager that configures a particular instance of the shortcuts system. + + + + + Raised when the ID of the active profile is changed. + + Active profile changed event handler. + + + + Gets or sets the ID of the currently active profile. + + + + + Raised when shortcut overrides are changed on the active profile. + + Shortcut binding changed event handler. + + + + Clears the binding for shortcut with given shortcut ID from the active profile. + + ID of shortcut to clear override for. + + + + Creates a new profile with the given profile ID. + + ID of created profile. + + + + Deletes profile with the given profile ID. + + ID of profile to delete. + + + + Returns an enumeration of all of avaliable profile IDs. + + + Enumerable of available profile IDs. + + + + + Returns an enumeration of all available shortcut IDs. + + + Enumeration of available shortcut IDs. + + + + + Returns the active binding for the given shortcut ID. + + ID of shortcut to retrieve binding for. + + Active binding for shortcut. + + + + + Checks that the profile ID is valid. + + The profile ID to be checked. If a null string is specified, the method throws an ArgumentNullException error. + + Returns true if the profile ID is valid. Returns false if the profile ID is empty or equals ShortcutManager.defaultProfileId. + + + + + Is the profile for the given profile ID read-only? + + ID of profile to determine read-only status for. + + true if the profile with ID profileId is read-only: otherwise, false. + + + + + Does the active profile override the binding for the given shortcut ID? + + ID of shortcut to determine overridden status for. + + true if the shortcut with ID shortcutId is overridden in the active profile; otherwise, false. + + + + + Rebinds the shortcut for the given shortcut ID to the given binding in the active profile. + + ID of shortcut to rebind. + New binding of shortcut. + + + + Renames the ID of a profile. + + ID of existing profile. + New ID for profile. + + + + Represents a combination of a non-modifier key and zero or more modifier keys. + + + + + Is the action key modifier part of the key combination? The action key represents the Control key on Windows and Linux, and the Command key on macOS. + + + + + Is the Alt key (or Option key on macOS) modifier part of the key combination? + + + + + Determines if the Control key modifier is part of the key combination. Represents the Control key on Windows, macOS, and Linux. + + + + + Key code representing non-modifier key of key combination. + + + + + Modifier keys of key combination. + + + + + Is the Shift key modifier part of key combination? + + + + + Creates a new key combination with given key code and shortcut modifiers. + + Non-modifier key code of key combination. + Shortcut modifiers keys of key combination. + + + + Returns string representation of key combination. + + + String representation of key combination. + + + + + Provides data for shortcut action methods invoked by the shortcut system. + + + + + Instance of the context in which the shortcut was triggered. + + + + + The stage at which a shortcut action was invoked. + + + + + Attribute used to register a static method as the action for an action shortcut. + + + + + Optional override of the Shortcut ID when listing the Shortcut in the configuration interface. + + + + + Creates an attribute for an action shortcut with an ID, optional context, and optional default binding. + + Shortcut ID. + Optional shortcut context type. + Optional key code for default binding. + Optional shortcut modifiers for default binding. + + + + Creates an attribute for an action shortcut with an ID, optional context, and optional default binding. + + Shortcut ID. + Optional shortcut context type. + Optional key code for default binding. + Optional shortcut modifiers for default binding. + + + + Creates an attribute for an action shortcut with an ID, optional context, and optional default binding. + + Shortcut ID. + Optional shortcut context type. + Optional key code for default binding. + Optional shortcut modifiers for default binding. + + + + Abstract base class for ShortcutManagement.ShortcutAttribute and ShortcutManagement.ClutchShortcutAttribute. + + + + + Represents a key binding used to trigger a shortcut. + + + + + A key combination representing the empty binding. + + + + + The sequence of key combinations required to trigger a shortcut with this binding. + + + + + Creates a shortcut binding from a single key combination. + + Key combination used to trigger a shortcut with this binding. + + + + Determines whether this instance and another specified ShortcutBinding instance have the same value. + + The ShortcutBinding to compare to this instance. + + true if the value of the other parameter is the same as the value of this instance; otherwise, false. + + + + + Determines whether this instance and a specified object, which must also be a [[ShortcutBinding}} object, have the same value. + + The ShortcutBinding to compare to this instance. + + true if obj is a ShortcutBinding and its value is the same as this instance; otherwise, false. If obj is null, the method returns false. + + + + + Returns the hash code for the value of this instance. + + + A 32-bit signed integer hash code. + + + + + Converts the value of the current ShortcutManagement.ShortcutBinding object to its equivalent string representation. + + + The string representation of the current ShortcutManagement.ShortcutBinding value. + + + + + Provides data for the ShortcutManagement.IShortcutManager.shortcutBindingChanged event. + + + + + The new binding for the shortcut that had its binding changed. + + + + + The old binding for the shortcut that had its binding changed. + + + + + The ID of the shortcut that had its binding changed. + + + + + Initializes a new instance of the ShortcutManagement.ShortcutBindingChangedEventArgs struct using the specified shortcut ID, old binding, and new binding. + + The ID of the shortcut that had its binding changed. + The old binding of the shortcut that had its binding changed. + The new binding of the shortcut that had its binding changed. + + + + Provides access to an instance of ShortcutManagement.IShortcutManager for managing shortcuts. + + + + + A constant defining the ID of the default shortcut profile. See the documentation for the ShortcutManagement.IShortcutManager.activeProfileId property. + + + + + An instance of the ShortcutManagement.IShortcutManager interface used for managing shortcuts in the editor. + + + + + Represents modifier keys for use in a shortcut binding. + + + + + Control key on Windows and Linux. Command key on macOS. + + + + + Alt key (or Option key on macOS). + + + + + Marks that the Control key modifier is part of the key combination. Resolves to control key on Windows, macOS, and Linux. + + + + + No modifier keys. + + + + + Shift key. + + + + + Represents the stage at which a shortcut action was invoked. + + + + + Represents that a shortcut action has begun. + + + + + Represents that a shortcut action has ended. + + + + + Structure to hold camera data extracted from a SketchUp file. + + + + + Aspect ratio of the camera. + + + + + The near clipping plane distance. + + + + + Field of view of the camera. + + + + + Indicate if the camera is using a perspective or orthogonal projection. + + + + + The position the camera is looking at. + + + + + The far clipping plane distance. + + + + + The orthogonal projection size of the camera. This value only make sense if SketchUpImportCamera.isPerspective is false. + + + + + The position of the camera. + + + + + Up vector of the camera. + + + + + Derives from AssetImporter to handle importing of SketchUp files. + + + + + Retrieves the latitude Geo Coordinate imported from the SketchUp file. + + + + + Retrieves the longitude Geo Coordinate imported from the SketchUp file. + + + + + Retrieves the north correction value imported from the SketchUp file. + + + + + The default camera or the camera of the active Scene which the SketchUp file was saved with. + + + The default camera. + + + + + The method returns an array of SketchUpImportScene which represents SketchUp scenes. + + + Array of scenes extracted from a SketchUp file. + + + + + Structure to hold scene data extracted from a SketchUp file. + + + + + The camera data of the SketchUp scene. + + + + + The name of the SketchUp scene. + + + + + AssetImportor for importing SpeedTree model assets. + + + + + Gets and sets a default alpha test reference values. + + + + + Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated. + + + + + Returns the best-possible wind quality on this asset (configured in SpeedTree modeler). + + + + + Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree. + + + + + Gets and sets an array of booleans to enable shadow casting for each LOD. + + + + + Returns the default SpeedTree billboard shader for the active render pipeline, or null if the asset is a SpeedTree v8 asset. + + + + + Returns the default SpeedTree shader for the active render pipeline (either v7 or v8 according to the asset version). + + + + + Gets and sets an array of booleans to enable normal mapping for each LOD. + + + + + Gets and sets an array of booleans to enable Hue variation effect for each LOD. + + + + + Enables smooth LOD transitions. + + + + + Gets and sets an array of booleans to enable Subsurface effect for each LOD (affects only SpeedTree v8 assets). + + + + + Proportion of the billboard LOD region width which is used for fading out the billboard. + + + + + Tells if there is a billboard LOD. + + + + + Tells if the SPM file has been previously imported. + + + + + Gets and sets a default Hue variation color and amount (in alpha). + + + + + Returns true if the asset is a SpeedTree v8 asset. + + + + + Gets and sets a default main color. + + + + + Returns the folder path where generated materials will be placed in. + + + + + Material import location options. + + + + + Gets and sets an array of booleans to enable shadow receiving for each LOD. + + + + + How much to scale the tree model compared to what is in the .spm file. + + + + + Gets and sets a default Shininess value. + + + + + Gets and sets a default specular color. + + + + + Gets and sets an array of booleans to enable Light Probe lighting for each LOD. + + + + + Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by bestWindQuality internally. + + + + + Gets an array of name strings for wind quality value. + + + + + Construct a new SpeedTreeImporter object. + + + + + Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder. + + + + + Gets and sets an array of floats of each LOD's screen height value. + + + + + Material import location options. + + + + + Extract the materials and textures from the model. + + + + + Unity imports materials as sub-assets. + + + + + Search the project for matching materials and use them instead of the internal materials. + + The path to search for matching materials. + + Returns true if any materials have been remapped, otherwise false. + + + + + The style of builtin splash screen to use. + + + + + Dark background with light logo and text. + + + + + White background with dark logo and text. + + + + + Texture importer modes for Sprite import. + + + + + Sprites are multiple image sections extracted from the texture. + + + + + Graphic is not a Sprite. + + + + + Sprite has it own mesh outline defined. + + + + + Sprite is a single image section extracted automatically from the texture. + + + + + Editor data used in producing a Sprite. + + + + + Edge-relative alignment of the sprite graphic. + + + + + Edge border size for a sprite (in pixels). + + + + + Name of the Sprite. + + + + + The pivot point of the Sprite, relative to its bounding rectangle. + + + + + Bounding rectangle of the sprite's graphic within the atlas image. + + + + + Sprite Packer mode for the current project. + + + + + Always maintain an up-to-date sprite atlas cache for Sprite with packing tag (legacy). + + + + + Always pack all the SpriteAtlas. + + + + + Updates the sprite atlas cache when the Player or bundles builds containing Sprite with the legacy packing tag. + + + + + Pack all the SpriteAtlas when building player/bundles. + + + + + Doesn't pack sprites. + + + + + If enabled, will automatically migrate all *.spriteatlas assets to *.spriteatlasv2 assets. Old *.spriteatlas assets will be removed. + + + + + Describes the final atlas texture. + + + + + Marks this atlas so that it contains textures that have been flagged for Alpha splitting when needed (for example ETC1 compression for textures with transparency). + + + + + Anisotropic filtering level of the atlas texture. + + + + + Desired color space of the atlas. + + + + + Quality of atlas texture compression in the range [0..100]. + + + + + Allows Sprite Packer to rotate/flip the Sprite to ensure optimal Packing. + + + + + Filtering mode of the atlas texture. + + + + + The format of the atlas texture. + + + + + Detemines if sprite atlas textures generate mipmaps. + + + + + Maximum height of the atlas texture. + + + + + Maximum width of the atlas texture. + + + + + The amount of extra padding between packed sprites. + + + + + Sprite packing policy interface. Provide a custom implementation to control which Sprites go into which atlases. + + + + + Specifies whether sequential processing of atlas tags is enabled. If enabled, sprite packing tags are processed one by one to reduce memory usage. + + + + + Return the version of your policy. Sprite Packer needs to know if atlas grouping logic changed. + + + + + Implement custom atlas grouping here. + + + + + + + + Sprite Packer helpers. + + + + + Array of Sprite atlas names found in the current atlas cache. + + + + + Name of the default Sprite Packer policy. + + + + + Sprite Packer execution mode. + + + + + Will always trigger IPackerPolicy.OnGroupAtlases. + + + + + Normal execution. Will not trigger IPackerPolicy.OnGroupAtlases unless IPackerPolicy, IPackerPolicy version or TextureImporter settings have changed. + + + + + Returns all alpha atlas textures generated for the specified atlas. + + Name of the atlas. + + + + Returns atlasing data for the specified Sprite. + + Sprite to query. + Gets set to the name of the atlas containing the specified Sprite. + Gets set to the Texture containing the specified Sprite. + + + + Returns all atlas textures generated for the specified atlas. + + Atlas name. + + + + Available Sprite Packer policies for this project. + + + + + Rebuilds the Sprite atlas cache. + + + + + + + + The active Sprite Packer policy for this project. + + + + + Current Sprite Packer job definition. + + + + + Registers a new atlas. + + + + + + + Assigns a Sprite to an already registered atlas. + + + + + + + + + Helper utilities for accessing Sprite data. + + + + + Returns the generated Sprite mesh indices. + + If Sprite is packed, it is possible to access data as if it was on the atlas texture. + + + + + Returns the generated Sprite mesh positions. + + If Sprite is packed, it is possible to access data as if it was on the atlas texture. + + + + + Returns the generated Sprite texture. If Sprite is packed, it is possible to query for both source and atlas textures. + + If Sprite is packed, it is possible to access data as if it was on the atlas texture. + + + + + Returns the generated Sprite mesh uvs. + + If Sprite is packed, it is possible to access data as if it was on the atlas texture. + + + + + Desktop platform subtarget type. + + + + + Build the default Desktop player. + + + + + Build a player that is optimized for running as a headless server. + + + + + Describes which Unity systems consider the GameObject as static, and include the GameObject in their precomputations in the Unity Editor. + + + + + Combine the GameObject's Mesh with other eligible Meshes, to potentially reduce runtime rendering costs. + + + + + Include the target in global illumination calculations. + + + + + Include the GameObject when precomputing lighting data. + + + + + Include the GameObject when precomputing navigation data. + + + + + Mark the GameObject as a Static Occludee in the occlusion culling system. + + + + + Mark the GameObject as a Static Occluder in the occlusion culling system. + + + + + Attempt to generate an Off-Mesh Link that starts from this GameObject when precomputing navigation data. + + + + + Include this GameObject when when precomputing data for Reflection Probes whose Type property is set to Baked. + + + + + StaticOcclusionCulling lets you perform static occlusion culling operations. + + + + + Does the Scene contain any occlusion portals that were added manually rather than automatically? + + + + + Used to check if asynchronous generation of static occlusion culling data is still running. + + + + + Returns the size in bytes that the PVS data is currently taking up in this Scene on disk. + + + + + Used to cancel asynchronous generation of static occlusion culling data. + + + + + Clears the PVS of the opened Scene. + + + + + Used to generate static occlusion culling data. + + + + + Used to compute static occlusion culling data asynchronously. + + + + + Removes temporary folder used when baking occlusion. + + + + + Used to visualize static occlusion culling at development time in Scene view. + + + + + If set to true, culling of geometry is enabled. + + + + + If set to true, visualization of target volumes is enabled. + + + + + If set to true, visualization of portals is enabled. + + + + + If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling. + + + + + If set to true, visualization of view volumes is enabled. + + + + + If set to true, visualization of portals is enabled. + + + + + Options for querying the version control system status of a file. + + + + + Force a refresh of the version control system status of the file. This is slow but accurate. + + + + + This option sets the status query to first use the latest valid version control system status of the file and query for a valid status asynchronously if otherwise. + + + + + This option sets the status query to first use the latest valid version control system status of the file and query for a valid status synchronously if otherwise. + + + + + Enum used to specify what stereo rendering path to use. + + + + + Single pass VR rendering ( via instanced rendering ). + + + + + Multiple pass VR rendering. + + + + + Single pass VR rendering ( via double-wide render texture ). + + + + + Managed code stripping level. + + + + + Deprecated. See ManagedStrippingLevel. + + + + + Deprecated. See ManagedStrippingLevel. + + + + + Deprecated. See ManagedStrippingLevel. + + + + + Deprecated. See ManagedStrippingLevel. + + + + + Base class for implementing sysroots and toolchains for IL2CPP + + + + + Returns the next Il2Cpp argument on each call + + + + + Returns name of the host architecture + + + + + Returns name of the host platform + + + + + Initializes sysroot + + + + + Returns name of the sysroot + + + + + Returns name of the target architecture + + + + + Returns name of the target platform + + + + + A Takeinfo object contains all the information needed to describe a take. + + + + + Start time in second. + + + + + Stop time in second. + + + + + This is the default clip name for the clip generated for this take. + + + + + Take name as define from imported file. + + + + + Sample rate of the take. + + + + + Start time in second. + + + + + Stop time in second. + + + + + The default Inspector class for Terrain Layer. + + + + + Applies the custom UI for the Terrain Layer object. + + The custom UI object. + The Terrain object. + + + + Returns true if the Terrain Layer has a preview GUI. + + + + + Draws the default Terrain Layer Inspector GUI. + + + + + Draws the default Terrain Layer preview GUI. + + + + + + + Draws the default Terrain Layer static preview. + + + + + + + + + A set of helper functions for using terrain layers. + + + + + Checks whether the texture is correctly imported as a normal map texture. + + The texture to check. + + True if texture is correctly imported, otherwise false. + + + + + This helper function shows the Terrain Layer Inspector GUI nested inside the current Inspector GUI. + + The Terrain from which the Terrain Layer originates. + The Terrain Layer object to show the Inspector for. + Reference to a variable of type Editor in which Unity caches the Terrain Layer Inspector object. + The custom Terrain Layer GUI object. + + + + Helper function to show the layer selection window for selecting terrain layers in inspector. + + Terrain tile. + Currently selected terrain layer index. + + Newly selected terrain layer index. + + + + + Displays the tiling settings UI. + + The terrain layer that contains the tiling settings to display. + The tile size property to display. + The tile offset property to display. + + + + Displays the tiling settings UI. + + The terrain layer that contains the tiling settings to display. + The tile size property to display. + The tile offset property to display. + + + + Checks whether the texture is a valid TerrainLayer diffuse texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. + + The texture to validate. + + + + Checks whether the texture is a valid TerrainLayer mask map texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. + + The texture to validate. + + + + Checks whether the texture is a valid TerrainLayer normal map texture. If it detects that the texture is not valid, it displays a warning message that identifies the issue. + + The texture to validate. + The return value from the CheckNormalMapTextureType method indicating whether the texture is imported as a normal map. + + + + Flags that specify which brush controls the [IOnInspectorGUI.ShowBrushesGUI] method displays. + + + + + Display all brush controls. + + + + + Display the brush inspector for the currently selected brush. + + + + + Don't display any brush controls. + + + + + Display the brush opacity control. + + + + + Display the brush selection control. + + + + + Display the brush selection control, and the brush inspector for the currently selected brush. + + + + + Display the brush size control. + + + + + Interface that provides parameters and utility functions for the OnInspectorGUI event in the terrain paint tools. + + + + + Instructs the Editor to repaint the tool UI and/or the scene view. + + What to repaint. + + + + Displays the default controls for the brush in the tool inspector. + + Pixel spacing for the brush GUI controls. + Specifies which brush controls to display in the Terrain tool UI. + The resolution per Terrain tile of the Texture, which the tool is editing. Unity uses this value to calculate Brush size limits. + + + + Interface that provides parameters and utility functions for the OnPaint event of the terrain paint tools. + + + + + Read only. Current brush size in Terrain units (equivalent size to world units). + + + + + Read only. Current brush strength. + + + + + Read only. Current selected brush texture. + + + + + Read only. True if the mouse is over a valid Terrain object; otherwise false. + + + + + Read only. The raycast result for the current mouse position. This is valid when hitValidTerrain is true. + + + + + Read only. The normalized position (between 0 and 1) on the active Terrain. + + + + + Instructs the Editor to repaint the tool UI, the Scene view, or both. + + Specifies what to repaint. + + + + Instructs the Editor to repaint the inspector UI. + + + + + Interface that provides parameters and utility functions for the OnSceneGUI event of the terrain paint tools. + + + + + Read only. Current brush size in terrain units (equivalent size to world units). + + + + + Read only. Current brush strength. + + + + + Read only. Current selected brush texture. + + + + + The control ID for the current Terrain Inspector. (Read Only) + + + + + Read only. True if the mouse is over a valid Terrain object; otherwise false. + + + + + Read only. The raycast result for the current mouse position. This is valid when hitValidTerrain is true. + + + + + Read only. SceneView object. + + + + + Instructs the Editor to repaint the tool UI, the Scene view, or both. + + Specifies what to repaint. + + + + Flags that indicate what to repaint on the Terrain tools. + + + + + Repaint the Scene view. + + + + + Repaint the tool UI. + + + + + Enum to specify whether DrawBrushPreview previews the source render texture or the destination render texture of a PaintContext. + + + + + Specifies that TerrainTools.TerrainPaintUtilityEditor.DrawBrushPreview uses the destination render texture of the PaintContext. + + + + + Specifies that TerrainTools.TerrainPaintUtilityEditor.DrawBrushPreview uses the source render texture of the PaintContext. + + + + + Utility class for Terrain Inspector GUI. + + + + + Checks whether a Material is compatible with Terrain. + + The Material to validate. + + + + Base class for terrain painting tools. + + + + + Retrieves the description of the custom terrain tool. + + + Tool description. + + + + + Retrieves the name of the custom terrain tool. + + + Tool name. + + + + + Called when the tool is destroyed. + + + + + Called when the tool is created. + + + + + Called when the tool is activated. + + + + + Called when the tool becomes inactive. + + + + + Custom terrain tool OnInspectorGUI callback. + + Active Terrain object. + Interface used to communicate between Editor and Paint tools. + + + + Custom terrain tool paint callback. + + Active Terrain object. + Interface used to communicate between Editor and Paint tools. + + Return true to temporarily hide tree, grass, and detail layers on the terrain. + + + + + Use this method to implement custom tool preview and UI behavior that will only render while the mouse is within the SceneView bounds or while you're actively using this tool. + + Active Terrain object. + Interface for communication between Editor and Paint tools. + + + + Custom terrain tool OnSceneGUI callback. + + Active Terrain object. + Interface for communication between Editor and Paint tools. + + + + Terrain paint utility editor helper functions. + + + + + Draws a Terrain brush preview mesh from a heightmap PaintContext using the provided procedural material. + + PaintContext describing the heightmap from which to build the preview mesh. + Specifies Whether to build the mesh using the source or destination render texture in heightmapPC. + The brush texture to preview. + Describes the position and orientation of the brush. + Material used to render the preview. + Material pass to render. + + + + Returns the default brush preview material. This material supports procedural mesh generation for use with DrawBrushPreview. + + + Default brush preview material. + + + + + Helper function to display a default preview brush with no rotation or custom materials. + + Terrain object. + Brush texture. + Brush size. + + + + The shortcut context that is active while editing Terrain. + + + + + Changes the selected Terrain paint tool. + + + + + Compression Quality. + + + + + Best compression. + + + + + Fast compression. + + + + + Normal compression (default). + + + + + Texture importer lets you modify Texture2D import settings from editor scripts. + + + + + Allows alpha splitting on relevant platforms for this texture. + + + + + If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texels into fully transparent areas. This effectively adds padding around transparent areas that prevents filtering artifacts from forming on their edges. Unity does not support this property for HDR textures. + +This property makes the color data of invisible texels undefined. Disable this property to preserve invisible texels' original color data. + + + + + Select how the alpha of the imported texture is generated. + + + + + Returns or assigns the alpha test reference value. + + + + + ETC2 texture decompression fallback override on Android devices that don't support ETC2. + + + + + Anisotropic filtering level of the texture. + + + + + Keeps texture borders the same when generating mipmaps. + + + + + Quality of Texture Compression in the range [0..100]. + + + + + Convert heightmap to normal map + + + + + Use crunched compression when available. + + + + + Fade out mip levels to gray color. + + + + + Filtering mode of the texture. + + + + + Cubemap generation mode. + + + + + Generates mipmaps with gamma correction. + + + + + Generate alpha channel from intensity. + + + + + Amount of bumpyness in the heightmap. + + + + + Ignore the Gamma attribute in PNG files. This property does not effect other file formats. + + + + + Whether Unity stores an additional copy of the imported texture's pixel data in CPU-addressable memory. + + + + + Determines whether this texture is a lightmap. + + + + + Obsolete. Use TextureImporter.sRGBTexture instead. + + + + + Maximum texture size. + + + + + Mip map bias of the texture. + + + + + Generate Mip Maps. + + + + + Mip level where texture is faded out completely. + + + + + Mip level where texture begins to fade out. + + + + + Mipmap filtering mode. + + + + + Enables or disables coverage-preserving alpha mipmapping. + + + + + Determines whether this texture is a normal map. + + + + + Normal map filtering mode. + + + + + Scaling mode for non power of two textures. + + + + + Returns true if this TextureImporter is setup for Sprite packing. + + + + + Secondary textures for the imported Sprites. + + + + + Border sizes of the generated sprites. + + + + + Selects Single or Manual import mode for Sprite textures. + + + + + Selects the Sprite packing tag. + + + + + The point in the Sprite object's coordinate space where the graphic is located. + + + + + The number of pixels in the sprite that correspond to one unit in world space. + + + + + Scale factor for mapping pixels in the graphic to units in world space. + + + + + Array representing the sections of the atlas corresponding to individual sprite graphics. + + + + + Whether this texture stores data in sRGB (also called gamma) color space. + + + + + Enable mipmap streaming for this texture. + + + + + Relative priority for this texture when reducing memory size in order to hit the memory budget. + + + + + Compression of imported texture. + + + + + Format of imported texture. + + + + + The shape of the imported texture. + + + + + Which type of texture are we dealing with here. + + + + + When enabled, this texture can solely be used in combination with a Texture Stack for Virtual Texturing. When enabled the texture is not guaranteed to be available as a Texture2D in the Player (e.g., not accessible from a script). When disabled, the Player includes the texture both as a Texture2D (e.g., accessible from script) and as a streamable texture in a Texture Stack. + + + + + Texture coordinate wrapping mode. + + + + + Texture U coordinate wrapping mode. + + + + + Texture V coordinate wrapping mode. + + + + + Texture W coordinate wrapping mode for Texture3D. + + + + + Clear specific target platform settings. + + The platform whose settings are to be cleared (see below). + + + + Allows you to check whether the texture source image has an alpha channel. + + + + + Does textures source image have RGB channels. + + + + + Getter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). + + + True if the importer allows alpha split on the imported texture, False otherwise. + + + + + Returns the TextureImporterFormat that would be automatically chosen for this platform. + + + + Format chosen by the system for the provided platform, TextureImporterFormat.Automatic if the platform does not exist. + + + + + Get the default platform specific texture settings. + + + A TextureImporterPlatformSettings structure containing the default platform parameters. + + + + + Get platform specific texture settings. + + The platform for which settings are required (see options below). + Maximum texture width/height in pixels. + Format of the texture for the given platform. + Value from 0..100, equivalent to the standard JPEG quality setting. + Status of the ETC1 and alpha split flag. + + True if the platform override was found, false if no override was found. + + + + + Get platform specific texture settings. + + The platform whose settings are required (see below). + Maximum texture width/height in pixels. + Format of the texture. + Value from 0..100, equivalent to the standard JPEG quality setting. + + True if the platform override was found, false if no override was found. + + + + + Get platform specific texture settings. + + The platform whose settings are required (see below). + Maximum texture width/height in pixels. + Format of the texture. + + True if the platform override was found, false if no override was found. + + + + + Get platform specific texture settings. + + The platform whose settings are required (see below). + + A TextureImporterPlatformSettings structure containing the platform parameters. + + + + + Gets the source texture's width and height. + + The source texture's width. + The source texture's height. + + + + Validates TextureImporterFormat based on the type of the current format (TextureImporterType) and the default platform. + + The TextureImporterType that the importer uses. + The TextureImporterFormat to validate. + + Returns true if TextureImporterFormat is valid and can be set. Returns false otherwise. + + + + + Validates TextureImporterFormat based on a specified import type (TextureImporterType) and a specified build target (BuildTarget.). + + The TextureImporterType that the importer uses. + The platform that the setting targets, referred to as the BuilTarget. + The TextureImporterFormat to validate. + + Returns true if TextureImporterFormat is valid and can be set. Returns false otherwise. + + + + + Reads the active texture output instructions of this TextureImporter. + + + + + Read texture settings into TextureImporterSettings class. + + + + + + Setter for the flag that allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). + + + + + + Set specific target platform settings. + + The platforms whose settings are to be changed (see below). + Maximum texture width/height in pixels. + Data format for the texture. + Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels. + Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). + + + + Set specific target platform settings. + + The platforms whose settings are to be changed (see below). + Maximum texture width/height in pixels. + Data format for the texture. + Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels. + Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). + + + + Set specific target platform settings. + + Structure containing the platform settings. + + + + Set texture importers settings from TextureImporterSettings class. + + + + + + Select how the alpha of the imported texture is generated. + + + + + Generate Alpha from image gray scale. + + + + + Use Alpha from the input texture if one is provided. + + + + + No Alpha will be used. + + + + + Select the kind of compression you want for your texture. + + + + + Texture will be compressed using a standard format depending on the platform (DXT, ASTC, ...). + + + + + Texture will be compressed using a high quality format depending on the platform and availability (BC7, ASTC4x4, ...). + + + + + Texture will be compressed using a low quality but high performance, high compression format depending on the platform and availability (2bpp PVRTC, ASTC8x8, ...). + + + + + Texture will not be compressed. + + + + + Defines Cubemap convolution mode. + + + + + Diffuse convolution (aka irradiance Cubemap). + + + + + No convolution needed. This Cubemap texture represents mirror reflection or Skybox. + + + + + Specular convolution (aka Prefiltered Environment Map). + + + + + Imported texture format for TextureImporter. + + + + + TextureFormat.Alpha8 texture format. + + + + + TextureFormat.ARGB4444 texture format. + + + + + TextureFormat.ARGB32 texture format. + + + + + ASTC compressed RGB(A) texture format, 10x10 block size. + + + + + ASTC compressed RGB(A) texture format, 12x12 block size. + + + + + ASTC compressed RGB(A) texture format, 4x4 block size. + + + + + ASTC compressed RGB(A) texture format, 5x5 block size. + + + + + ASTC compressed RGB(A) texture format, 6x6 block size. + + + + + ASTC compressed RGB(A) texture format, 8x8 block size. + + + + + ASTC compressed RGB(A) HDR texture format, 10x10 block size. + + + + + ASTC compressed RGB(A) HDR texture format, 12x12 block size. + + + + + ASTC compressed RGB(A) HDR texture format, 4x4 block size. + + + + + ASTC compressed RGB(A) HDR texture format, 5x5 block size. + + + + + ASTC compressed RGB(A) HDR texture format, 6x6 block size. + + + + + ASTC compressed RGB(A) HDR texture format, 8x8 block size. + + + + + ASTC compressed RGB texture format, 10x10 block size. + + + + + ASTC compressed RGB texture format, 12x12 block size. + + + + + ASTC compressed RGB texture format, 4x4 block size. + + + + + ASTC compressed RGB texture format, 5x5 block size. + + + + + ASTC compressed RGB texture format, 6x6 block size. + + + + + ASTC compressed RGB texture format, 8x8 block size. + + + + + ASTC compressed RGBA texture format, 10x10 block size. + + + + + ASTC compressed RGBA texture format, 12x12 block size. + + + + + ASTC compressed RGBA texture format, 4x4 block size. + + + + + ASTC compressed RGBA texture format, 5x5 block size. + + + + + ASTC compressed RGBA texture format, 6x6 block size. + + + + + ASTC compressed RGBA texture format, 8x8 block size. + + + + + Choose texture format automatically based on the texture parameters. + + + + + Choose a 16 bit format automatically. + + + + + Choose a compressed format automatically. + + + + + Choose a compressed HDR format automatically. + + + + + Choose a crunched format automatically. + + + + + Choose an HDR format automatically. + + + + + Choose a Truecolor format automatically. + + + + + TextureFormat.BC4 compressed texture format. + + + + + TextureFormat.BC5 compressed texture format. + + + + + TextureFormat.BC6H compressed HDR texture format. + + + + + TextureFormat.BC7 compressed texture format. + + + + + TextureFormat.DXT1 (BC1) compressed texture format. + + + + + DXT1 (BC1) compressed texture format using Crunch compression for smaller storage sizes. + + + + + TextureFormat.DXT5 (BC3) compressed texture format. + + + + + DXT5 (BC3) compressed texture format using Crunch compression for smaller storage sizes. + + + + + ETC2EAC compressed 4 bits pixel unsigned R texture format. + + + + + ETC2EAC compressed 4 bits pixel signed R texture format. + + + + + ETC2EAC compressed 8 bits pixel unsigned RG texture format. + + + + + ETC2EAC compressed 4 bits pixel signed RG texture format. + + + + + ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC (Nintendo 3DS) 4 bits/pixel compressed RGB texture format. + + + + + ETC_RGB4 compressed texture format using Crunch compression for smaller storage sizes. + + + + + ETC (Nintendo 3DS) 8 bits/pixel compressed RGBA texture format. + + + + + ETC2 compressed 4 bits / pixel RGB texture format. + + + + + ETC2 compressed 4 bits / pixel RGB + 1-bit alpha texture format. + + + + + ETC2 compressed 8 bits / pixel RGBA texture format. + + + + + ETC2_RGBA8 compressed color with alpha channel texture format using Crunch compression for smaller storage sizes. + + + + + PowerVR/iOS TextureFormat.PVRTC_RGB2 compressed texture format. + + + + + PowerVR/iOS TextureFormat.PVRTC_RGB4 compressed texture format. + + + + + PowerVR/iOS TextureFormat.PVRTC_RGBA2 compressed texture format. + + + + + PowerVR/iOS TextureFormat.PVRTC_RGBA4 compressed texture format. + + + + + TextureFormat.R16 texture format. + + + + + TextureFormat.R8 texture format. + + + + + TextureFormat.RFloat floating point texture format. + + + + + TextureFormat.RG16 texture format. + + + + + TextureFormat.RG32 texture format. + + + + + TextureFormat.RGB565 texture format. + + + + + TextureFormat.RGB24 texture format. + + + + + TextureFormat.RGB48 texture format. + + + + + TextureFormat.RGB9e5Float packed unsigned floating point texture format with shared exponent. + + + + + TextureFormat.RGBA4444 texture format. + + + + + TextureFormat.RGBA32 texture format. + + + + + TextureFormat.RGBA64 texture format. + + + + + TextureFormat.RGBAFloat floating point RGBA texture format. + + + + + TextureFormat.RGBAHalf half-precision floating point texture format. + + + + + TextureFormat.RGFloat floating point texture format. + + + + + TextureFormat.RGHalf half-precision floating point texture format. + + + + + TextureFormat.RHalf half-precision floating point texture format. + + + + + Cubemap generation mode for TextureImporter. + + + + + Automatically determine type of cubemap generation from the source image. + + + + + Generate cubemap from cylindrical texture. + + + + + Generate cubemap from vertical or horizontal cross texture. + + + + + Do not generate cubemap (default). + + + + + Generate cubemap from spheremap texture. + + + + + Mip map filter for TextureImporter. + + + + + Box mipmap filter. + + + + + Kaiser mipmap filter. + + + + + Normal map filtering mode for TextureImporter. + + + + + Sobel normal map filter. + + + + + Standard normal map filter. + + + + + Scaling mode for non power of two textures in TextureImporter. + + + + + Keep non power of two textures as is. + + + + + Scale to larger power of two. + + + + + Scale to nearest power of two. + + + + + Scale to smaller power of two. + + + + + Stores platform specifics settings of a TextureImporter. + + + + + Allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). + + + + + Override for ETC2 decompression fallback on Android devices that don't support ETC2. + + + + + Quality of texture compression in the range [0..100]. + + + + + Use crunch compression when available. + + + + + Format of imported texture. + + + + + Maximum texture size. + + + + + Name of the build target. + + + + + Set to true in order to override the Default platform parameters by those provided in the TextureImporterPlatformSettings structure. + + + + + For Texture to be scaled down choose resize algorithm. ( Applyed only when Texture dimension is bigger than Max Size ). + + + + + Compression of imported texture. + + + + + Copy parameters into another TextureImporterPlatformSettings object. + + TextureImporterPlatformSettings object to copy settings to. + + + + RGBM encoding mode for HDR textures in TextureImporter. + + + + + Do RGBM encoding when source data is HDR in TextureImporter. + + + + + Source texture is already RGBM encoded in TextureImporter. + + + + + Do not perform RGBM encoding in TextureImporter. + + + + + Do RGBM encoding in TextureImporter. + + + + + Stores settings of a TextureImporter. + + + + + If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texels into fully transparent areas. This effectively adds padding around transparent areas that prevents filtering artifacts from forming on their edges. Unity does not support this property for HDR textures. + +This property makes the color data of invisible texels undefined. Disable this property to preserve invisible texels' original color data. + + + + + Select how the alpha of the imported texture is generated. + + + + + Returns or assigns the alpha test reference value. + + + + + Anisotropic filtering level of the texture. + + + + + Enable this to avoid colors seeping out to the edge of the lower Mip levels. Used for light cookies. + + + + + Convert heightmap to normal map? + + + + + Convolution mode. + + + + + Defines how fast Phong exponent wears off in mipmaps. Higher value will apply less blur to high resolution mipmaps. + + + + + Defines how many different Phong exponents to store in mipmaps. Higher value will give better transition between glossy and rough reflections, but will need higher texture resolution. + + + + + Fade out mip levels to gray color? + + + + + Filtering mode of the texture. + + + + + The number of columns in the source image for a Texture2DArray or Texture3D. + + + + + The number of rows in the source image for a Texture2DArray or Texture3D. + + + + + Cubemap generation mode. + + + + + Generate alpha channel from intensity? + + + + + Amount of bumpyness in the heightmap. + + + + + Ignore the Gamma attribute in PNG files. This property does not effect other file formats. + + + + + Mipmap bias of the texture. + + + + + Generate mipmaps for the texture? + + + + + Mip level where texture is faded out to gray completely. + + + + + Mip level where texture begins to fade out to gray. + + + + + Mipmap filtering mode. + + + + + Enables or disables coverage-preserving alpha mipmapping. + + + + + Normal map filtering mode. + + + + + Scaling mode for non power of two textures. + + + + + Is texture data readable from scripts. + + + + + RGBM encoding mode for HDR textures in TextureImporter. + + + + + Color or Alpha component TextureImporterType|Single Channel Textures uses. + + + + + Edge-relative alignment of the sprite graphic. + + + + + Border sizes of the generated sprites. + + + + + The number of blank pixels to leave between the edge of the graphic and the mesh. + + + + + Generates a default physics shape for a Sprite if a physics shape has not been set by the user. + + + + + SpriteMeshType defines the type of Mesh that TextureImporter generates for a Sprite. + + + + + Sprite texture import mode. + + + + + Pivot point of the Sprite relative to its graphic's rectangle. + + + + + The number of pixels in the sprite that correspond to one unit in world space. + + + + + Scale factor between pixels in the sprite graphic and world space units. + + + + + The tessellation detail to be used for generating the mesh for the associated sprite if the SpriteMode is set to Single. For Multiple sprites, use the SpriteEditor to specify the value per sprite. +Valid values are in the range [0-1], with higher values generating a tighter mesh. A default of -1 will allow Unity to determine the value automatically. + + + + + Whether this texture stores data in sRGB (also called gamma) color space. + + + + + Enable mipmap streaming for this texture. + + + + + Relative priority for this texture when reducing memory size in order to hit the memory budget. + + + + + The shape of the imported texture. + + + + + Which type of texture are we dealing with here. + + + + + Enable if the texture is purposed solely for use with a Texture Stack for Virtual Texturing. + + + + + Texture coordinate wrapping mode. + + + + + Texture U coordinate wrapping mode. + + + + + Texture V coordinate wrapping mode. + + + + + Texture W coordinate wrapping mode for Texture3D. + + + + + Configure parameters to import a texture for a purpose of type, as described TextureImporterType|here. + + Texture type. See TextureImporterType. + If false, change only specific properties. Exactly which, depends on type. + + + + Copy parameters into another TextureImporterSettings object. + + TextureImporterSettings object to copy settings to. + + + + Test texture importer settings for equality. + + + + + + + The shape of the imported texture. + + + + + Import the texture as a 2D texture (default). + + + + + Import the texture as a 2D Array texture. + + + + + Import the texture as a 3D texture. + + + + + Import the texture as a Cubemap. + + + + + Selects which Color/Alpha channel TextureImporterType|Single Channel Textures uses. + + + + + Use the Alpha channel. + + + + + Use the red Color channel. + + + + + Select this to set basic parameters depending on the purpose of your texture. + + + + + This sets up your texture with the basic parameters used for the Cookies of your lights. + + + + + Use this if your texture is going to be used as a cursor. + + + + + This is the most common setting used for all the textures in general. + + + + + Use this for textures that contain directional lightmap data. + + + + + Use this if your texture is going to be used on any HUD/GUI Controls. + + + + + This is the most common setting used for all the textures in general. + + + + + This sets up your texture with the parameters used by the lightmap. + + + + + Select this to turn the color channels into a format suitable for real-time normal mapping. + + + + + Use this for textures that contain shadowmask data. + + + + + Use this for texture containing a single channel. + + + + + Select this if you will be using your texture for Sprite graphics. + + + + + For Texture to be scaled down choose resize algorithm. ( Applyed only when Texture dimension is bigger than Max Size ). + + + + + Might provide better result than Mitchell for some noise textures preserving more sharp details. + + + + + Default high quality resize algorithm. + + + + + Which tool is active in the editor. + + + + + Any tool that is not one of the built-in tools. + + + + + The move tool is active. + + + + + No tool is active. Set this to implement your own in-inspector toolbar (like the terrain editor does). + + + + + The rect tool is active. + + + + + The rotate tool is active. + + + + + The scale tool is active. + + + + + The transform tool is active. + + + + + The view tool is active - Use Tools.viewTool to find out which view tool we're talking about. + + + + + The EditorToolbarElement attribute allows you to make available a specific VisualElement for use in an Editor Toolbar. + + + + + Element's ID. + + + + + Targeted contexts. + + + + + The EditorToolbarElement attribute allows you to make available a specific VisualElement for use in an Editor Toolbar. + + Element's ID. + Targeted contexts. + + + + Editor utility functions when working with EditorToolbar. + + + + + Assigns the required USS classes to child elements so that they appear as a single button strip. + + Root VisualElement of the button strip. + + + + Implement this interface to gain access to toolbar's container EditorWindow. + + + + + EditorToolbar's container EditorWindow. + + + + + Class used to manipulate the tools used in Unity's Scene View. + + + + + The tool that is currently selected for the Scene View. + + + + + The position of the tool handle in world space. + + + + + The rectangle used for the rect tool. + + + + + The rotation of the rect tool handle in world space. + + + + + The rotation of the tool handle in world space. + + + + + Hides the Tools(Move, Rotate, Resize) on the Scene view. + + + + + Are we in Center or Pivot mode. + + + + + Callback triggered when the pivot mode changes. + + + + + + What's the rotation of the tool handle. + + + + + Callback triggered when the pivot rotation changes. + + + + + + Is the rect handle in blueprint mode? + + + + + The option that is currently active for the View tool in the Scene view. + + + + + Returns true if the active tool is a view or navigation tool. + + + + + Callback triggered when the view tool changes. + + + + + + Which layers are visible in the Scene view. + + + + + Editor Transform Utility Class. + + + + + Returns the rotation of a transform as it is shown in the Transform Inspector window. + + Transform to get the rotation from. + + Rotation as it is shown in the Transform Inspector window. + + + + + Sets the rotation of a transform as it would be set by the Transform Inspector window. + + Transform to set the rotation on. + Rotation as it would be set by the Transform Inspector window. + + + + AssetImporter for importing Fonts. + + + + + Calculation mode for determining font's ascent. + + + + + 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). + + + + + 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). + + + + + A custom set of characters to be included in the Font Texture. + + + + + An array of font names, to be used when includeFontData is set to false. + + + + + References to other fonts to be used looking for fallbacks. + + + + + Font rendering mode to use for this font. + + + + + Font size to use for importing the characters. + + + + + Use this to adjust which characters should be imported. + + + + + The internal font name of the TTF file. + + + + + If this is enabled, the actual font will be embedded into the asset for Dynamic fonts. + + + + + Set this property to true if you want to round the internal advance width of the font to the nearest integer. + + + + + Create an editable copy of the font asset at path. + + + + + + Supported tvOS SDK versions. + + + + + Device SDK. + + + + + Simulator SDK. + + + + + Supported tvOS deployment versions. + + + + + Target tvOS 9.0. + + + + + Target tvOS 9.1. + + + + + Unknown tvOS version, managed by user. + + + + + Provides methods for fast type extraction from assemblies loaded into the Unity Domain. + + + + + Represents a read-only collection of FieldInfo and implements an IList interface. + + + + + Determines whether an element is in the FieldInfoCollection. + + The object to locate in the collection. + + Returns true if the item is found in the collection. Returns false otherwise. + + + + + Determines whether an element is in the FieldInfoCollection. + + The object to locate in the collection. + + Returns true if the item is found in the collection. Returns false otherwise. + + + + + Copies the collection to an array. + + The one-dimensional destination array that the elements from FieldInfoCollection are copied to. + The zero-based index where elements are copied to in the destination array. + + + + Copies the collection to an array. + + The one-dimensional destination array that the elements from FieldInfoCollection are copied to. + The zero-based index where elements are copied to in the destination array. + + + + The number of elements in FieldInfoCollection. + + + + + Enumerates the elements of a FieldInfoCollection. + + + + + Gets the element at the current position of the enumerator. + + + + + Releases all resources used by the Enumerator. + + + + + Advances the enumerator to the next element of the collection. + + + + + Gets an enumerator that iterates through a FieldInfoCollection. + + + Returns a FieldInfoCollection.Enumerator. + + + + + Gets the first occurrence of an item in the FieldInfoCollection. + + The object to locate in the collection. + + Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. + + + + + Gets the first occurrence of an item in the FieldInfoCollection. + + The object to locate in the collection. + + Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. + + + + + Whether the FieldInfoCollection is of a fixed size. This property is always set to true. + + + + + Whether the FieldInfoCollection is read-only. This property is always set to true. + + + + + Whether the FieldInfoCollection is synchronized. This property is always set to true. + + + + + Gets the element at the specified index. + + + + + Retrieves a collection of fields marked with the T attribute. + + Attribute type. + + Returns a FieldInfo collection of fields marked with the T attribute. + + + + + Retrieves a collection of fields marked with the T attribute. + + Attribute type. + + Returns a FieldInfo collection of fields marked with the T attribute. + + + + + Retrieves a collection of methods marked with the T attribute. + + Attribute type. + + Returns a MethodInfo collection of methods marked with the T attribute. + + + + + Retrieves a collection of methods marked with the T attribute. + + Attribute type. + + Returns a MethodInfo collection of methods marked with the T attribute. + + + + + Retrieves a collection of types derived from the T type. + + Type of a class or interface. + + Returns a collection of derived types. + + + + + Retrieves a collection of types derived from the T type. + + Type of a class or interface. + + Returns a collection of derived types. + + + + + Retrieves a collection of types marked with the T attribute. + + Attribute type. + + Returns a collection of types. + + + + + Retrieves a collection of types marked with the T attribute. + + Attribute type. + + Returns a collection of types. + + + + + Represents a read-only collection of MethodInfo and implements an IList interface. + + + + + Determines whether an element is in the MethodCollection. + + The object to locate in the collection. + + Returns true if the item is found in the collection. Returns false otherwise. + + + + + Determines whether an element is in the MethodCollection. + + The object to locate in the collection. + + Returns true if the item is found in the collection. Returns false otherwise. + + + + + Copies the collection to an array. + + The one-dimensional destination Array to which elements are copied from MethodCollection. + The zero-based index where elements are copied to in the destination Array. + + + + Copies the collection to an array. + + The one-dimensional destination Array to which elements are copied from MethodCollection. + The zero-based index where elements are copied to in the destination Array. + + + + The number of elements in MethodCollection. + + + + + Enumerates the elements of a MethodCollection. + + + + + Gets the element at the current position of the enumerator. + + + + + Releases all resources used by the Enumerator. + + + + + Advances the enumerator to the next element of the collection. + + + Returns true if the enumerator is successfully advanced to the next element. Returns false if the enumerator reaches the end of the collection. + + + + + Gets an enumerator that iterates through a MethodCollection. + + + Returns a MethodCollection.Enumerator. + + + + + Gets the first occurrence of an item in the MethodCollection. + + The object to locate in the collection. + + Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. + + + + + Gets the first occurrence of an item in the MethodCollection. + + The object to locate in the collection. + + Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. + + + + + Whether the MethodCollection is of a fixed size. This property is always set to true. + + + + + Whether the MethodCollection is read-only. This property is always set to true. + + + + + Whether the MethodCollection is synchronized. This property is always set to true. + + + + + Gets the element at the specified index. + + + + + Represents a read-only collection of Type and implements an IList interface. + + + + + Determines whether an element is in the TypeCollection. + + The object to locate in the collection. + + Returns true if the item is found in the TypeCollection. Returnsfalse otherwise. + + + + + Determines whether an element is in the TypeCollection. + + The object to locate in the collection. + + Returns true if the item is found in the TypeCollection. Returnsfalse otherwise. + + + + + Copies the collection to an array. + + The one-dimensional destination Array to which elements are copied from TypeCollection. + The zero-based index where elements are copied to in the destination Array. + + + + Copies the collection to an array. + + The one-dimensional destination Array to which elements are copied from TypeCollection. + The zero-based index where elements are copied to in the destination Array. + + + + The number of elements in TypeCollection. + + + + + Enumerates the elements of a TypeCollection. + + + + + Gets the element at the current position of the enumerator. + + + + + Releases all resources used by the Enumerator. + + + + + Advances the enumerator to the next element of the collection. + + + Returns true if the enumerator is successfully advanced to the next element. Returns false if the enumerator reaches the end of the collection. + + + + + Gets an enumerator that iterates through the TypeCollection. + + + Returns a TypeCollection.Enumerator for the collection. + + + + + Gets the first occurrence of an item in the TypeCollection. + + The object to locate in the TypeCollection. + + Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. + + + + + Gets the first occurrence of an item in the TypeCollection. + + The object to locate in the TypeCollection. + + Returns the zero-based index of the first occurrence of the item. Returns -1 if the item is not found. + + + + + Whether the TypeCollection is of a fixed size. This property is always set to true. + + + + + Whether the TypeCollection is read-only. This property is always set to true. + + + + + Whether the TypeCollection is synchronized. This property is always set to true. + + + + + Gets the element at the specified index. + + + + + SpriteAtlasAsset stores inputs for generating SpriteAtlas and generates atlas textures on Import. + + + + + Checks whether the Sprite Atlas Importer set the Sprite Atlas as a Variant. + + + + + Add an array of Assets to the packable objects list. + + + + + + Gets the Master Sprite Atlas for the given Variant Sprite Atlas. + + + Returns the Master Sprite Atlas if set. Otherwise, returns null. + + + + + Gets the current SpriteAtlasPackingSettings to use when packing SpriteAtlas. + + + + + Gets the platform settings of the build target specified. + + The name of the build target. + + + + Gets the SpriteAtlasTextureSettings of packed Textures generated by this SpriteAtlasAsset. + + + + + Checks whether this Sprite Atlas is marked to be included in the build. + + + Returns true if the Sprite Atlas is included in the build. + + + + + Loads SpriteAtlasAsset at the given path. File extension of SpriteAtlasAsset is *.spriteatlasv2. + + The path of the SpriteAtlasAsset file on disk. + + Returns the loaded SpriteAtlasAsset. + + + + + Removes objects from the Atlas's packable objects list. + + + + + + Saves SpriteAtlasAsset to disk. File extension of SpriteAtlasAsset is *.spriteatlasv2. + + The SpriteAtlasAsset object to be saved. + The path of the SpriteAtlasAsset file on disk. + + + + Defines if the SpriteAtlas's packed Textures that the Importer generates are included in the build with the Sprite after packing is done. + + + + + + Sets whether this Sprite Atlas is a Variant or not. + + + + + + Sets an Atlas to be the Master Atlas. + + + + + + Sets the SpriteAtlasPackingSettings to use when packing this SpriteAtlas. + + + + + + Set the platform specific settings. + + + + + + Sets the SpriteAtlasTextureSettings for the packed Texture generated by this SpriteAtlas. + + + + + + Sets the value used to downscale the Master's Texture. + + The multiplier to downscale the Master Atlas's Texture by, the recommended range is from [0.1 ~ 0.99]. + + + + Method extensions for SpriteAtlas in Editor. + + + + + Add an array of Assets to the packable objects list. + + Array of Object to be packed into the atlas. + + + + + Gets the Master Sprite Atlas for the given Variant Sprite Atlas. + + The Sprite Atlas to be queried for Master Sprite Atlas status. + + Returns the Master Sprite Atlas if set. Otherwise, returns null. + + + + + Return all the current packed packables in the atlas. + + + + + + Current SpriteAtlasPackingSettings to use when packing this SpriteAtlas. + + + + + + Returns the platform settings of the build target you specify. + + The name of the build target. + + + + + Current SpriteAtlasTextureSettings of the packed texture generated by this SpriteAtlas. + + + + + + Checks whether this Sprite Atlas is marked to be included in the build. + + Whether the Sprite Atlas is included in the build. + + Returns true if the Sprite Atlas is included in the build. + + + + + Remove objects from the atlas's packable objects list. + + Object in the array you wish to remove. + + + + + Define if this sprite atlas's packed texture is included in the build with the Sprite after packing is done. + + + + + + + Sets whether this Sprite Atlas is a variant or not. + + + + + + + Set an atlas to be the master atlas. + + + + + + + Set the SpriteAtlasPackingSettings to use when packing this SpriteAtlas + + + + + + + Set the platform specific settings. + + + + + + + Set the SpriteAtlasTextureSettings for the packed texture generated by this SpriteAtlas. + + + + + + + Set the value used to downscale the master's texture. + + Recommended value is [0.1 ~ 0.99]. + + + + + SpriteAtlasImporter imports SpriteAtlasAsset and generates SpriteAtlas. + + + + + Settings to use during the packing process for this SpriteAtlas. + + + + + Block offset to use while packing. + + + + + Sets the boundary padding pixels alpha to 0 when packed into a Sprite Atlas. + + + + + Determines if rotating a sprite is possible during packing. + + + + + Determines if sprites should be packed tightly during packing. + + + + + Value to add boundary (padding) to sprites when packing into the atlas. + + + + + Texture settings for the packed texture generated by SpriteAtlas. + + + + + Packed texture's Anisotropic filtering level. + + + + + Filter mode of the packed texture. + + + + + Set whether mipmaps should be generated for the packed texture. + + + + + Readable state of the packed texture. + + + + + Checks if the packed texture uses sRGB read/write conversions (Read Only). + + + + + Utility methods to pack atlases in the Project. + + + + + Pack all the SpriteAtlas Assets in the Project for the particular BuildTarget. + + + + + + + Pack all the provided SpriteAtlas for the particular BuildTarget. + + + + + + + + Sprite extension methods that are accessible in Editor only. + + + + + Gets the Sprite's GUID. + + The Sprite to query. + + GUID stored in the Sprite. + + + + + Sets a Sprite's Global Unique Identifier (GUID) for easy identification later. + + The Sprite to set. + The GUID to set for the Sprite. + + + + Default mobile device orientation. + + + + + Auto Rotation Enabled. + + + + + Landscape : counter-clockwise from Portrait. + + + + + Landscape: clockwise from Portrait. + + + + + Portrait. + + + + + Portrait upside down. + + + + + Lets you register undo operations on specific objects you are about to perform changes on. + + + + + Callback that is triggered whenever a new set of property modifications is created. + + + + + Callback that is triggered after an undo or redo was executed. + + + + + Invoked before the Undo system performs a flush. + + + + + Adds a component to the game object and registers an undo operation for this action. + + The game object you want to add the component to. + The type of component you want to add. + + The newly added component. + + + + + Generic version. + + The game object you want to add the component to. + + The newly added component. + + + + + Removes all undo and redo operations from respectively the undo and redo stacks. + + + + + Removes all Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack. + + + + + + Collapses all undo operation up to group index together into one step. + + + + + + Destroys the object and records an undo operation so that it can be recreated. + + The object that will be destroyed. + + + + Ensure objects recorded using RecordObject or 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. + + + + + Unity automatically groups undo operations by the current group index. + + + + + Get the name that will be shown in the UI for the current undo group. + + + Name of the current group or an empty string if the current group is empty. + + + + + Unity automatically groups undo operations by the current group index. + + + + + Move a GameObject from its current Scene to a new Scene. +It is required that the GameObject is at the root of its current Scene. + + GameObject to move. + Scene to move the GameObject into. + Name of the undo action. + + + + Perform an Redo operation. + + + + + Perform an Undo operation. + + + + + Delegate used for postprocessModifications. + + The set of property modifications to process. + + + + Records any changes done on the object after the RecordObject function. + + The reference to the object that you will be modifying. + The title of the action to appear in the undo history (i.e. visible in the undo menu). + + + + Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times. + + + + + + + Stores a copy of the order of the object's children on the undo stack. + + The object whose child order should be recorded on the undo stack. + The name of the undo operation. + + + + Stores a copy of the object states on the undo stack. + + The object whose state changes need to be undone. + The name of the undo operation. + + + + This is equivalent to calling the first overload mutiple times, save for the fact that only one undo operation will be generated for this one. + + An array of objects whose state changes need to be undone. + The name of the undo operation. + + + + Registers an undo operation to undo the creation of an object. + + The newly created object. This object is destroyed when the undo operation is performed. When the value is a GameObject, Unity registers the GameObject and its child GameObjects, but not sibling or parent GameObjects. + The name of the action to undo. Use this string to provide a short description of the action to be undone. For Undo or Redo items in the Edit menu, Unity adds "Undo" or "Redo" to the string that you provide. For example, if you provide the string "Create GameObject", the Unity Editor displays the menu item Edit > Undo Create GameObject. + + + + Copy the states of a hierarchy of objects onto the undo stack. + + The object used to determine a hierarchy of objects whose state changes need to be undone. + The name of the undo operation. + + + + This overload is deprecated. Use Undo.RegisterFullObjectHierarchyUndo(Object, string) instead. + + + + + + Copies the state of the importer for the given asset path. + + Path of the asset importer to register for Undo. + The name of the undo operation. + + + + Performs all undo operations up to the group index without storing a redo operation in the process. + + + + + + Performs the last undo operation but does not record a redo operation. + + + + + Set the name of the current undo group. + + New name of the current undo group. + + + + Sets the parent of transform to the new parent and records an undo operation. + + The Transform component whose parent is to be changed. + The parent Transform to be assigned. + The name of this action, to be stored in the Undo history buffer. + + + + Delegate used for undoRedoPerformed. + + + + + Delegate used for willFlushUndoRecord. + + + + + See Also: Undo.postprocessModifications. + + + + + + The current value of the modified property. + See Also: PropertyModification. + + + + + + Indicates whether to retain modifications when the targeted object is an instance of a Prefab. + + + + + + The previous value of the modified property. + See Also: PropertyModification . + + + + + + Handles interaction with the code editor. + + + + + Returns the current IExternalCodeEditor instance for the code editor. + + + + + The path to the external code editor that Unity uses used to open script assets. + + + + + Returns the current CodeEditor.Installation instance for the code editor. + + + + + A singleton instance of CodeEditor. The Unity Editor references this instance to handle code editor callbacks. + + + + + Each registered code editor package has an instance of IExternalCodeEditor. This method invokes IExternalCodeEditor.TryGetInstallationForPath on that instance. It returns the first instance that returns a valid installation. + + The absolute path to an executable. + + Returns an IExternalCodeEditor representing the package responsible for the editor path. + + + + + Collects all installations from registered instances of IExternalCodeEditor. This is done using IExternalCodeEditor.Installations. + + + A Dictionary that maps names to editor paths. + + + + + Each registered code editor package has an instance of IExternalCodeEditor. This method invokes IExternalCodeEditor.TryGetInstallationForPath on that instance. It finds the first instance that returns a valid installation, and returns the installation. + + The absolute path to an executable. + + An Installation representation of the path. + + + + + Data class for code editor installation. + + + + + The name of the code editor. + + + + + The path for the code editor. + + + + + Open an application with a quoted string of arguments. + + The absolute path of the application to open. + The arguments to be passed to the application. You must make sure any paths are quoted correctly for the current platform. + + + + Parse a string using the rules defined under. + + The string that contains the template arguments to parse. + The file path to open. + The Line number to place the cursor. + The column number that represents where on the line to place the cursor. + + Returns the arguments parameter with replacements based on the values passed in to the method. + + + + + Quotes a string to pass to Process.Start as a single argument, and appends it to this string builder. + + + + + + Register an instance of IExternalCodeEditor to use when populating Preferences/External Tools menu. Calls ref::Initialize if you select the instance. + + The instance of IExternalCodeEditor to register and use to communicate with script Assets. + + + + Sets the path to the code editor that Unity uses to open script assets. + + The absolute path to the code editor executable. Unity uses this to open files you request. + + + + + Remove an instance of IExternalCodeEditor from the list of registered code editors. Calls ref::Initialize if you select the instance. + + The instance of IExternalCodeEditor to remove. + + + + Defines the responsibilities of handling external script editor integration into UnityEditor. + + + + + Callback to the IExternalCodeEditor when it has been chosen from the PreferenceWindow. + + Path of the chosen code editor. + + + + Provide the editor with a list of known and supported editors that this instance supports. + + + + + Unity calls this method when it populates "Preferences/External Tools" in order to allow the code editor to generate necessary GUI. For example, when creating an an argument field for modifying the arguments sent to the code editor. + + + + + The external code editor needs to handle the request to open a file. + + Line number to open the file on. + Column to move cursor to on the specific line. + + + Whether the request went successfully. + + + + + Unity calls this function during initialization in order to sync the Project. This is different from SyncIfNeeded in that it does not get a list of changes. + + + + + When you change Assets in Unity, this method for the current chosen instance of IExternalCodeEditor parses the new and changed Assets. + + Added files through Unity's UI. + Files that was added but has been moved. + Same list as movedFiles, but contains the location of where these was moved from. + Imported files, which were not added through Unity's UI. + + + + + Unity stores the path of the chosen editor. An instance of IExternalCodeEditor can take responsibility for this path, by returning true when this method is being called. The out variable installation need to be constructed with the path and the name that should be shown in the "External Tools" code editor list. + + The absolute path of the chosen code editor. + To store the resulting Installation. If return value is false, this result is ignored. + + Whether this IExternalCodeEditor can support the editorPath implementation. + + + + + Provides a descriptor for a Profiler counter. + + + + + The category name of the described Profiler counter. + + + + + Initializes and returns an instance of ProfilerCounterDescriptor. + + The name of the Profiler counter to describe. A string. + The category of the Profiler counter to describe. A Unity.Profiling.ProfilerCategory. + + + + Initializes and returns an instance of ProfilerCounterDescriptor. + + The name of the Profiler counter to describe, as a string. + The category name of the Profiler counter to describe, as a string. + + + + The name of the described Profiler counter. + + + + + Represents a Profiler module in the Profiler window. + + + + + Creates a View Controller object that draws the Profiler module’s Details View in the Profiler window. Unity calls this method automatically when the module is selected in the Profiler window. + + + Returns a ProfilerModuleViewController derived object that draws the module’s Details View in the Profiler window. The default value is a view controller that displays a list of the module’s chart counters alongside their current values in the selected frame. + + + + + The module’s display name. + + + + + The Profiler window that the module instance belongs to. + + + + + Options for a Profiler module’s chart type. + + + + + Display a line chart. + + + + + Display a stacked-area chart. + + + + + Provides metadata related to a ProfilerModule, such as its name and icon path. + + + + + Initializes and returns an instance of ProfilerModuleMetadataAttribute. + + The display name of the attributed module. + + + + The attributed Profiler module’s display name. + + + + + The path to the attributed Profiler module’s icon. + + + + + Provides a single view of content for a ProfilerModule displayed in the Profiler window. + + + + + Creates the view controller’s view. Unity calls this method automatically when it is about to display the view controller’s view for the first time. + + + Returns the view controller’s view. A UIElements.VisualElement. + + + + + Disposes the view controller. Unity calls this method automatically when the view controller is no longer required, and its view will be removed from the window hierarchy. + + The flag to indicate whether the method call comes from a Dispose method or from a finalizer. A bool. When the value is true, the method call comes from a Dispose method. + Otherwise, the method call comes from a finalizer. + + + + TODO. + + + + + The Profiler window that the view controller belongs to. + + + + + Contains information for various IUnityLinkerProcessor callbacks. + + + + + The directory containing the assemblies that UnityLinker will process. + + + + + The build target. + + + + + Creates a new instance of an UnityLinkerBuildPipelineData. + + + + + + + Unwrapping settings. + + + + + Maximum allowed angle distortion (0..1). + + + + + Maximum allowed area distortion (0..1). + + + + + This angle (in degrees) or greater between triangles will cause seam to be created. + + + + + How much uv-islands will be padded. + + + + + Will set default values for params. + + + + + + This class holds everything you may need in regard to uv-unwrapping. + + + + + Will generate per-triangle uv (3 UVs for each triangle) with default settings. + + The source mesh to generate UVs for. + + The list of UVs generated. + + + + + Will generate per-triangle uv (3 UVs for each triangle) with provided settings. + + The source mesh to generate UVs for. + Allows you to specify custom parameters to control the unwrapping. + + The list of UVs generated. + + + + + Will auto generate uv2 with default settings for provided mesh, and fill them in. + + + + + + Will auto generate uv2 with provided settings for provided mesh, and fill them in. + + + + + + + A change of this type indicates that prefab instances in an open scene have been updated due to a change to the source prefab. + + + + + The instance ID for each root GameObject of the prefab instances that have been updated. + + + + + The scene containing all of the prefab instances that have been updated. + + + + + Constructs a new instance. + + The scene containing all of the prefab instances that have been updated. + The instance ID for each root GameObject of the prefab instances that have been updated. + + + + This class containes information about the version control state of an asset. + + + + + Gets the path of the Asset relative to the project root. If the Asset is a meta file, the path to the meta file is returned. + + + + + Gets the full name of the asset including extension. + + + + + Returns true if the asset is a folder. + + + + + Returns true if the asset file exists and is in the current project. + + + + + Returns true if the instance of the Asset class actually refers to a .meta file. + + + + + Returns true if the asset is locked by the version control system. + + + + + Gets the path of the meta file for this Asset relative to the project root. If the Asset is a meta file, the path to the meta file is returned. + + + + + Get the name of the asset. + + + + + Gets the path of the asset. + + + + + Returns true is the asset is read only. + + + + + Gets the version control state of the asset. + + + + + Opens the assets in an associated editor. + + + + + Returns true if the version control state of the assets is one of the input states. + + Array of states to test for. + + + + Returns true if the version control state of the asset exactly matches the input state. + + State to check for. + + + + Loads the asset to memory. + + + + + Describes the various version control states an asset can have. + + + + + The asset was locally added to version control. + + + + + Remotely this asset was added to version control. + + + + + The asset has been checked out on the local machine. + + + + + The asset has been checked out on a remote machine. + + + + + There is a conflict with the asset that needs to be resolved. + + + + + The asset has been deleted locally. + + + + + The asset has been deleted on a remote machine. + + + + + Only a single user can checkout this asset + + + + + The asset is not under version control. + + + + + The asset is locked by the local machine. + + + + + The asset is locked by a remote machine. + + + + + This instance of the class actaully refers to a .meta file. + + + + + The asset exists in version control but is missing on the local machine. + + + + + The asset has been moved locally. + + + + + The asset has been moved on a remote machine. + + + + + The version control state is unknown. + + + + + A newer version of the asset is available on the version control server. + + + + + The asset is read only. + + + + + The asset is up to date. + + + + + This asset is either ignored or doesn't exist in version control. + + + + + The state of the asset is currently being queried from the version control server. + + + + + A list of version control information about assets. + + + + + Based on the current list and the states a new list is returned which only contains the assets with the requested states. + + Whether or not folders should be included. + Which states to filter by. + + + + Create an optimised list of assets by removing children of folders in the same list. + + + + + Count the list of assets by given a set of states. + + Whether or not to include folders. + Which states to include in the count. + + + + Wrapper around a changeset description and ID. + + + + + The ID of the default changeset. + + + + + Description of a changeset. + + + + + Version control specific ID of a changeset. + + + + + A list of the ChangeSet class. + + + + + What to checkout when starting the Checkout task through the version control Provider. + + + + + Checkout the asset only. + + + + + Checkout both asset and .meta file. + + + + + Checkout only those assets provided in the asset list. + + + + + Checkout .meta file only. + + + + + Different actions a version control task can do upon completion. + + + + + Refresh windows upon task completion. + + + + + Update the content of a pending changeset with the result of the task upon completion. + + + + + Update the pending changesets with the result of the task upon completion. + + + + + Show or update the checkout failure window. + + + + + Refreshes the incoming and pensing changes window upon task completion. + + + + + Update incoming changes window with the result of the task upon completion. + + + + + Refresh the submit window with the result of the task upon completion. + + + + + Update the list of pending changes when a task completes. + + + + + Describes the configuration fields of the version control that the user has selected in the Unity Editor. + + + + + Descrition of the configuration field. + + + + + This is true if the configuration field is a password field. + + + + + This is true if the configuration field is required for the version control plugin to function correctly. + + + + + Label that is displayed next to the configuration field in the editor. + + + + + Name of the configuration field. + + + + + Mode of the file. + + + + + Binary file. + + + + + No mode set. + + + + + Text file. + + + + + Type of icon overlay. + + + + + Hierarchy window icon overlay. + + + + + Other icon overlay. + + + + + Project window icon overlay. + + + + + Version control system extension that allows drawing icon overlays. + + + + + Draws icon overlay. + + Asset path. + Icon overlay type. + Icon bounding box. + + + + Version control system extension that allows extending inspector. + + + + + Resets any cached state for the version control bar. + + + + + Allows you to add custom GUI controls to the version control bar in the specified inspector. + + Inspector that contains the version control bar. + + + + Version control system extension that allows displaying VCS specific context menu. + + + + + Displays a version control system context menu. + + The position of the context menu. + + + + Version control system extension that allows extending Version Control settings inspector. + + + + + Allows you to add custom GUI controls to the version control settings in the inspector. + + + + + Which method to use when merging. + + + + + Merge all changes. + + + + + Merge non-conflicting changes. + + + + + Don't merge any changes. + + + + + Messages from the version control system. + + + + + The message text. + + + + + The severity of the message. + + + + + Severity of a version control message. + + + + + Error message. + + + + + Informational message. + + + + + Verbose message. + + + + + Warning message. + + + + + Write the message to the console. + + + + + Represent the connection state of the version control provider. + + + + + Connection to the version control server could not be established. + + + + + Connection to the version control server has been established. + + + + + The version control provider is currently trying to connect to the version control server. + + + + + The plug-in class describes the currently active version control plug-in and its configuration options. + + + + + Configuration fields of the plugin. + + + + + The name of the currently active version control. + + + + + This class provides access to the version control API. + + + + + Gets the currently executing task. + + + + + Returns true if the version control provider is enabled and a valid Unity Pro License was found. + + + + + This is true if the currently selected version control plugin supports the Checkout method. + + + + + This is true if the currently selected version control plugin supports the Lock and Unlock methods. + + + + + Returns true if a version control plugin has been selected and configured correctly. + + + + + Returns the reason for the version control provider being offline (if it is offline). + + + + + Returns the OnlineState of the version control provider. + + + + + User-supplied callback to be called before Version Control check out operation. + + + + + User-supplied callback to be called before Version Control Submit operation. + + + + + This is true if a network connection is required by the currently selected version control plugin to perform any action. + + + + + Allows you to add files to via script. + + List of assets to add to version control system. + Single asset to add to version control system. + Set this to true if adding should be done recursively into subfolders. + + + + Allows you to add files to via script. + + List of assets to add to version control system. + Single asset to add to version control system. + Set this to true if adding should be done recursively into subfolders. + + + + Given a list of assets this function returns true if Provider.Add is a valid task to perform on at least one of the assets in the list. + + List of assets to test. + + + + Given a changeset only containing the changeset ID, this will start a task for quering the description of the changeset. + + Changeset to query description of. + + + + Move an Asset or a list of Assets from their current changeset to a new changeset. + + List of Assets to move to changeset. + Changeset to move an Asset to. + Asset to move to changeset. + ChangesetID to move an Asset to. + + + + Move an Asset or a list of Assets from their current changeset to a new changeset. + + List of Assets to move to changeset. + Changeset to move an Asset to. + Asset to move to changeset. + ChangesetID to move an Asset to. + + + + Move an Asset or a list of Assets from their current changeset to a new changeset. + + List of Assets to move to changeset. + Changeset to move an Asset to. + Asset to move to changeset. + ChangesetID to move an Asset to. + + + + Move an Asset or a list of Assets from their current changeset to a new changeset. + + List of Assets to move to changeset. + Changeset to move an Asset to. + Asset to move to changeset. + ChangesetID to move an Asset to. + + + + Gets a list of pending changesets owned by the current user. + + + + + Retrieves a list of assets belonging to a changeset. + + Changeset to query for assets. + ChangesetID to query for assets. + + + + Retrieves a list of assets belonging to a changeset. + + Changeset to query for assets. + ChangesetID to query for assets. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Checkout an asset or a list of assets from the version control system. + + List of assets to checkout. + Asset to checkout. + Tell the Provider to checkout just the asset file, the .meta file or both. + Tell the Provider to checkout the assets to a specific changeset. + + + + Given an asset or a list of assets this function returns true if Provider.Checkout is a valid task to perform on at least one of the given assets. + + List of assets. + Single asset. + Specify to check only asset files, meta files or both. + + + + Given an asset or a list of assets this function returns true if Provider.Checkout is a valid task to perform on at least one of the given assets. + + List of assets. + Single asset. + Specify to check only asset files, meta files or both. + + + + Given an asset or a list of assets this function returns true if Provider.Checkout is a valid task to perform on at least one of the given assets. + + List of assets. + Single asset. + Specify to check only asset files, meta files or both. + + + + Given an asset or a list of assets this function returns true if Provider.Checkout is a valid task to perform on at least one of the given assets. + + List of assets. + Single asset. + Specify to check only asset files, meta files or both. + + + + This will invalidate the cached state information for all assets. + + + + + Starts a task to delete an Asset or a list of Assets from the disk and from the version control system. + + The path to the asset that is to be deleted. + List of assets to delete. + Asset to delete. + + + + Starts a task to delete an Asset or a list of Assets from the disk and from the version control system. + + The path to the asset that is to be deleted. + List of assets to delete. + Asset to delete. + + + + Starts a task to delete an Asset or a list of Assets from the disk and from the version control system. + + The path to the asset that is to be deleted. + List of assets to delete. + Asset to delete. + + + + Starts a task that will attempt to delete the given changesets. + + List of changetsets to delete. + + + + Tests if deleting the given changesets is a valid task to perform. + + Changesets to test. + + + + Starts a task for showing a diff of the given assest versus their head revision. + + List of assets to diff. + Whether or not to include the .meta file. + + + + Returns true if starting a Diff task is a valid operation for at least one asset in the given AssetList. + + List of assets. + + + + Returns the configuration fields for the currently active version control plugin. + + + + + Gets the current, user selected verson control Plugin. + + + + + Returns version control information about an asset from a given GUID. + + GUID of asset. + + + + Returns the version control information about an asset. Can be used with "AssetList.Add" to add assets to a list for further version control actions. + + Path to asset. + + + + Returns the version control information about the currently selected Assets. + + + + + Start a task for getting the latest version of an out of sync asset from the version control server. + + List of assets to update. + Asset to update. + + + + Start a task for getting the latest version of an out of sync asset from the version control server. + + List of assets to update. + Asset to update. + + + + The task tests the given asset list and returns true if Provider.GetLatest is valid operation for one or more assets. + + List of assets to test. + + + + TODO. + + + + + + Starts a task that queries the version control server for incoming changes. + + + + + Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset. + + Incoming changeset. + Incoming changesetid. + + + + Given an incoming changeset this will start a task to query the version control server for which assets are part of the changeset. + + Incoming changeset. + Incoming changesetid. + + + + Returns true if an asset can be edited. + + Asset to test. + + + + Attempt to lock an asset for exclusive editing. + + Asset to lock/unlock. + List of assets to lock/unlock. + True to lock assets, false to unlock assets. + + + + Attempt to lock an asset for exclusive editing. + + Asset to lock/unlock. + List of assets to lock/unlock. + True to lock assets, false to unlock assets. + + + + Returns true if the Provider.Lock task can be executed on one or more assets from the given asset list. + + List of assets to test. + + + + TODO. + + + + + + Initiates a merge task to handle the merging of conflicting Assets. This invokes a merge tool, which you can set in the External Tools section of the Preferences window, on the conflicting Assets. When the merge task finishes, the AssetList only contains the Assets that the tool could merge. + + The list of conflicting assets to be merged. + + + + Uses the version control plugin to move an asset from one path to another. + + Path to the source asset. + Path to the destination. + + + + Delegate for a user-supplied callback to be called before Version Control Checkout. + + The list of Assets that will be passed on to the Checkout command. Assets can be removed from or added to this list in the callback. + Set this to the ID of an existing changeset to check out the listed Assets in that changeset. If no changeset matching the specified ID is found, the checkout will be blocked and an error message raised. Do not set both this and the changesetDescription parameter - this is not supported and an error will be raised. + To check the Assets out in a new changeset, set this description string. This action creates a new changeset, where the Assets open. Do not set both this description string and the changesetID parameter. Setting both causes an error. + + + + Delegate for a user-supplied callback to be called before Version Control Submit. + + The list of Assets that will be passed on to the Checkout command. Assets can be removed from or added to this list in the callback. + Set this to the ID of an existing changeset to submit the listed Assets in that changeset. If no changeset matching the specified ID is found, the submission will be blocked and an error message raised. + If you wish to submit the Assets out in a new changeset, set this description string and a new changeset will be created and the Assets submitted there. + + + + Starts a task that will resolve the conflicting assets in version control. + + List of assets to resolve. + How the assets should be resolved. + + + + Tests if any of the assets in the list have the conflicted state and can be resolved. + + The list of asset to be resolved. + + + + Reverts the specified assets by undoing any changes done since the last time you synced. + + The list of assets to be reverted. + The asset to be reverted. + How to revert the assets. + + + + Reverts the specified assets by undoing any changes done since the last time you synced. + + The list of assets to be reverted. + The asset to be reverted. + How to revert the assets. + + + + Returns true if Provider.Revert is a valid task to perform on at least one of the given assets in the list. + + List of assets to test. + Asset to test. + Revert mode to test for. + + + + Returns true if Provider.Revert is a valid task to perform on at least one of the given assets in the list. + + List of assets to test. + Asset to test. + Revert mode to test for. + + + + Starts a task that will fetch the most recent status about the asset or assets from the revision control system. + + The asset list to fetch state information for. + The asset to fetch state information for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Starts a task that will fetch the most recent status about the asset or assets from the revision control system. + + The asset list to fetch state information for. + The asset to fetch state information for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Starts a task that will fetch the most recent status about the asset or assets from the revision control system. + + The asset list to fetch state information for. + The asset to fetch state information for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Starts a task that will fetch the most recent status about the asset or assets from the revision control system. + + The asset list to fetch state information for. + The asset to fetch state information for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Starts a task that will fetch the most recent status about the asset or assets from the revision control system. + + The asset list to fetch state information for. + The asset to fetch state information for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Starts a task that will fetch the most recent status about the asset or assets from the revision control system. + + The asset list to fetch state information for. + The asset to fetch state information for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Starts a task that will fetch the most recent status about the asset or assets from the revision control system. + + The asset list to fetch state information for. + The asset to fetch state information for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Starts a task that will fetch the most recent status about the asset or assets from the revision control system. + + The asset list to fetch state information for. + The asset to fetch state information for. + If any assets specified are folders this flag will get status for all descendants of the folder as well. + + + + Starts a task that submits the assets to version control. + + The changeset to submit. + The list of assets to submit. + The description of the changeset. + If true then only save the changeset to be submitted later. + + + + Returns true if submitting the assets is a valid operation. + + The changeset to submit. + The asset to submit. + + + + Returns true if unlocking the assets is a valid operation. + + The asset list to test. + The asset to test. + + + + Returns true if unlocking the assets is a valid operation. + + The asset list to test. + The asset to test. + + + + Starts a task that sends the version control settings to the version control system. + + + + + How assets should be resolved. + + + + + Use merged version. + + + + + Use "mine" (local version). + + + + + Use "theirs" (other/remote version). + + + + + Defines the behaviour of the version control revert methods. + + + + + Revert files but keep locally changed ones. + + + + + Use the version control regular revert approach. + + + + + Revert only unchanged files. + + + + + The status of an operation returned by the VCS. + + + + + Files conflicted. + + + + + An error was returned. + + + + + Submission worked. + + + + + Files were unable to be added. + + + + + A Task describes an instance of a version control operation. + + + + + The result of some types of tasks. + + + + + List of changesets returned by some tasks. + + + + + A short description of the current task. + + + + + May contain messages from the version control plugins. + + + + + A progress percentage for the current task. + + + + + Some task return result codes, these are stored here. + + + + + Total time spent in task since the task was started. + + + + + Get whether or not the task was completed succesfully. + + + + + Will contain the result of the Provider.ChangeSetDescription task. + + + + + Upon completion of a task a completion task will be performed if it is set. + + Which completion action to perform. + + + + A blocking wait for the task to complete. + + + + + Allows you to mark a class as a version control system object. + + + + + Version control system display name. + + + + + Version control system name. + + + + + Constructs VersionControlAttribute. + + Version control system name. + Version control system display name. + + + + Contains unique version control system name. + + + + + Version control system display name. + + + + + Version control system name. + + + + + Manages version control systems. + + + + + The VersionControlObject representing active VCS. + + + + + An array containing all available version control systems. + + + + + Sets the active version control system. + + Unique version control system name. + + Returns true if VCS has been activated. false otherwise. + + + + + The abstract base class for representing a version control system. + + + + + Tests whether the VersionControlObject is connected to an underlying version control system. + + + + + Gets optional extension object. + + + Extension object if it's supported by VersionControlObject. null otherwise. + + + + + Called when your version control system is activated. + + + + + Called when your version control system is deactivated. + + + + + Called when the cached state should be discarded and the new state should be retrieved from the underlying VCS. + + + + + Contains version control system specific utility methods. + + + + + Allows you to check whether the specified file is tracked by version control. + + Path to the file. + + true if the file should be tracked by VCS. false otherwise. + + + + + Use these enum flags to specify which elements of a vertex to compress. + + + + + Color compression enabled. + + + + + Vertex compression disabled. + + + + + Normal compression enabled. + + + + + Position compression enabled. + + + + + Tangent compression enabled. + + + + + Texture coordinate 0 compression enabled. + + + + + Texture coordinate 1 compression enabled. + + + + + Texture coordinate 2 compression enabled. + + + + + Texture coordinate 3 compression enabled. + + + + + Bit rate after the clip is transcoded. + + + + + High value, possibly exceeding typical internet connection capabilities. + + + + + Low value, safe for slower internet connections or clips where visual quality is not critical. + + + + + Typical bit rate supported by internet connections. + + + + + VideoClipImporter lets you modify Video.VideoClip import settings from Editor scripts. + + + + + Default values for the platform-specific import settings. + + + + + Images are deinterlaced during transcode. This tells the importer how to interpret fields in the source, if any. + + + + + Apply a horizontal flip during import. + + + + + Apply a vertical flip during import. + + + + + Number of frames in the clip. + + + + + Frame rate of the clip. + + + + + Import audio tracks from source file. + + + + + Whether the preview is currently playing. + + + + + Whether to keep the alpha from the source into the transcoded clip. + + + + + Size in bytes of the file once imported. + + + + + Denominator of the pixel aspect ratio (num:den). + + + + + Numerator of the pixel aspect ratio (num:den). + + + + + Number of audio tracks in the source file. + + + + + Size in bytes of the file before importing. + + + + + True if the source file has a channel for per-pixel transparency. + + + + + Whether the imported clip contains sRGB color data. + + + + + Returns true if transcoding was skipped during import, false otherwise. (Read Only) + +When VideoImporterTargetSettings.enableTranscoding is set to true, the resulting transcoding operation done at import time may be quite long, up to many hours depending on source resolution and content duration. An option to skip this process is offered in the asset import progress bar. When skipped, the transcoding instead provides a non-transcoded verision of the asset. However, the importer settings stay intact so this property can be inspected to detect the incoherence with the generated artifact. + +Re-importing without stopping the transcode process, or with transcode turned off, causes this property to become false. + + + + + Clear the platform-specific import settings for the specified platform, causing them to go back to the default settings. + + Platform name. + + + + Performs a value comparison with another VideoClipImporter. + + The importer to compare with. + + Returns true if the settings for both VideoClipImporters match. Returns false otherwise. + + + + + Returns a texture with the transcoded clip's current frame. +Returns frame 0 when not playing, and frame at current time when playing. + + + Texture containing the current frame. + + + + + Get the resulting height of the resize operation for the specified resize mode. + + Mode for which the height is queried. + + Height for the specified resize mode. + + + + + Get the full name of the resize operation for the specified resize mode. + + Mode for which the width is queried. + + Name for the specified resize mode. + + + + + Get the resulting width of the resize operation for the specified resize mode. + + Mode for which the width is queried. + + Width for the specified resize mode. + + + + + Number of audio channels in the specified source track. + + Index of the audio track to query. + + Number of channels. + + + + + Sample rate of the specified audio track. + + Index of the audio track to query. + + Sample rate in Hertz. + + + + + Returns the platform-specific import settings for the specified platform. + + Platform name. + + The platform-specific import settings. Throws an exception if the platform is unknown. + + + + + Starts preview playback. + + + + + Sets the platform-specific import settings for the specified platform. + + Platform name. + The new platform-specific import settings. Throws an exception if the platform is unknown. + + + + Stops preview playback. + + + + + Video codec to use when importing video clips. + + + + + Choose the codec that supports hardware decoding on the target platform. + + + + + Encode video with the H.264 codec. + + + + + Encode video with the H.265 codec. + + + + + Encode video using the vp8 codec. + + + + + Describes how the fields in the image, if any, should be interpreted. + + + + + First field is in the even lines. + + + + + First field is in the odd lines. + + + + + Clip is not interlaced. + + + + + Methods to compensate for aspect ratio discrepancies between the source resolution and the wanted encoding size. + + + + + Perform no operation. + + + + + Stretch the source to fill the target resolution without preserving the aspect ratio. + + + + + Options for the encoder profile. + + + + + Encode video with the baseline profile. + + + + + Encode video with the high profile. + + + + + Encode video using the main profile. + + + + + Importer settings that can have platform-specific values. + + + + + How the aspect ratio discrepancies, if any, will be handled if the chosen import resolution has a different ratio than the source. + + + + + Bit rate type for the transcoded clip. + + + + + Codec that the resulting VideoClip will use. + + + + + Height of the transcoded clip when the resizeMode is set to custom. + + + + + Width of the transcoded clip when the resizeMode is set to custom. + + + + + Controls whether the movie file will be transcoded during import. When transcoding is not enabled, the file will be imported in its original format. + + + + + How to resize the images when going into the imported clip. + + + + + Controls an internal image resize, resulting in blurrier images but smaller image dimensions and file size. + + + + + Constructs an object with all members initialized with the default value inherent to their type. + + + + + How the video clip's images will be resized during transcoding. + + + + + Resulting size will be driven by VideoClipImporter.customWidth and VideoClipImporter.customHeight. + + + + + Half width and height. + + + + + Same width and height as the source. + + + + + Quarter width and height. + + + + + Fit source in a 1024x1024 rectangle. + + + + + Fit source in a 256x256 rectangle. + + + + + Fit source in a 512x512 rectangle. + + + + + 3/4 width and height. + + + + + Controls the imported clip's internal resize to save space at the cost of blurrier images. + + + + + No resize performed. + + + + + Scales width and height by 1/2. + + + + + Scales width and height by 3/4. + + + + + Enum for Tools.viewTool. + + + + + The FPS tool is selected. + + + + + View tool is not selected. + + + + + The orbit tool is selected. + + + + + The pan tool is selected. + + + + + The zoom tool is selected. + + + + + An enum containing different compression types. + + + + + WebGL resources are stored using Brotli compression. + + + + + WebGL resources are uncompressed. + + + + + WebGL resources are stored using Gzip compression. + + + + + An enum containing different modes for debug symbols. + + + + + Debug symbols are embedded into the wasm file. + + + + + Debug symbols are stored in an external file. + + + + + No debug symbols are added to the build. + + + + + Options for Exception support in WebGL. + + + + + Enable throw support. + + + + + Enable exception support for all exceptions, without stack trace information. + + + + + Enable exception support for all exceptions, including stack trace information. + + + + + Disable exception support. + + + + + The build format options available when building to WebGL. + + + + + Only asm.js output will be generated. This setting has been deprecated. + + + + + Both asm.js and WebAssembly output will be generated. The WebAssembly version of the generated content will be used if supported by the browser, otherwise, the asm.js version will be used. This setting has been deprecated. + + + + + Only WebAssembly output will be generated. This will require a browser with WebAssembly support to run the generated content. + + + + + An enum containing different power preference hints for the WebGL context. + + + + + The WebGL implementation is left to decide which GPU configuration is most suitable. + + + + + Requests the WebGL implementation prioritizes rendering performance. + + + + + Requests the WebGL implementation prioritizes power savings. + + + + + Compressed texture format for target build platform. + + + + + ASTC texture compression. + + + + + S3 texture compression. Supported on devices with NVidia Tegra, Vivante and Intel GPUs. + + + + + ETC2 texture compression. Available on devices which support OpenGL ES 3.0; on OpenGL ES 2 devices the texture is decompressed on CPU. + + + + + Don't override texture compression. + + + + + An enum containing different trapping modes for WebAssembly code. + + + + + This mode avoids traps by clamping floating point value to a reasonable range when performing arithmetic operations. + + + + + WebAssembly code will throw an exception on things like division by zero, rounding a very large float to an int, and so forth. + + + + + Specifies the desired Windows API to be used for input. + + + + + Select a Windows Input API automatically based on platform support. + + + + + Windows GameInput API. + + + + + Windows XInput API. + + + + + Specifies the Windows device to deploy and launch the UWP app on when using Build and Run from the Editor. + + + + + Runs the app on a remote Windows device using the Windows DevicePortal (WDP) transport. + + + + + Runs the app on the local Windows PC. + + + + + Build configurations for Windows Store Visual Studio solutions. + + + + + Debug configuation. +No optimizations, profiler code enabled. + + + + + Master configuation. +Optimizations enabled, profiler code disabled. This configuration is used when submitting the application to Windows Store. + + + + + Release configuration. +Optimization enabled, profiler code enabled. + + + + + Target device type for a Windows Store application to run on. + + + + + The application targets all devices that run Windows Store applications. + + + + + The application targets HoloLens. + + + + + Application targets mobile devices. + + + + + Application targets PCs. + + + + + Determines the output build type when building to Universal Windows Platform. + + + + + D3D Project + + + + + Executable Only + + + + + XAML Project + + + + + Target Xbox build type. + + + + + Debug player (for building with source code). + + + + + Development player. + + + + + Master player (submission-proof). + + + + + Build configurations for the Xcode project Unity generates. + + + + + Sets the build configuration to Debug for the Xcode project Unity generates. + + + + + Sets the build configuration to Release for the Xcode project Unity generates. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DeviceSimulatorModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DeviceSimulatorModule.dll new file mode 100644 index 00000000..34b0e169 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DeviceSimulatorModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DeviceSimulatorModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DeviceSimulatorModule.xml new file mode 100644 index 00000000..0737e2c4 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DeviceSimulatorModule.xml @@ -0,0 +1,99 @@ + + + + + UnityEditor.DeviceSimulatorModule + + + + Class for interacting with a Device Simulator window from a script. + + + + + Event invoked when the screen of the simulated device is clicked. + + + + + + Extend this class to create a Device Simulator plug-in. + + + + + Device Simulator in which this plug-in is instantiated. + + + + + Title for the plug-in UI. + + + + + Called when Unity creates the Device Simulator window. + + + + + The VisualElement that this method returns is embedded in the Device Simulator window. If the method returns null, plug-in UI is not embedded. + + + + + Called when Device Simulator window is destroyed. + + + + + Representation of a single touch event coming from a Device Simulator. Subscribe to DeviceSimulator.touchScreenInput to receive these events. + + + + + Phase of the touch event. + + + + + On-screen position of the touch event. The zero point is at the bottom-left corner of the screen in pixel coordinates. + + + + + The unique identifier for the touch. Unity reuses identifiers after the touch ends. + + + + + Indicates where in its lifecycle a given touch is. + + + + + A touch has begun. Only the first touch event in any given touch will have this phase. + + + + + A touch has ended in a way other than through user interaction. + + + + + A touch has ended. Only the last touch event in a given touch will have this phase. + + + + + A touch has changed position. + + + + + A touch has not moved. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DiagnosticsModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DiagnosticsModule.dll new file mode 100644 index 00000000..27ebc013 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DiagnosticsModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DiagnosticsModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DiagnosticsModule.xml new file mode 100644 index 00000000..ddabbb4e --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.DiagnosticsModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEditor.DiagnosticsModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.GraphViewModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.GraphViewModule.dll new file mode 100644 index 00000000..b7ff4150 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.GraphViewModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.GraphViewModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.GraphViewModule.xml new file mode 100644 index 00000000..4b19c6ce --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.GraphViewModule.xml @@ -0,0 +1,3866 @@ + + + + + UnityEditor.GraphViewModule + + + + Helper object that attaches a visual element next to its target, regarless of their respective location in the visual tree hierarchy. + + + + + Relative alignment between the attached element and the target. + + + + + The distance between the attached element and the target. + + + + + The element that is attached to the target element. + + + + + An absolute offset added to the element position after placement. + + + + + The target element. + + + + + Attaches a visual element next to its target, regarless of their respective locations in the visual tree hierarchy. + + The element that will be positioned alongside the target. + The target element. + Relative alignment between the attached element and the target. + + + + Stop monitoring the target element and postioning the attached element. + + + + + Starts monitoring target element position changes and places the attached element accordingly. + + + + + GraphElement that enables user to dynamically define members of a Graph (such as fields/properties) grouped by sections (BlackboardSection). + + + + + Called when user clicks on the Add button of this Blackboard. + + + + + The content container of this Blackboard. + + + + + Called when user has edited the text of this BlackboardField. + + + + + The GraphView that the Blackboard is attached to. + + + + + Called when user has dragged and dropped a BlackboardField to a new location inside its BlackboardSection. + + + + + Indicates whether the content of this Blackboard can be vertically scrolled by user. It is false by default. + + + + + All selected elements in the GraphView that the Blackboard is attached to. + + + + + The subtitle of this Blackboard. + + + + + The title of this Blackboard. + + + + + Set to true when the Blackboard displays in a separate window. Set to false when the Blackboard displays in the GraphView. + + + + + Adds an element to the selection in the GraphView that the Blackboard is attached to. + + Element to add to selection. + + + + Clears the selection in the GraphView that the Blackboard is attached to. + + + + + Constructs a Blackboard. + + + + + + Removes an element from the selection in the GraphView that the Blackboard is attached to. + + Element to remove from selection. + + + + GraphElement that represents a field of a Graph. + + + + + The Blackboard that the field belongs to. + + + + + The highlighted state of this BlackboardField. + + + + + The icon of this BlackboardField. + + + + + The text of this BlackboardField. + + + + + The text that displays the data type of this BlackboardField. + + + + + Called when the BlackboardField is asked to display the contextual menu. + + + + + + Constructs a BlackboardField. + + The icon of this BlackboardField. + The text of this BlackboardField. + The text that displays the data type of this BlackboardField. + + + + Constructs a BlackboardField. + + The icon of this BlackboardField. + The text of this BlackboardField. + The text that displays the data type of this BlackboardField. + + + + Opens a TextField to edit the text in a BlackboardField. + + + + + Collapsible GraphElement that represents a row in a BlackboardSection. + + + + + Indicates whether the BlackboardRow is expanded. + + + + + Constructs a BlackboardRow from a VisualElement and its associated property view. The VisualElement is usually a BlackboardField. + + The item that fills the content of this BlackboardRow. + The property view related to the content of this BlackboardRow. + + + + GraphElement that represents a section of members in a Blackboard. + + + + + Callback for indicating whether this BlackboardSection accepts the selected object. + + + + + The content container of this BlackboardSection. + + + + + Indicates whether the header of the BlackboardSection is visible. + + + + + The title of this BlackboardSection. + + + + + Indicates whether this BlackboardSection accepts the selected object. + + The selected object. + + + Returns true when the BlackboardSection accepts the selected object. + + + + + Delegate for indicating whether this BlackboardSection accepts the selected object. + + The selected object. + + + + Constructs a BlackboardSection. + + + + + Capabilities used by Manipulators to easily determine valid actions on a GraphElement. + + + + + The GraphElement will be brought to the front of its layer when it is selected. + + + + + The GraphElement can be collapsed. + + + + + The GraphElement can be copied. + + + + + The GraphElement can be deleted. + + + + + The GraphElement can be dragged and dropped (using the Drag&Drop events). + + + + + The GraphElement can be grouped. + + + + + The GraphElement is movable. + + + + + The GraphElement is renamable. + + + + + The GraphElement is resizable. + + + + + The GraphElement is selectable. + + + + + When Graph Snapping is enabled in Preferences, other GraphElements align with this GraphElement when the user drags them. + + + + + The GraphElement can be placed in StackNode containers. + + + + + Selects element on single click. + + + + + Constructor for ClickSelector. + + + + + Called on mouse down event. + + + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + Manipulator that allows mouse-dragging of one or more elements. + + + + + If true, it does not allow the dragged element to exit the parent's edges. + + + + + When elements are dragged near the edges of the Graph, panning occurs. This controls the speed for said panning. + + + + + Calculate new position of the dragged element. + + New x position. + New y position. + Element width. + Element height. + + Calculated and validated position. + + + + + ContentDragger constructor. + + + + + Called on mouse down event. + + The event. + + + + Called on mouse move event. + + The event. + + + + Called on mouse up event. + + The event. + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + Manipulator that allows zooming in GraphView. + + + + + Optimization option to keep the old pixel cache while zooming and only updating it when zooming is finished (based on a timer). + + + + + Max zoom level. + + + + + Min zoom level. + + + + + Reference zoom level. + + + + + Zoom step: percentage of variation between a zoom level and the next. For example, with a value of 0.15, which represents 15%, a zoom level of 200% will become 230% when zooming in. + + + + + ContentZoomer constructor. + + + + + Default max zoom level. + + + + + Default min zoom level. + + + + + Default reference zoom level. + + + + + Default zoom step. + + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + Port direction (in or out). + + + + + Port is an input port. + + + + + Port is an output port. + + + + + Base manipulator for mouse-dragging elements. + + + + + If true, it does not allow the dragged element to exit the parent's edges. + + + + + When elements are dragged near the edges of the Graph, panning occurs. This controls the speed for said panning. + + + + + Calculate new position of the dragged element. + + New x position. + New y position. + Element width. + Element height. + + Calculated and validated position. + + + + + Dragger constructor. + + + + + Called on mouse down event. + + The event. + + + + Called on mouse move event. + + The event. + + + + Called on mouse up event. + + The event. + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + The GraphView edge element. + + + + + The edge's end position while it's being created. + + + + + Default edge color. + + + + + The VisualElement child of Edge that draws the lines and does the hit detection. + + + + + Edge width. + + + + + The color of the ghost edge, which is the edge that appears snapped to a nearby port while an edge is being created. + + + + + Connected input port. + + + + + Is this edge a ghost edge, which is the edge that appears snapped to a nearby port while an edge is being created. + + + + + Connected output port. + + + + + Color of edge while selected. + + + + + Whether the GraphElement is shown in the minimap. For Edge, this property is always set to false. + + + + + Checks if point is on top of edge. + + Point position. + + True if point is on top of edge. False otherwise. + + + + + Create the EdgeControl. + + + The created EdgeControl. + + + + + Edge's constructor. + + + + + Draw the edge's lines. + + + + + Called when the custom style properties are resolved. + + + + + + Called when a port on the edge is changed. + + True if the input port was changed. False if the output port was changed. + + + + Check if edge overlaps rectangle. + + The rectangle. + + True if edge overlaps the rectangle. + + + + + The edge's points and tangents. + + + + + Update the edge's EdgeControl. + + + False if it failed to update the control. True if it succeeded. + + + + + Manipulator for creating new edges. + + + + + Reference to the edge drag helper. + + + + + Manipulator for creating new edges. + + + + + Reference to the edge drag helper. + + + + + EdgeConnector's constructor. + + The IEdgeConnectorListener that will finalize the edges. + + + + Called on mouse down event. + + The event. + + + + Called on mouse move event. + + The event. + + + + Called on mouse up event. + + The event. + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + VisualElement that draws the edge lines and detects if mouse is on top of edge. + + + + + Radius of the edge's end caps. + + + + + Edge's control points. + + + + + Whether or not to draw the From Cap. + + + + + Whether or not to draw the To Cap. + + + + + Edge's color. + + + + + Edge's visible width. + + + + + Edge's From postion. + + + + + The color of the cap color at the "from" end of the edge. + + + + + Color on the edge's input. + + + + + Edge input port orientation (vertical/horizontal). + + + + + Width that will be used for mouse hit detection. + + + + + Min edge width. + + + + + Color on the edge's output. + + + + + Edge output port orientation (vertical/horizontal). + + + + + Edge's To postion. + + + + + The color of the cap color at the "to" end of the edge. + + + + + Compute the edge's control points. + + + + + Check if point is on top of edge. + + The point's position. + + True if the point is on top of the edge. + + + + + EdgeControl's constructor. + + + + + Check if edge overlaps rectangle. + + The rectangle. + + True if the edge overlaps the rectangle. + + + + + Check if the edge points have changed. + + + + + Update the edge layout. + + + + + Update the edge's render points. + + + + + EdgeDragHelper's constructor. + + + + + The port the edge is being dragged from. + + + + + The edge being dragged. + + + + + Handle mouse down event. + + The event. + + True if the drag has been started. False otherwise. + + + + + Handle mouse move event. + + The event. + + + + Handle mouse up event. + + The event. + + + + Reset the state of the drag helper. + + Whether the connection was successful or not. View will not reset in this case. + + + + Edge drag helper class. + + + + + The port the edge is being dragged from. + + + + + The edge being dragged. + + + + + True if it should reset position on pan if nothing is connected. + + + + + EdgeDragHelper's constructor. + + The edge connector listener. + + + + Handle mouse down event. + + The event. + + True if the drag has been started. False otherwise. + + + + + Handle mouse move event. + + The event. + + + + Handle mouse up event. + + The event. + + + + Reset the state of the drag helper. + + Whether the connection was successful or not. View will not reset in this case. + + + + Edge manipulator used to drag edges off ports and reconnect them elsewhere. + + + + + EdgeManipulator's constructor. + + + + + Handle key down event. + + The event. + + + + Handle mouse down event. + + The event. + + + + Handle mouse move event. + + The event. + + + + Handle mouse up event. + + The event. + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + Value that determines if a event handler stops propagation of events or allows it to continue. + + + + + Continue event propagation after this handler. + + + + + Stop event propagation after this handler. + + + + + Freehand selection tool. + + + + + FreehandSelector constructor. + + + + + Register callbacks on target VisualElement. + + + + + Unregister callbacks on target VisualElement. + + + + + Base class for main GraphView VisualElements. + + + + + The GraphElement's capabilities. + + + + + The color used for the MiniMap view. + + + + + The GraphElement's layer in the graph. + + + + + True if the GraphElement is currently selected. + + + + + Whether the element is shown in the minimap. + + + + + The GraphElement's title. + + + + + Get the GraphElement's center point. + + + Returns the center point. + + + + + Get the GraphElement position. + + + Returns the position and size rect. + + + + + See if point is over the GraphElement. + + The point. + + Returns true if point is over the GraphElement. Returns false otherwise. + + + + + Checks if the GraphElement is automatically brought to front when selected. + + + Returns true if the GraphElement is automatically brought to front when selected. Returns false otherwise. + + + + + Checks whether the GraphElement is copiable. + + + Returns true if the GraphElement is copiable. Returns false otherwise. + + + + + The GraphElement is drag&droppable. + + + Returns true if the GraphElement is droppable. Returns false otherwise. + + + + + Checks whether the GraphElement is groupable. + + + Returns true if the GraphElement is groupable. Returns false otherwise. + + + + + The GraphElement is movable. + + + Returns true if the GraphElement is movable. Returns false otherwise. + + + + + The GraphElement is renamable. + + + Returns true if the GraphElement is renamable. Returns false otherwise. + + + + + The GraphElement is resizable. + + + Returns true if the GraphElement is resizable. Returns false otherwise. + + + + + The GraphElement is selectable. + + + Returns true if the GraphElement is selectable. Returns false otherwise. + + + + + The GraphElement is currently selected in specific container. + + The container. + + Returns true if the GraphElement is selected. Returns false otherwise. + + + + + Checks whether the GraphElement is snappable. + + + Returns true if the GraphElement is snappable. Returns false otherwise. + + + + + Checks whether the GraphElement is stackable. + + + Returns true if the GraphElement is stackable. Returns false otherwise. + + + + + Called when the custom style properties are resolved. + + + + + + Called when the GraphElement is selected. + + + + + Called when the GraphElement is unselected. + + + + + Reset the GraphElement to its original layer. + + + + + Select the GraphElement. + + Container in which the GraphElement is being selected. + True if selection is additive, false otherwise. + + + + Set the GraphElement position. + + New position. + + + + Deselect the GraphElement. + + Container in which the GraphElement was selected. + + + + Set of extension methods useful for Scope. + + + + + Returns the scope containing the specified GraphElement. + + + + + + Main GraphView class. + + + + + Ask whether or not the serialized data can be pasted. + + + + + Main content container. + + + + + Delete selection callback. + + + + + All edges in the graph. + + + + + Element resized callback. + + + + + Callback for when GraphElements are added to the group. + + + + + Callback for when GraphElements are inserted into a StackNode. + + + + + Callback for when GraphElements are removed from the group. + + + + + Callback for when GraphElements are removed from a StackNode. + + + + + All GraphElements in the graph. + + + + + Callback for when certain changes have occured in the graph. See GraphViewChange. + + + + + Callback for when a group title is changed. + + + + + Whether or not the selection is reframable. + + + + + Max zoom level. + + + + + Min zoom level. + + + + + Callback for when the user requests to display the node creation window. + + + + + All nodes currently in the graph. + + + + + The PlacematContainer used by the GraphView. + + + + + All ports currently in the graph. + + + + + Reference zoom level. + + + + + Current graph zoom level. + + + + + Zoom step. See Experimental.GraphView.ContentZoomer._scaleStep for details. + + + + + All currently selected elements in the graph. + + + + + Callback for serializing graph elements for copy/paste and other actions. + + + + + Set to true when this GraphView supports windowed Blackboards. Set to false otherwise. + + + + + Callback for unserializing graph elements and adding them to the graph. + + + + + The graph's viewport. This is currently just itself. + + + + + Graph's view transform. + + + + + View transform changed callback. + + + + + Number of elements in the graph above which the zoom manipulator will turn off pixel cache regeneration on each tick to avoid performance drops. + + + + + Add new GraphElement. Should use this instead of Add() for adding GraphElements. + + The element to add. + + + + Adds a new layer to the GraphView. + + the index of the new layer. + + + + Add element to selection. + + Element to add to selection. + + + + Whether or not to ask the user for certain actions like deleting selection. + + + + + Ask the user before doing certain actions like deleting selection. + + + + + Don't ask the user before doing certain actions like deleting selection. + + + + + Add menu items to the contextual menu. + + The event holding the menu to populate. + + + + Calculate the view transform based on zoom level and the size of the window or parent. + + Rectangle to fit. + Parent rectangle. + Border size. + Calculated translation. + Calculated scaling. + + + + Calculate the rectangle size and position to fit all elements in graph. + + This should be the view container. + + The calculated rectangle. + + + + + Default method for checking if serialized data can be pasted. + + Serialized graph element. + + True if it can be pasted. + + + + + Delegate for checking if serialized data can be pasted. + + Serialized graph element. + + + + Clear selection. + + + + + Retrieves the set of elements that match a specified condition. The matching elements are selected from an enumerable of graph elements. + + The enumerable of graph elements to select from. + The set of matching graph elements. + A function that determines whether a graph element is added to the set of matching graph elements. + + + + Override this method, in a derived class, to create a custom PlacematContainer. + + + Returns the created PlacematContainer. + + + + + Remove elements from the graph view. + + Elements to remove. + + + + Delete selected elements. + + + Stop if no elements were selected. Continue otherwise. + + + + + Delegate for deleting selection. + + Name of operation for undo/redo labels. + Whether or not to ask the user. + + + + Default method for deleting selection. + + Name of operation for undo/redo labels. + Whether or not to ask the user. + + + + Element resized delegate. + + Resized element. + + + + Focus view all elements in the graph. + + + Should always be Stop. + + + + + Focus view on the next element after the one currently selected. + + The predicate used to sort the list of all existing graph element. + + Continue if no elements in graph, Stop otherwise. + + + + + Focus view on the next element after the one currently selected. + + The predicate used to sort the list of all existing graph element. + + Continue if no elements in graph, Stop otherwise. + + + + + Focus view on the graph's origin. + + + Always returns Stop. + + + + + Focus view on the previous element before the one currently selected. + + The predicate used to sort the list of all existing graph element. + + Continue if no elements in graph, Stop otherwise. + + + + + Focus view on the previous element before the one currently selected. + + The predicate used to sort the list of all existing graph element. + + Continue if no elements in graph, Stop otherwise. + + + + + Focus view on currently selected elements. + + + Continue if no elements selected, Stop otherwise. + + + + + Type of framing. + + + + + Focus view on all elements. + + + + + Focus view on origin. + + + + + Focus view on selection. + + + + + Gets the blackboard associated with this GraphView. + + + Returns the associated blackboard. Returns null if the GraphView is not associated with a blackboard. + + + + + Get all ports compatible with given port. + + Start port to validate against. + Node adapter. + + List of compatible ports. + + + + + Get edge by its GUID. + + The GUID. + + The first edge with given GUID. Null if none found. + + + + + Get any element with a given GUID. + + The GUID. + + The first element with the given GUID, within all of GraphView, not just elements contained in layers. Null if none found. + + + + + Get node with a given GUID. + + The GUID. + + The first node with the given GUID. Null if none found. + + + + + Get port by its GUID. + + The GUID. + + The first port found with given GUID. Null if none found. + + + + + Gets another location for a specific port and checks if the port has an overridden position. + + The specific port. + The overridden position, if the port is overridden. Set to Vector2.zero otherwise. + + Returns true if the port center is overridden, false otherwise. + + + + + Delegate used to indicate a change in GraphView usualy done by a Manipulator. + + The change struct. + + + + The layer class for placing and interacting with graph elements in a GraphView. + + + + + Constructor. + + + + + Releases an associated blackboard from this GraphView. + + The blackboard to release. + + + + Remove element from the graph. + + Element to remove. + + + + Remove element from selection. + + Element to remove from selection. + + + + Default method for serializing graph elements. + + Elements to serialize. + + Serialized data. + + + + + Delegate for serializing graph elements. + + Elements to serialize. + + + + Setup zoom properties. + + Min zoom level. + Max zoom level. + Zoom step. + Reference zoom level. + + + + Setup zoom properties. + + Min zoom level. + Max zoom level. + Zoom step. + Reference zoom level. + + + + Delegate for unserializing and pasting elements. + + Name of operation for undo/redo labels. + Serialized data. + + + + Default method for unserializing elements and pasting. + + Name of operation for undo/redo labels. + Serialized data. + + + + Update the viewport transform. + + New position. + New scale. + + + + Validate the view transform. + + + + + View transform changed (zoom) delegate. + + GraphView reference. + + + + The base class for a floating window that contains a Blackboard. + + + + + Constructor. + + + + + Verifies whether the GraphView tool window supports a specific GraphView. + + A GraphView. + + Returns true if the GraphView tool window supports the specified GraphView. Returns false otherwise. + + + + + Callback invoked when the GraphView has changed. + + + + + Callback invoked when the GraphView is about to change. + + + + + The tool window name. + + + + + Set of changes in the graph that can be intercepted. + + + + + Edges about to be created. + + + + + Elements about to be removed. + + + + + Elements already moved. + + + + + The delta of the last move. + + + + + Abstract base class for an editor window that contains a GraphView. + + + + + The enumeration of the GraphViews that belong to an editor window. In most cases, there is only one GraphView. + + + + + Gets the extra panes associated with the editor window. + + + The extra panes that are specific to the window. + + + + + Helper method that instantiates a GraphViewWindow of a specified type, an attached Blackboard, and an attached MiniMap. + + + The list of newly created windows. + + + + + A floating window containing a MiniMap. + + + + + Constructor. + + + + + Verifies whether the GraphView tool window supports a specific GraphView. + + A GraphView. + + Returns true if the GraphView tool window supports the specified GraphView. Returns false otherwise. + + + + + Callback invoked when the GraphView has changed. + + + + + Callback invoked when the GraphView is about to change. + + + + + The tool window name. + + + + + Abstract base class for a GraphView tool window. + + + + + Gets the extra panes associated with the window. + + + The extra panes that are specific to the window. + + + + + Verifies whether the GraphView tool window supports a specific GraphView. + + A GraphView. + + Returns true if the GraphView tool window supports the specified GraphView. Returns false otherwise. + + + + + Base implementation of the Unity OnEnable event. + + + + + Callback invoked when the GraphView has changed. + + + + + Callback invoked when the GraphView is about to change. + + + + + Associate a GraphView, from a GraphViewEditorWindow, to this tool window. + + The window containing the GraphView. + The GraphView. + The index of the GraphView in the window (defaults to 0). + + + + The tool window name. + + + + + Default GraphView background. + + + + + GridBackground's constructor. + + + + + Allows interactive insertion of elements in a named scope. + + + + + Title of the group. + + + + + Whether an element can be added to this group. + + The element to add. + The reason that indicates why the element is not accepted. + + Returns false if the specified element is a scope or group. Otherwise returns true. + + + + + Retrieves a set of graph elements that match a specified condition. The matching graph elements are selected from this group. + + The set of matching graph elements. + A function that determines whether a graph element is added to the set of matching graph elements. + + + + Group constructor. + + + + + Focuses the title text field of this group, so that it's editable from the UI. + + + + + Called when elements are added to this group. + + The added elements. + + + + Called when elements are removed from this group. + + The removed elements. + + + + Called when this group is renamed. + + The old name of the group. + The new name of the group. + + + + CollectibleElement interface. + + + + + Retrieves a set of graph elements that match a specified condition. The graph elements are collected from the elements associated with implementor of this interface. + + The set of matching graph elements. + A function that determines whether a graph element is added to the set of matching graph elements. + + + + A rectangular badge, usually attached to another visual element. + + + + + Relative alignment between the badge and its target. The alignment will influence icon and tip position. + + + + + Text displayed next to the badge on mouse hover. + + + + + Distance between the badge and its target element. + + + + + Target element to which this badge is attached. + + + + + The visual style for the badge. Built-in values are "error" and "comment". + + + + + Attaches this badge to another element. + + The target element to attach this badge to. + Relative alignement of the badge. + + + + Creates an IconBadge with the "comment" visual style. + + Displayed comment message. + + The created badge. + + + + + Creates an IconBadge with the "error" visual style. + + Displayed error message. + + The created badge. + + + + + Creates a basic comment badge. + + + + + + Creates a basic comment badge. + + + + + + Detaches this badge from its target. + + + + + Droppable interface. + + + + + Check if element is droppable. + + + True if droppable. False otherwise. + + + + + Drop target interface. + + + + + Indicates if the dragged source can be dropped on the target interface. + + Selected elements. + + Returns true if the dragged source can be dropped on the target interface. Returns false otherwise. + + + + + This method is automatically called when the dragged source intersects the drop target. + + The event. + The selected elements. + The drop target. + The drag source. + + Returns event propagation. + + + + + This method is automatically called when dragging ends and the drag source is not over a valid drop target. + + + Returns event propagation. + + + + + This method is automatically called when the dragged source no longer intersects the drop target. + + The event. + The selected elements. + The drop target. + The drag source. + + Returns event propagation. + + + + + "This method is automatically called when a drag is performed." + + The event. + The selected elements. + The drop target. + The drag source. + + Returns event propagation. + + + + + This method is automatically called when the drag source is updated. + + The event. + The selected elements. + The drop target. + The drag source. + + Returns event propagation. + + + + + Used by EdgeConnector manipulator to finish the actual edge creation. Its an interface the user can override and create edges in a different way. + + + + + Called when a new edge is dropped on a port. + + Reference to the GraphView. + The edge being created. + + + + Called when edge is dropped in empty space. + + The edge being dropped. + The position in empty space the edge is dropped on. + + + + Resizable interface. + + + + + Called when resize is completed. + + + + + Called when resize is started. + + + + + This interface describes methods to manage a search session for graph nodes. + + + + + Generates data to populate the search window. + + Contextual data initially passed the window when first created. + + Returns the list of SearchTreeEntry objects displayed in the search window. + + + + + Selects an entry in the search tree list. + + The selected entry. + Contextual data to pass to the search window when it is first created. + + + + Selectable interface. + + + + + See if point is on target. + + The point. + + True if on target. + + + + + Check if element is selectable. + + + True if selectable. False otherwise. + + + + + Check if element is selected. + + Container in which the selection is tracked. + + True if selected. False otherwise. + + + + + Check if selection overlaps rectangle. + + Rectangle to check. + + True if it overlaps. False otherwise. + + + + + Select element. + + Container in which selection is tracked. + True if selection is additive. False otherwise. + + + + Deselect element. + + Container in which selection is tracked. + + + + Selection interface. + + + + + Get the selection. + + + + + Add element to selection. + + Selectable element to add. + + + + Clear selection. + + + + + Remove element from selection. + + Selectable element to remove. + + + + MiniMap. + + + + + True if the MiniMap is pinned or achored (non-movable). False if you can drag and move it around. + + + + + The GraphView that the MiniMap is attached to. + + + + + Max height. + + + + + Max width. + + + + + Set to true when the MiniMap displays in a separate window. Set to false when the MiniMap displays in the GraphView. + + + + + Callback for when the zoom factor text has changed. + + + + + Add menu items to the MiniMap contextual menu. + + The event holding the menu to populate. + + + + MiniMap's constructor. + + + + + Call this method after a user has resized a MiniMap to let the MiniMap know it needs to get updated. + + + + + Main GraphView node class. + + + + + Is node expanded. + + + + + Empty container used to display custom elements. After adding elements, call RefreshExpandedState in order to toggle this container visibility. + + + + + Input container used for input ports. + + + + + Main container that includes all other containers. + + + + + Outputs container, used for output ports. + + + + + Node's title element. + + + + + Title bar button container. Contains the top right buttons. + + + + + Title bar container. + + + + + Entire top area containing input and output containers. + + + + + Add menu items to the node contextual menu. + + The event holding the menu to populate. + + + + Retrieves the set of edges that match a specified condition. The tested edges are connected to this node. + + The set of matching edges. + A function that determines whether an edge is added to the set of matching edges. + + + + Node's constructor. + + The orientation. + + + + Node's constructor. + + The orientation. + + + + Create a new port specific to this node. + + Port's orientation. + Port's direction. + Port's type. + (obsolete). + + The new port. + + + + + Create a new port specific to this node. + + Port's orientation. + Port's direction. + Port's type. + (obsolete). + + The new port. + + + + + Called when port is remove. + + The removed port. + + + + After adding custom elements to the extensionContainer, call this method in order for them to become visible. + + + + + Refresh the layout of the ports. + + + + + Set node position. + + New position. + + + + Toggle node's collapse state. + + + + + Applies the default styling of Node. This must be explicitly called by Node subclasses that use their own uxml files. + + + + + This struct represents the context when the user initiates creating a graph node. + + + + + The index where the created node will be inserted. + + + + + Position of the click that initiated the request to create a node, in the coordinate space of the screen. + + + + + The VisualElement where the created node will be added. + + + + + Graph element orientation. + + + + + Horizontal orientation used for nodes and connections flowing to the left or right. + + + + + Vertical orientation used for nodes and connections flowing up or down. + + + + + The Pill class includes methods for creating and managing a VisualElement that resembles a capsule. The Pill class includes text, an icon, and two optional child VisualElements: one to the left of the pill, and one to the right of the pill. + + + + + Returns whether the pill is highlighted. + + + + + The icon of the pill. + + + + + The VisualElement to the left of the pill. + + + + + The VisualElement to the right of the pill. + + + + + The text of the pill. + + + + + Constructs a pill with its optional left and right child VisualElements. + + + + + + + Constructs a pill with its optional left and right child VisualElements. + + + + + + + Instantiates a Pill using the data read from a UXML file. + + + + + Constructor. + + + + + Defines UxmlTraits for the Pill. + + + + + Returns an empty enumerable, as pill elements do not have children. + + + + + Constructor. + + + + + Initialize Pill properties using values from the attribute bag. + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + Allows interactive manipulation of elements (drag, hide) over a virtual placemat. + + + + + The title of the placemat. + + + + + Adds menu items to the placemat contextual menu. + + The event for the contextual menu being populated. + + + + Whether the placemat is collapsed (true) or expanded (false). + + + + + The list of elements hidden by the placemat when collapsed. The list is empty when the placemat is expanded. + + + + + The size of the placemat when collapsed. + + + + + The color of the placemat. + + + + + Calculates the bounds of a list of graph elements. + + The position, if computed. + The list of elements. + Whether to consider the minimum size of the placemat while computing the bounds. + + Returns true if bounds were computed, or false otherwise. + + + + + Constructor. + + + + + The rect representing the expanded placemat, regardless of the current collapsed state. + + + + + Determines the behavior of the CalculateSelectedNodeBounds method. + + + + + Ignore the placemat minimum size when calculating the bounds. + + + + + Enforce the placemat minimum size when calculating the bounds. + + + + + Sets the list of collapsed elements. This method is not meant to be called. + + The list of elements to mark as collapsed. + + + + Sets the placemat position + + The new position. + + + + Sets the focus to the title of placemat and sets the title for editing. + + + + + The size of the placemat when expanded. + + + + + The Z order of the placemat in the PlacematContainer. + + + + + The GraphView layer for placemats. + + + + + Creates and initializes a new placemat in this PlacematContainer. + + The position of the new placemat. + The title of the new placemat. + A function that creates a new placemat of type T. + + Returns the created placemat. + + + + + Creates and initializes a new placemat in this PlacematContainer. + + The position of the new placemat. + The title of the new placemat. + A function that creates a new placemat of type T. + + Returns the created placemat. + + + + + Constructor. + + The GraphView that uses this PlacematContainer. + + + + Use to set the placemat cycling direction. + + + + + Set the placemat cycle direction to down. Use when cycling a placemat down. + + + + + Set the placemat cycle direction to up. Use when cycling a placemat up. + + + + + Gets another location for a specific port and checks if the port has an overridden position. + + The specific port. + The overridden position, if the port is overridden. Set to Vector2.zero otherwise. + + Returns true if the port center is overridden. Returns false otherwise + + + + + Retrieves the ZOrder value greater than the top-most placemat. For example, if the top-most placemat has a ZOrder value of 10, this method returns 11. + + + Returns a ZOrder value. + + + + + Hides the edges that are hidden because of collapsed placemats. + + + + + The enumeration of the placemats in this PlacematContainer. + + + + + The layer index for placing a PlacematContainer in a GraphView. + + + + + Removes the placemats in this PlacematContainer. + + + + + Updates the list of collapsed elements. This method is not meant to be called. + + + + + GraphView Port class. + + + + + When this property is set to true, you can select multiple edges connected to this port, and drag them all at the same time (for example, to disconnect them and reconnect them to another port). When this property is set to false, you can only drag one connected edge at a time. + + + + + Specify how many edges a port can have connected. + + + + + Port's collapsed state. + + + + + Port's connected state. + + + + + All the port's current connections. + + + + + Port's direction. + + + + + The color of the port when disabled. + + + + + Reference to the edge connector. + + + + + Is the port highlighted. + + + + + Port's node. + + + + + Port's orientation. + + + + + Is the port cap lit or not. + + + + + The color of the port. + + + + + Port name. + + + + + Port type. + + + + + Whether the element is shown in the minimap. For Port, this property is always set to false. + + + + + Port's source. + + + + + The name of the uss class to use to style the port. + + + + + Specify how many edges a port can have connected. + + + + + Port can have multiple connections. + + + + + Port can only have a single connection. + + + + + Connect and edge to the port. + + The edge. + + + + Creates an edge between this port and the 'other' port. + + Other port to connect to. + + Newly created edge. + + + + + Creates an edge between this port and the 'other' port. + + Other port to connect to. + + Newly created edge. + + + + + Check if point is on top of port. Used for selection and hover. + + The point. + + True if the point is over the port. + + + + + Factory method for creating a port. + + (obsolete). + Orientation. + Direction. + Multi vs. Single. + Port data type. + + The new port. + + + + + Factory method for creating a port. + + (obsolete). + Orientation. + Direction. + Multi vs. Single. + Port data type. + + The new port. + + + + + Disconnect edge from port. + + The edge to disconnect. + + + + Disconnect all edges from port. + + + + + Get the port's center. + + + The center point. + + + + + Called when the custom style properties are resolved. + + + + + + Called when an edge is dragged. + + + + + Called when an edge dragging ends. + + + + + Port source. + + + + + Port source constructor. + + + + + Rectangle selection box manipulator. + + + + + Computer the axis-aligned bound rectangle. + + Rectangle to bound. + Transform. + + The axis-aligned bound. + + + + + RectangleSelector's constructor. + + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + Utilities for rectangle selections. + + + + + RectUtils' constructor. + + + + + Create rectangle that encompasses two rectangles. + + Rect a. + Rect b. + + New rectangle. + + + + + Creates and returns an enlarged copy of the specified rectangle. The copy is enlarged by the specified amounts. + + The original rectangle. + The amount to inflate the rectangle towards the left. + The amount to inflate the rectangle towards the top. + The amount to inflate the rectangle towards the right. + The amount to inflate the rectangle towards the bottom. + + + + Check if a line segment overlaps a rectangle. + + Rectangle to check. + Line segment point 1. + Line segment point 2. + + True if line segment overlaps rectangle. False otherwise. + + + + + Instantiates a [ResizableElement] that you add as a child of the [VisualElement] that you want to resize. + + + + + Constructor for ResizableElement. + + An optional UXML file path. + + + + Constructor for ResizableElement. + + An optional UXML file path. + + + + Instantiates a ResizableElement with the data read from a UXML file. + + + + + Constructor. + + + + + Resizer manipulator element. + + + + + Mouse button to activate the resizer. + + + + + Resizer's constructor. + + Minimum element size. + + + + + Resizer's constructor. + + Minimum element size. + + + + + Enum that specifies in which direction to resize the element. + + + + + Resize the element from the bottom. + + + + + Resize the element to the left. + + + + + Resize the element to the right. + + + + + Resize the element from the top. + + + + + This class allows for nodes to be grouped into a common area, or Scope. This class includes methods that automatically resize and position the Scope to encompass the group of nodes. + + + + + Enables or disables the automatic resizing and positioning of the Scope. + + + + + The list of GraphElements contained by the Scope. + + + + + The rect containing the GraphElements encompassed by the Scope. The rect is expressed in local coordinates. + + + + + Returns the header container for the Scope. Use this header container to customizer the header of the Scope. + + + + + Whether the GraphElement can be added to this scope. + + The element to add. + The reason why the specified element cannot be added to the Scope. + + Returns true if the specified element is accepted by the Scope. Returns false otherwise. + + + + + Adds a GraphElement to the Scope. + + The element to add. + + + + Adds GraphElements to the Scope. + + The elements to add. + + + + + Determines if the Scope contains the specified GraphElement. + + The element. + + Returns true if the Scope contains the specified element. Returns false otherwise. + + + + + Scope constructor. + + + + + Returns the geometry of the Scope. + + + The geometry. + + + + + Determines whether the specified point is within the selectable area of the Scope. + + The point in local coordinates. + + Returns true if the point is within the selectable area of the Scope. Returns false otherwise. + + + + + Called when GraphElements are added to the Scope. + + The added elements. + + + + Called when GraphElements are removed from the Scope. + + The removed elements. + + + + Determines whether the specified rect overlaps the Scope. + + The rect. + + Returns true when the specified rect overlaps the Scope. + + + + + Removes an element from the Scope. + + The element to remove. + + + + Removes elements from the Scope. + + The elements to remove. + + + + Removes elements from the Scope but do not send a notification. + + The elements to remove. + + + + Schedules the update of the size and position of the Scope based on its contents. + + + + + Sets the geometry of the Scope. + + The new geometry. + + + + Change the position of the scope but does not move its elements. + + + + + + Updates the size and position of the Scope based on its contents. + + + + + This class describes a search tree entry. The search window displays search tree entries in the GraphView. + + + + + The text and icon of the search entry. + + + + + The level of the entry in the search tree. + + + + + The string used for string comparison against the user filter. + + + + + A user specified object for attaching application specific data to a search tree entry. + + + + + + + The text and icon of the item. + + + + This class describes group entries in the search tree. The search tree is displayed in the search window. + + + + + + + The text and icon of the group entry. + The level of the group entry. + + + + This subclass displays a searchable menu of available graph nodes. + + + + + Opens the search window above the Graph. + + Structure of parameters that configure the search window. + Reference to the object that provides the search results. + + Returns true if the window opens successfully. Returns false otherwise. + + + + + This structure includes parameters for configuring the search window. + + + + + Requested height of the window. Set to 0.0f to use the default height. + + + + + Requested width of the window. Set to 0.0f to use the default width. + + + + + The initial mouse event position that triggered opening the window, in the coordinate space of the screen. + + + + + + + Requested height of the window. Set to 0.0f to use the default height. + Requested width of the window. Set to 0.0f to use the default width. + The initial mouse event position that triggered opening the window, in the coordinate space of the screen. + + + + Selection dragger manipulator. + + + + + SelectionDragger's constructor. + + + + + Called on mouse down event. + + The event. + + + + Called on mouse move event. + + The event. + + + + Called on mouse up event. + + The event. + + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + Selection drag&drop manipulator. + + + + + Mouse button used to activate the manipulator. + + + + + Clamp element being dragged to the parent's (usually the graph) edges. + + + + + When elements are dragged near the edges of the Graph, panning occurs. This controls the speed for said panning. + + + + + SelectionDropper's constructor. + + The drop event. + + + + Called on mouse down event. + + The event. + + + + Called on mouse move event. + + The event. + + + + Called on mouse up event. + + The event. + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + Shortcut event delegate. + + + + + Shortcut handler. + + + + + ShortcutHandler's constructor. + + Dictionary of shortcuts and their actions. + + + + Called to register click event callbacks on the target element. + + + + + Called to unregister event callbacks from the target element. + + + + + Use this class to customize StackNodes and to manage dragging GraphElements over StackNodes. + + + + + The content container of this StackNode. + + + + + Indicates if items from this stack are currently being dragged. + + + + + Use this property to customize the preview that appears when GraphElements are dragged over the StackNode. + + + + + Returns true if the StackNode supports multiselection. + + + + + Use this property to customize the header for this StackNode. + + + + + Checks whether the specified GraphElement can be added to this StackNode. + + The element to add. + The index where the element would be added. This index can be overwritten. + The maximum value of the index. + + Returns true if the specified GraphElement can be added. Returns false otherwise. + + + + + Adds the specified GraphElement to the StackNode. + + The GraphElement to add. + + + + Indicates whether this StackNode accepts the current drop event. + + "The selected GraphElements to be checked. + + Returns true if this StackNode accepts the current drop event. Returns false otherwise. + + + + + Retrieves the set of nodes contained in this stack and its edges. The retrieved graph elements match a specific condition. + + The set of matching graph elements. + A function that determines whether a graph element is added to the set of matching graph elements. + + + + StackNode constructor. + + + + + This method is automatically called when a drag leave event occurs. + + The event. + The selected elements. + The drop target. + The drag source. + + Returns event propagation. + + + + + This method is automatically called when a drag exit event occurs. + + + Returns event propagation. + + + + + This method is automatically called when a drag leave event occurs. + + The event. + The selected elements. + The drop target. + The drag source. + + Returns event propagation. + + + + + This method is automatically called when a drop event occurs. + + The event. + The selected elements. + The drop target. + The drag source. + + Returns event propagation. + + + + + This method is automatically called when a drag updated event occurs. + + The event. + The selected elements. + The drop target. + The drag source. + + Returns event propagation. + + + + + Retrieves the insertion index in the StackNode if an item is dropped at the specified world position. + + The world position to get an index from. + + Returns the insertion index. + + + + + Inserts the specified GraphElement at the specified index in this StackNode. + + The index where the specified GraphElement will be inserted. + The GraphElement to insert. + + + + Called when the custom style properties are resolved. + + + + + + This method is automatically called when a contextual menu is about to appear on a StackNode separator. + + The event. + The index of the separator on which the menu was invoked. + + + + This method is automatically called when an element of the stack is about to be dragged out of it. + + The GraphElement that is being dragged out of the stack. + + + + Removes the specified GraphElement from this StackNode. + + The GraphElement to remove. + + + + Instantiates a [GraphElement] used for comment text. + + + + + The textual content of the [StickyNote]. + + + + + The default size of the [StickyNote]. + + + + + The font size of the [StickyNote]. + + + + + The visual theme of the [StickyNote]. + + + + + The title of the [StickyNote]. + + + + + Builds the [StickyNote] contextual menu. + + + + + + Constructor for [StickyNote]. + + An optional UXML file path. + The start position. + + + + Constructor for [StickyNote]. + + An optional UXML file path. + The start position. + + + + Constructor for [StickyNote]. + + An optional UXML file path. + The start position. + + + + Constructor for [StickyNote]. + + An optional UXML file path. + The start position. + + + + Resizes the [StickyNote] so that its textual content is visible. + + + + + + Gets the position of the [StickyNote]. + + + Returns the [StickyNote] position as a xy position relative to the [GraphView]. + + + + + Called when the [StickyNote] is about to be resized. + + + + + Called when the [StickyNote] will be resized. + + + + + Sets the position of the [StickyNote]. + + + + + + Instantiates a StickyNote with the data read from a UXML file. + + + + + Constructor. + + + + + Enum that specifies the type of change to the [StickyNote]. + + + + + Specify that the content of the [StickyNote] has changed. + + + + + Specify that the size of the font used by the [StickyNote] has changed. + + + + + Specify that the position of the [StickyNote] has changed. + + + + + Specifies that the visual theme of the [StickyNote] has changed. + + + + + Specifies that the title of the [StickyNote] has changed. + + + + + The event sent when a [StickyNote] was changed. + + + + + The type of change that occured. + + + + + Constructor. + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use `Dispose()` to release them. + + The target [StickyNote]. + The type of change. + + Returns an initialized event. + + + + + Enum used to describe the font size used by the [StickyNote]. + + + + + Huge font size. + + + + + Large font size. + + + + + Medium font size. + + + + + Small font size. + + + + + Enum used to describe the visual theme used by the [StickyNote]. + + + + + The dark theme. + + + + + The light, classic theme. + + + + + The TokenNode class includes methods for creating and managing a Node that resembles a capsule. The TokenNode class includes a title, an icon, one input Port, and one output Port. + + + + + Returns whether the TokenNode is highlighted. + + + + + The icon of the TokenNode. + + + + + The input Port of the TokenNode. + + + + + The output Port of the TokenNode. + + + + + Constructs a TokenNode with both input and output Ports. + + + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.PackageManagerUIModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.PackageManagerUIModule.dll new file mode 100644 index 00000000..2d5568b1 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.PackageManagerUIModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.PackageManagerUIModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.PackageManagerUIModule.xml new file mode 100644 index 00000000..a0cfd4d1 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.PackageManagerUIModule.xml @@ -0,0 +1,124 @@ + + + + + UnityEditor.PackageManagerUIModule + + + + Interface for Package Manager UI Extension. + + + + + Creates the extension UI visual element. + + + A visual element that represents the UI or null if none. + + + + + Called by the Package Manager UI when a package is added or updated. + + The package information. + + + + Called by the Package Manager UI when a package is removed. + + The package information. + + + + Called by the Package Manager UI when the package selection changed. + + The newly selected package information (can be null). + + + + Package Manager UI Extensions. + + + + + Registers a new Package Manager UI extension. + + A Package Manager UI extension. + + + + Struct for Package Sample. + + + + + The description of the package sample. + + + + + The display name of the package sample. + + + + + The full path to where the sample will be imported, under the project assets folder. + + + + + Indicates whether to show the import window when importing a sample that is an asset package (a .unitypackage file). + + + + + Indicates if the sample has already been imported. + + + + + The full path to where the sample is on disk, inside the package that contains the sample. + + + + + Finds a list of samples in a package based on a specific version. + + The name of the package. + The version of the package. + + Returns a list of found samples. Returns an empty list if no samples were found. + + + + + Imports the package sample into the `Assets` folder. + + Custom import options. See ImportOptions for more information. Note that ImportOptions are flag attributes, therefore you can set multiple import options using the `|` operator. + + Returns true if the import is successful. Returns false otherwise. + + + + + Sample import options. + + + + + Hide the import window when importing a sample that is an asset package (a .unitypackage file). + + + + + None. + + + + + Override previous imports of the sample. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.QuickSearchModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.QuickSearchModule.dll new file mode 100644 index 00000000..09324d23 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.QuickSearchModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.QuickSearchModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.QuickSearchModule.xml new file mode 100644 index 00000000..fc22cca8 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.QuickSearchModule.xml @@ -0,0 +1,4185 @@ + + + + + UnityEditor.QuickSearchModule + + + + Allows a user to register a custom Indexing function for a specific type. + + + + + Each time an object of a specific type is indexed, the registered function is called. + + + + + Version of the custom indexer. Increment this number to have the indexer re-index the indexes. + + + + + Register a new Indexing function bound to the specific type. + + Type of object to be indexed. + + + + Represents a descriptor for the object that is about to be indexed. It stores a reference to the object itself as well as an already set up SerializedObject. + + + + + Document Index which owns the object to index. + + + + + Object Id. The object path for an asset or the GlobalObjectId for a scene object. + + + + + Serialized representation of the object to be indexed. + + + + + Object to index. + + + + + Object type to index. + + + + + Options for setting the display mode to use for a search view. + + + + + Display as a grid of icons of various sizes. + + + + + Display as a list view. + + + + + Unspecified ISearchView display mode. + + + + + Display search results in a table. + + + + + Options for the search provider on how the preview should be fetched. + + + + + Indicates that the preview resolution should be higher than 256x256. + + + + + No options are defined. + + + + + Indicates that the preview size should be around 128x128. + + + + + Indicates that the search provider should generate a 2D preview. + + + + + Indicates that the search provider should generate a 3D preview. + + + + + Provides a method to match query text using a fuzzy search algorithm. + + + + + Performs a fuzzy search for a pattern on a string. + + The pattern that the method is searching for in the string. + The string the method is searching. + If there is a match, this parameter contains the match score. The higher the match score, the closer the pattern matched a part of the given string. + List of indices in the string where the pattern was found. + + Returns true if a match was found. + + + + + Interface representing a filter node. + + + + + The filter identifier. + + + + + The filter value. This can be null or empty if the value has not been written yet. + + + + + The operator identifier. This can be null or empty if the operator has not been written yet. + + + + + The parameter value. This can be null or empty if the filter is not a filter function, or there is no parameter written yet. + + + + + Use Indexing options to specify the contents of your search index. + + + + + Apply all indexing options. + + + + + Include Asset dependencies in your index. + + + + + Include extended information in your index such as sub objects in Scene and Prefab Assets. + + + + + Use this option to save the created index as an Asset file. + + + + + Do not include additional indexing options. + + + + + Include Asset serialized properties in your index. + + + + + Save the search index to a temporary folder that is not managed by Unity. + + + + + Include additional types of information in your Asset index. + + + + + Interface representing a nested query node. + + + + + If the nested query is part of a filter operation, this represents the filter identifier. Otherwise, this is null or empty. + + + + + Interface for the Search.QueryEngine_1|QueryEngine filters. + + + + + Additional information specific to the filter. + + + + + Collection of Search.QueryFilterOperator|QueryFilterOperators specific for the filter. + + + + + Indicates if the filter overrides the global string comparison options. + + + + + The type of the constant parameter passed to the filter, if used. + + + + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example. "id" in "id>=2"). + + + + + The string comparison options of the filter. + + + + + List of supported operators. + + + + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + + + + + The type of the data that is compared by the filter. + + + + + Indicates if the filter uses a parameter. + + + + + Indicates if the filter uses a regular expression token or not. + + + + + Indicates if the filter uses a resolver function. + + + + + Add a custom filter operator specific to the filter. + + The operator identifier. + + The added, or existing, Search.QueryFilterOperator|QueryFilterOperator. + + + + + Add or update additional information specific to the filter. + + The key of the information. + The value of the information. + + The current filter. + + + + + Add a type parser specific to the filter. + + Callback used to determine if a string can be converted into "TFilterConstant". Takes a string and returns a Search.ParseResult_1|ParseResult object. This contains the success flag, and the actual converted value if it succeeded. + + The current filter. + + + + + Removes all additional information specific to the filter. + + + The current filter. + + + + + Remove information on the filter. + + The key of the information. + + The current filter. + + + + + Remove a custom operator specific to the filter. + + The operator identifier. + + The current filter. + + + + + Sets the filter's nested query transformer function. This function takes the result of a nested query and extracts the necessary data to compare with the filter. + + The transformer function. + + + + Interface for query handlers. + + + + + Implement this function to evaluate the query on a single element. + + A single object to be tested. + + True if the object passes the query, false otherwise. + + + + + Implement this function to evaluate the query on a payload. + + The input data of the query. + + An enumerable of type TData. + + + + + Interface for query handler factories. + + + + + Implement this function to create a new query handler for a specific query graph. + + A graph representing a query. + A collection of errors. Use this to report errors when needed. + + An IQueryHandler. + + + + + Interface representing a query node. + + + + + The node's children. Can be null. + + + + + A string representing this node and its children. + + + + + True if this node is a leaf. A leaf doesn't have any children. + + + + + Parent of this node. Null if this node is the root. + + + + + True if this node is skipped during evaluation. A node can be skipped if the QueryEngine was configured to skip unsupported nodes instead of generating errors. + + + + + The token used to build this node. + + + + + The node's type. + + + + + Returns a hashcode for this node. Multiple nodes can have the same hashcode if they have the same identifier. + + + An integer representing the hashcode. + + + + + A search list represents a collection of search results that is filled. + + + + + Any valid search context that is used to track async search requests. It can be null. + + + + + Indicates if the search request is still running and might return more results asynchronously. + + + + + Add new items to the search list. + + List of items to be added. + + + + Yields search items until the search query is finished. + + + List of search items. Items can be null and must be discarded. + + + + + Return a subset of items. + + Number of rows to skip at the start of a query. + Number of items to get from the beginning of the range. + + Search items in the specified range. + + + + + Insert new search items in the current list. + + Index where the items should be inserted. + Items to be inserted. + + + + Enumerate search items and transform them while they are being fetched. + + Function used to select what gets returned in the new enumerable list. + + New enumerable list. + + + + + Interface representing a query node. + + + + + True if the word or text should match exactly, false if it is a "contains" operation. + + + + + Word or text used for the search. + + + + + Search view interface used by the search context to execute UI operations. + + + + + Returns the current view search context. + + + + + Indicates how the data is displayed in the UI. + + + + + Callback used to filter items shown in the list. + + + + + Defines the size of items in the search view. + + + + + Allows multi-selection of items in the list/grid of items. If false, a user can only select a single item. + + + + + Returns the absolute position of the Search window. + + + + + Returns the list of all search results. + + + + + Callback used to override a default Search behavior. + + + + + Returns the selected items in the view. + + + + + Callback used to override the tracking behavior. + + + + + Adds new items to the current selection. + + Array of item indices to add to selection. + + + + Closes the search view. + + + + + Executes a Search action on a given list of items. + + The search action to execute. + The items to search. + If true, executing this action closes the Search window. + + + + Execute the default action of the active selection. + + + + + Make sure the Search window is now selected to receive input from a user. + + + + + Focus the search text field control. + + + + + Triggers a refresh of the search view and refetches all the search items from enabled search providers. + + The refresh flags give some additional context and reasons why the view needs to be updated. + + + + Requests the search view to repaint itself. + + + + + Puts focus in the SearchView text field AND selects all the text inside the text field (if any). + + + + + Sets the search query text. + + Text displayed in the search view. + Position of the cursor after setting the search text. + + + + + Sets the search query text. + + Text displayed in the search view. + Position of the cursor after setting the search text. + + + + + Updates the search view with a new selection. + + Array of item indices to select. + + + + Shows a contextual menu for the specified item. + + Item affected by the contextual menu. + The position that a menu should be drawn on screen (generally item position). + + + + A specialized Search.SearchIndexer which provides methods to index a UnityEngine.Object|Unity Object from custom indexers. + + + + + Adds a key-number value pair to the index. The key won't be added with variations. + + Document where the indexed value was found. + Key used to retrieve the value. + Number value to store in the index. + + + + Adds a property value to the index. A property is specified with a key and a string value. The value will be stored with multiple variations. + + Document where the indexed word was found. + Key used to retrieve the value. + Value to add to the index. + Define if we store this key in the keyword registry of the index. + If exact is true, only the exact match of the value will be stored in the index (not the variations). + + + + Indexes multiple variations of a property value. + + Document handle for the indexed property. + Key used to retrieve the value. + Value to add to the index. + + + + Adds a new word coming from a specific document to the index. The word will be added with multiple variations allowing partial search. + + Document where the indexed word was found. + Word to add to the index. + If true, we will also store an exact match entry for this word. + Modified to apply to the base match score for a specific word. + + + + The word will be added with a maximum of variation. This can be used to save some space for very large words. + + Document where the indexed word was found. + Word to add to the index. + Maximum number of variations to compute. Cannot be higher than the length of the word. + If true, the indexer will also store an exact match entry for this word. + Modified to apply to the base match score for a specific word. + + + + Splits a word into multiple variations. + + Document where the indexed word was found. + Word to add to the index. + + + + A ParseResult represents the result of a parsing operation. + + + + + Default value when no ParsetResult is available. + + + + + The parsing result. + + + + + Flag indicating if the parsing succeeded or not. + + + + + Create a ParseResult. + + Flag indicating if the parsing succeeded or not. + The parsing result. + + + + Custom attribute is used to customize the search engine used by the scene search provider. + + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter. Typically what precedes the operator in a filter (i.e. "id" in "id>=2"). + List of supported operator tokens. Null for all operators. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. See Search.Providers.SceneQueryEngineParameterTransformerAttribute|SceneQueryEngineParameterTransformer for more information. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter. Typically what precedes the operator in a filter (i.e. "id" in "id>=2"). + List of supported operator tokens. Null for all operators. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. See Search.Providers.SceneQueryEngineParameterTransformerAttribute|SceneQueryEngineParameterTransformer for more information. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter. Typically what precedes the operator in a filter (i.e. "id" in "id>=2"). + List of supported operator tokens. Null for all operators. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. See Search.Providers.SceneQueryEngineParameterTransformerAttribute|SceneQueryEngineParameterTransformer for more information. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter. Typically what precedes the operator in a filter (i.e. "id" in "id>=2"). + List of supported operator tokens. Null for all operators. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. See Search.Providers.SceneQueryEngineParameterTransformerAttribute|SceneQueryEngineParameterTransformer for more information. + + + + Attribute class that defines a custom parameter transformer function applied for a query running in a scene provider defined by a scene custom filter using Search.Providers.SceneQueryEngineFilterAttribute. + + + + + Provides methods to define an operation that can be used to filter a data set. + + + + + Boolean. Indicates if the original payload should be returned when the query is empty. + + + + + Applies the filtering on an IEnumerable data set. + + The data to filter. + + A filtered IEnumerable. + + + + + Tests the query on a single object. Returns true if the test passes. + + A single test object. + + True if the object passes the query, returns false otherwise. + + + + + Provides methods to define an operation that can be used to filter a data set. + + + + + A list of QueryErrors. + + + + + The text that generated the query. + + + + + The list of tokens found in the query. + + + + + Indicates if the query is valid or not. + + + + + Applies the filtering on a payload. + + The data to filter. + + A filtered IEnumerable. + + + + + Get the query node located at the specified index position in the query. + + The position of the query node in the text. + + An IQueryNode. + + + + + Optimizes the query by optimizing the underlying filtering graph. + + Propagate "Not" operations to leaves, so only leaves can have "Not" operations as parents. + Swaps "Not" operations to the right-hand side of combining operations (i.e. "And", "Or"). Useful if a "Not" operation is slow. + Optimization options. + + + + Optimizes the query by optimizing the underlying filtering graph. + + Propagate "Not" operations to leaves, so only leaves can have "Not" operations as parents. + Swaps "Not" operations to the right-hand side of combining operations (i.e. "And", "Or"). Useful if a "Not" operation is slow. + Optimization options. + + + + A QueryEngine defines how to build a query from an input string. +It can be customized to support custom filters and operators. +Default query engine of type object. + + + + + Construct a new QueryEngine. + + Indicates if the engine must validate filters when parsing the query. + The validation options to use in this engine. + + + + Construct a new QueryEngine. + + Indicates if the engine must validate filters when parsing the query. + The validation options to use in this engine. + + + + Construct a new QueryEngine. + + Indicates if the engine must validate filters when parsing the query. + The validation options to use in this engine. + + + + A QueryEngine defines how to build a query from an input string. +It can be customized to support custom filters and operators. + + + + + Global string comparison options for word matching and filter handling (if not overridden). + + + + + The callback used to get the data to match to the search words. + + + + + Indicates if word/phrase matching uses searchDataStringComparison or not. + + + + + String comparison options for word/phrase matching. + + + + + The function used to match the search data against the search words. + + + + + Boolean. Indicates if incomplete filters should be skipped. +If true, filters are skipped. If false and Search.QueryEngine_1.validateFilters|validateFilters is true, incomplete filters will generate errors when parsed. + + + + + Boolean. Indicates if unknown filters should be skipped. +If true, unknown filters are skipped. If false and Search.QueryEngine_1.validateFilters|validateFilters is true, unknown filters will generate errors if no default filter handler is provided. + + + + + Get or set if the engine must validate filters when parsing the query. Defaults to true. + + + + + Adds a new custom filter. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData and returns an object of type TFilter. + String comparison option. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData and returns an object of type TFilter. + String comparison option. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter with parameters. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData and TParam, and returns an object of type TFilter. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + String comparison option. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter with parameters. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData and TParam, and returns an object of type TFilter. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + String comparison option. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter with parameters. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData and TParam, and returns an object of type TFilter. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + String comparison option. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter with parameters. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData and TParam, and returns an object of type TFilter. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + String comparison option. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter with a complete resolver. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to handle any operators for this filter. Takes an object of type TData, the operator token and the filter value, and returns a boolean indicating if the filter passed or not. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter with parameters and a complete resolver. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to handle any operators for this filter. Takes an object of type TData, an object of type TParam, the operator token and the filter value, and returns a boolean indicating if the filter passed or not. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter with parameters and a complete resolver. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to handle any operators for this filter. Takes an object of type TData, an object of type TParam, the operator token and the filter value, and returns a boolean indicating if the filter passed or not. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + + + Adds a new custom filter with a regular expression. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData, a string representing the actual filter name that was matched and returns an object of type TFilter. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison option. + + The new filter. + + + + + Adds a new custom filter with a regular expression. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData, a string representing the actual filter name that was matched and returns an object of type TFilter. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison option. + + The new filter. + + + + + Adds a new custom filter with a regular expression and parameters. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData, a string representing the actual filter name that was matched, an object of type TParam, and returns an object of type TFilter. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison option. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + + The new filter. + + + + + Adds a new custom filter with a regular expression and parameters. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData, a string representing the actual filter name that was matched, an object of type TParam, and returns an object of type TFilter. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison option. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + + The new filter. + + + + + Adds a new custom filter with a regular expression and parameters. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData, a string representing the actual filter name that was matched, an object of type TParam, and returns an object of type TFilter. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison option. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + + The new filter. + + + + + Adds a new custom filter with a regular expression and parameters. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to get the object that is used in the filter. Takes an object of type TData, a string representing the actual filter name that was matched, an object of type TParam, and returns an object of type TFilter. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison option. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + + The new filter. + + + + + Adds a new custom filter with a regular expression and a complete resolver. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to handle any operators for this filter. Takes an object of type TData, a string representing the actual filter name that was matched, the operator token and the filter value, and returns a boolean indicating if the filter passed or not. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + + The new filter. + + + + + Adds a new custom filter with a regular expression, parameters and a complete resolver. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to handle any operators for this filter. Takes an object of type TData, a string representing the actual filter name that was matched, an object of type TParam, the operator token and the filter value, and returns a boolean indicating if the filter passed or not. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + + The new filter. + + + + + Adds a new custom filter with a regular expression, parameters and a complete resolver. + + The regular expression that matches the filter. Matches what precedes the operator in a filter (for example, "id" in "id>=2"). + Callback used to handle any operators for this filter. Takes an object of type TData, a string representing the actual filter name that was matched, an object of type TParam, the operator token and the filter value, and returns a boolean indicating if the filter passed or not. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + Callback used to convert a string to type TParam. Used when parsing the query to convert what is passed to the function into the correct format. + + The new filter. + + + + + Adds all custom filters that are identified with the method attribute TFilterAttribute. + + + + + Adds a new nested query aggregator. An aggregator is an operation that can be applied on a nested query to aggregate the results of the nested query according to certain criteria. + + Name of the aggregator used when typing the query. This name is converted to lowercase when parsing the query to speed up the process. + Aggregator function. Takes the results of the nested query, and returns an aggregate that contains any number of items. + + + + Adds a custom filter operator. + + The operator identifier. + + + + Adds a custom filter operator handler. + + The filter operator. + Callback to handle the operation. Takes a TFilterVariable (the value returned by the filter handler, it will vary for each element), a TFilterConstant (right-hand side value of the operator, which is constant), and a StringComparison option and returns a boolean indicating if the filter passes or not. + + + + Adds a custom filter operator handler. + + The filter operator. + Callback to handle the operation. Takes a TFilterVariable (the value returned by the filter handler, it will vary for each element), a TFilterConstant (right-hand side value of the operator, which is constant), and a StringComparison option and returns a boolean indicating if the filter passes or not. + + + + Adds a type parser that parses a string and returns a custom type. Used by custom operator handlers (see Search.QueryEngine_1.AddOperatorHandler|AddOperatorHandler). + + Callback used to determine if a string can be converted into TFilterConstant. Takes a string and returns a ParseResult object. This contains the success flag, and the converted value if it succeeds. + + + + Removes all filters that were added on the Search.QueryEngine_1|QueryEngine. + + + + + Constructs a new QueryEngine. + + Indicates if the engine must validate filters when parsing the query. + The validation options to use in this engine. + + + + Constructs a new QueryEngine. + + Indicates if the engine must validate filters when parsing the query. + The validation options to use in this engine. + + + + Constructs a new QueryEngine. + + Indicates if the engine must validate filters when parsing the query. + The validation options to use in this engine. + + + + Get all filters added on this Search.QueryEngine_1|QueryEngine. + + + An enumerable of Search.IQueryEngineFilter|IQueryEngineFilter. + + + + + Get a custom operator added on the Search.QueryEngine_1|QueryEngine. + + The operator identifier. + + The global Search.QueryFilterOperator|QueryFilterOperator. + + + + + Parses a query string into a Query operation. This Query operation can then be used to filter any data set of type TData. + + The query input string. + Set to true to get a query that yields null results for elements that don't pass the query, instead of only the elements that pass the query. + + Query operation of type TData. + + + + + Parses a query string into a Query operation. This Query operation can then be used to filter any data set of type TData. + + The query input string. + Set to true to get a query that yields null results for elements that don't pass the query, instead of only the elements that pass the query. + + Query operation of type TData. + + + + + Parses a query string into a Query operation. This Query operation can then be used to filter any data set of type TData. + + The query input string. + A factory object that creates query handlers of type TQueryHandler. See Search.IQueryHandlerFactory_3|IQueryHandlerFactory. + + Query operation of type TData and TPayload. + + + + + Removes a custom filter. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + + + + Removes a custom filter. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + + + + Removes a custom filter. + + The filter object returned by Search.QueryEngine_1.AddFilter|AddFilter. + + + + Removes a custom operator that was added on the Search.QueryEngine_1|QueryEngine. + + The operator identifier. + + + + Sets the default filter handler for filters that were not registered. + + Callback used to handle the filter. Takes an object of type TData, the filter identifier, the operator, and the filter value, and returns a boolean indicating if the filter passed or not. + + + + Sets the default filter handler for function filters that were not registered. + + Callback used to handle the function filter. Takes an object of type TData, the filter identifier, the parameter, the operator, and the filter value, and returns a boolean indicating if the filter passed or not. + + + + Sets a filter's nested query transformer function. This function takes the result of a nested query and extracts the necessary data to compare with the filter. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + The transformer function. + + + + Sets global string comparison options. Used for word matching and filter handling (unless overridden by filter). + + String comparison options. + + + + Sets the function that will handle nested queries. Only one handler can be set. + + The function that handles nested queries. It receives the nested query and the filter token on which the query is applied, and returns an IEnumerable. + + + + Sets the callback used to fetch the data that is matched against the search words. + + Callback used to get the data to be matched against the search words. Takes an object of type TData and returns an IEnumerable of strings. + String comparison options. + + + + Sets the callback used to fetch the data that is matched against the search words. + + Callback used to get the data to be matched against the search words. Takes an object of type TData and returns an IEnumerable of strings. + String comparison options. + + + + Sets the callback used to fetch the data that is matched against the search words. + + Callback used to get the data to be matched against the search words. Takes an object of type TData and returns an IEnumerable of strings. + Callback used to transform a search word during the query parsing. Useful when doing lowercase or uppercase comparison. Can return null or an empty string to remove the word from the query. + String comparison options. + + + + Set the search word matching function to be used instead of the default one. Set to null to use the default. + + The search word matching function. The first parameter is the search word. The second parameter is a boolean for exact match or not. The third parameter is the StringComparison options. The fourth parameter is an element of the array returned by the search data callback. The function returns true for a match or false for no match. + + + + Get a filter by its token. + + The token used to create the filter. + The existing Search.IQueryEngineFilter|IQueryEngineFilter, or null if it does not exist. + + Returns true if the filter is retrieved or false if the filter does not exist. + + + + + Get a filter by its token. + + The token used to create the filter. + The existing Search.IQueryEngineFilter|IQueryEngineFilter, or null if it does not exist. + + Returns true if the filter is retrieved or false if the filter does not exist. + + + + + Base attribute class used to define a custom filter on a QueryEngine. +All filter types supported by QueryEngine.AddFilter are supported by this attribute. + + + + + String comparison options. + + + + + Flag indicating if the filter overrides the global string comparison options. +Set to true when the comparisonOptions are used. + + + + + Name of the parameter transformer function to use with this filter. +Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + + List of supported operator tokens. Null for all operators. + + + + + The identifier of the filter. Typically what precedes the operator in a filter (i.e. "id" in "id>=2"). + + + + + Flag indicating if this filter uses a parameter transformer function. +Set to true when paramTransformerFunction is used. + + + + + Indicates if the filter uses a regular expression token or not. + + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter or regular expression that matches the filters. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Set this flag to true if the token is a regular expression. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter or regular expression that matches the filters. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Set this flag to true if the token is a regular expression. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter or regular expression that matches the filters. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Set this flag to true if the token is a regular expression. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + Create a filter with the corresponding token and supported operators. + + The identifier of the filter or regular expression that matches the filters. Typically what precedes the operator in a filter (for example, "id" in "id>=2"). + Set this flag to true if the token is a regular expression. + List of supported operator tokens. This list contains the supported operator tokens. Use null or an empty list to indicate that all operators are supported. + String comparison options. + Name of the parameter transformer function to use with this filter. Tag the parameter transformer function with the appropriate ParameterTransformer attribute. + + + + Base attribute class that defines a custom parameter transformer function. + + + + + A QueryError holds the definition of a query parsing error. + + + + + Index where the error happened. + + + + + Length of the block that was being parsed. + + + + + Reason why the parsing failed. + + + + + Construct a new QueryError. + + Index where the error happened. + Reason why the parsing failed. + Length of the block that was being parsed. + + + + Construct a new QueryError. + + Index where the error happened. + Reason why the parsing failed. + Length of the block that was being parsed. + + + + Construct a new QueryError. + + Index where the error happened. + Reason why the parsing failed. + Length of the block that was being parsed. + + + + A QueryFilterOperator defines a boolean operator between a value returned by a filter and an operand inputted in the search query. + + + + + The operator identifier. + + + + + Indicates if this filter operator is valid. + + + + + Adds a custom filter operator handler. + + Callback to handle the operation. Takes a TFilterVariable (the value returned by the filter handler, it will vary for each element), a TFilterConstant (right-hand side value of the operator, which is constant), and a StringComparison option and returns a boolean indicating if the filter passes or not. + + The current Search.QueryFilterOperator|QueryFilterOperator. + + + + + Adds a custom filter operator handler. + + Callback to handle the operation. Takes a TFilterVariable (the value returned by the filter handler, it will vary for each element), a TFilterConstant (right-hand side value of the operator, which is constant), and a StringComparison option and returns a boolean indicating if the filter passes or not. + + The current Search.QueryFilterOperator|QueryFilterOperator. + + + + + Class that represents a query graph. + + + + + Returns true if the graph is empty. + + + + + Root node of the graph. Can be null. + + + + + Constructor. Creates a new query graph. + + Root node of the graph. + + + + Optimize the graph. + + Propagate "Not" operations to leaves, so only leaves can have "Not" operations as parents. + Swaps "Not" operations to the right-hand side of combining operations (i.e. "And", "Or"). Useful if a "Not" operation is slow. + + + + Optimize the graph. + + Optimization options. + + + + Structure containing the different options used to optimize a query graph. + + + + + Propagate "Not" operations to leaves, so only leaves can have "Not" operations as parents. + + + + + Swaps filter functions to the right-hand side of combining operations (i.e. "And", "Or"). Useful if those filter operations are slow. + + + + + Swaps "Not" operations to the right-hand side of combining operations (i.e. "And", "Or"). Useful if a "Not" operation is slow. + + + + + Options for representing the query node types. + + + + + Aggregator node. + + + + + And node. + + + + + Comment node. + + + + + Filter node. + + + + + Filter with nested query node. + + + + + Group node. + + + + + Intersection node. + + + + + Nested query node. + + + + + Negation node. + + + + + Or node. + + + + + Word search node. + + + + + Toggle node. + + + + + Union node. + + + + + Where enumerator node. + + + + + Represents a token of a query string. + + + + + The length of the token. Can be different than the length of the text. + + + + + The position of the token in the query string. + + + + + The text representing the token. + + + + + Creates a token from a string and a position. + + The value of the token. + The position of the token in the entire query string. + The length of the token. + + + + Creates a token from a string and a position. + + The value of the token. + The position of the token in the entire query string. + The length of the token. + + + + Struct containing the available query validation options. + + + + + Boolean indicating if incomplete filters should be skipped. + + + + + Boolean indicating if unknown filters should be skipped. + + + + + Boolean indicating if filters should be validated. Default is false. + + + + + Refresh flags are used to indicate why search view needs to be refreshed or updated. + + + + + Normal refresh. + + + + + The display mode or item size has changed. + + + + + The current item group has changed. In example, the user selected a new search tab. + + + + + The search item list has been updated. + + + + + No particular refresh reason were specified. + + + + + The structure of the current selection data has changed (i.e. the selected scene object got a new component). + + + + + Defines an action that can be applied on a SearchItem of a specific search provider type. + + + + + Indicates if the search view should be closed after the action execution. + + + + + Display name for the search action. + + + + + Callback used to check if the action is enabled based on the current context. + + + + + Executes an action on a set of items. + + + + + This handler is used for actions that do not support multi-selection. + + + + + Action unique identifier. + + + + + Default constructor to build a search action. + + Unique action id used to find it back later. + The search provider ID that supports this action. + Displays the displayname, an icon, and a tooltip when displaying the action in the Action Menu. + Handler that executes the action. + Label name when displaying the action in the Action Menu. + Icon for the action in the Action Menu. + Tooltip associated with the action when displayed in the Action Menu. + + + + Default constructor to build a search action. + + Unique action id used to find it back later. + The search provider ID that supports this action. + Displays the displayname, an icon, and a tooltip when displaying the action in the Action Menu. + Handler that executes the action. + Label name when displaying the action in the Action Menu. + Icon for the action in the Action Menu. + Tooltip associated with the action when displayed in the Action Menu. + + + + Default constructor to build a search action. + + Unique action id used to find it back later. + The search provider ID that supports this action. + Displays the displayname, an icon, and a tooltip when displaying the action in the Action Menu. + Handler that executes the action. + Label name when displaying the action in the Action Menu. + Icon for the action in the Action Menu. + Tooltip associated with the action when displayed in the Action Menu. + + + + Default constructor to build a search action. + + Unique action id used to find it back later. + The search provider ID that supports this action. + Displays the displayname, an icon, and a tooltip when displaying the action in the Action Menu. + Handler that executes the action. + Label name when displaying the action in the Action Menu. + Icon for the action in the Action Menu. + Tooltip associated with the action when displayed in the Action Menu. + + + + Default constructor to build a search action. + + Unique action id used to find it back later. + The search provider ID that supports this action. + Displays the displayname, an icon, and a tooltip when displaying the action in the Action Menu. + Handler that executes the action. + Label name when displaying the action in the Action Menu. + Icon for the action in the Action Menu. + Tooltip associated with the action when displayed in the Action Menu. + + + + Default constructor to build a search action. + + Unique action id used to find it back later. + The search provider ID that supports this action. + Displays the displayname, an icon, and a tooltip when displaying the action in the Action Menu. + Handler that executes the action. + Label name when displaying the action in the Action Menu. + Icon for the action in the Action Menu. + Tooltip associated with the action when displayed in the Action Menu. + + + + Attribute used to declare a static method that defines new actions for specific search providers. + + + + + Search columns are used to display additional information in the Search Table view. + + + + + If defined, the comparer delegate is used to sort search results based on the value displayed in that column. + + + + + The content is used to display the search column label and image in its header. + + + + + If defined, the drawer delegate is used to customize how the search column displays its information. + + + + + If defined, the getter delegate is used to customize how the search field data is extracted and transformed for display (see SearchColumn.drawer). + + + + + Name of the search column. + + + + + Various options used to define how a search column is presented. + + + + + The path can be used by the column delegates to interpret how the data can be manipulated. + + + + + The provider is used to indicate which search column provider (see SearchColumn) is used to define the search column format. + + + + + The selector is used by the column delegates to fetch the search field data. + + + + + If defined, the setter delegate writes back the value to the corresponding field of the search result. + + + + + The column width is used to set the Search Table view column width. + + + + + Search column compare arguments are used by SearchColumn.comparer to sort search results. + + + + + Left-hand side column to compare. + + + + + Right-hand side column to compare. + + + + + Indicates if the results should be sorted in ascending order or not. + + + + + Search column event arguments are used by SearchColumn.getter, SearchColumn.drawer and SearchColumn.setter delegates. + + + + + Search column being handled by the current event. + + + + + Search context being used for the current event. + + + + + Indicates if the search column cell is currently focused. + + + + + Search item currently being used for the event. + + + + + Indicates if multiple search results are currently selected when processing the current event. + + + + + UnityEngine.Rect used to indicate the drawing boudaries of the SearchColumn.drawer event. + + + + + Indicates if the search result is currently selected. + + + + + Value obtained from SearchColumn.getter before calling SearchColumn.drawer. + + + + + Search column flags are used to set multiple states. + + + + + Indicates that the user can manually hide the search column in the Search Table view. + + + + + Indicates that the user can sort the search column in the Search Table view. + + + + + Defines a default set of options for common usages. + + + + + Indicates that the search column is currently hidden in the Search Table view. + + + + + Indicates that no column options are used. + + + + + Indicates that the search column in the Search Table view is currently sorted. + + + + + Indicates that the search column in the Search Table view is sorted in descending order. If not defined, it means the column is sorted in ascending order. + + + + + Indicates that the search column in the Search Table view is aligning text in the middle. + + + + + Indicates that the search column in the Search Table view is aligning text to the left. + + + + + Indicates that the search column in the Search Table view is aligning text to the right. + + + + + The search column provider attribute is used to define new formats for a given column. + + + + + Unique name of the search column provider. + + + + + The search context includes all the data necessary to perform a query. It allows the full customization of how a query may be performed. + + + + + This event is used to receive any asynchronous search result. + + Event is used to receive any asynchronous search result. + + + + Explicit filter ID. Usually it is the first search token like h:, p: to do an explicit search for a given search provider. Can be null. + + + + + Editor window that initiated the search. + + + + + Search context options. + + + + + Progress handle to display the progress bar for the search currently in progress. + + + + + Which search providers are active for this particular context. + + + + + Indicates if an asynchronous search is currently in progress for this context. + + + + + Returns a phrase that contains only words separated by spaces. + + + + + Processed search query (no filterId, no textFilters). + + + + + Character offset of the processed search query in the raw search text. + + + + + Raw search text (what is in the Search text box). + + + + + The search view presenting the search results. + + + + + Search query tokenized by words. All text filters are discarded and all words are in lowercase. + + + + + Returns the search result selection if any. + + + + + Invoked when a Search has ended. + + Handler of the event. + + + + Invoked when a Search is started. + + Handler of the event. + + + + All tokens containing a colon (':'). + + + + + Indicates if the search should return all the results instead of only the most relevant. + + + + + Adds a new query error on this context. + + The new error. + + + + Adds new query errors on this context. + + The new errors. + + + + Creates a new search context. + + The list of search providers used to resolve the specified query. + The search query to perform. + A set of options that help evaluate the query. + + + + Creates a new search context. + + The list of search providers used to resolve the specified query. + The search query to perform. + A set of options that help evaluate the query. + + + + Creates a new search context. + + The list of search providers used to resolve the specified query. + The search query to perform. + A set of options that help evaluate the query. + + + + TODO. + + + + + + Dispose of the Search Context. + + + + + Checks if a search provider is available to process a query. + + ID of the search provider. See SearchProvider.name.id. + + Returns true if the search provider is enabled for this SearchContext. + + + + + Resets all search provider filters to the specified value. This allows enabling or disabling all search providers in one call. A disabled search provider won't be asked to provide items to resolve the query. + + If true, enables all search providers. If false, disables all search providers. + + + + Enables or disables a single search provider. A disabled search provider won't be asked to provide items to resolve the query. + + ID of the search provider. See SearchProvider.name.id. + If true, enables the search provider to perform a query. + + + + Represents a searchable document that has been indexed. + + + + + Document unique ID in the search index. + + + + + Index of that document in the SearchIndexer. + + + + + Readable name of the document. + + + + + Document path. + + + + + Document base relevance score. + + + + + Original source from which the document was indexed. The source is usually the container asset, i.e. prefab, Unity scene or the imported asset itself. + + + + + If true the document is considered valid. + + + + + Compare this document against another document. + + Another document to compare to. + + If 0, both documents are equals. + + + + + Create a new SearchDocument. + + Document unique ID in the search index. + Source document to copy properties from. + Document score used for sorting. + Document position in the search index. + Document path (i.e. asset path or transform path) if any. + Document name (for example, asset path or transform path) if any. + Document contained source path or ID. This is usually defined for nested objects with a prefab or a scene. + + + + Create a new SearchDocument. + + Document unique ID in the search index. + Source document to copy properties from. + Document score used for sorting. + Document position in the search index. + Document path (i.e. asset path or transform path) if any. + Document name (for example, asset path or transform path) if any. + Document contained source path or ID. This is usually defined for nested objects with a prefab or a scene. + + + + Create a new SearchDocument. + + Document unique ID in the search index. + Source document to copy properties from. + Document score used for sorting. + Document position in the search index. + Document path (i.e. asset path or transform path) if any. + Document name (for example, asset path or transform path) if any. + Document contained source path or ID. This is usually defined for nested objects with a prefab or a scene. + + + + Create a new SearchDocument. + + Document unique ID in the search index. + Source document to copy properties from. + Document score used for sorting. + Document position in the search index. + Document path (i.e. asset path or transform path) if any. + Document name (for example, asset path or transform path) if any. + Document contained source path or ID. This is usually defined for nested objects with a prefab or a scene. + + + + Compare this document against another document. + + Another document to compare to. + + If true both document are equals. + + + + + Compare this document against another document. + + Another document to compare to. + + If true both document are equals. + + + + + Returns the document ID string. + + + Returns a string representation of the document. + + + + + Search options used to fetch items. Mostly with SearchContext to specify how a search should be handled. + + + + + Adds debugging information to SearchItem while looking for results. + + + + + Default Search Flag (SearchFlags.Sorted). + + + + + Indicates that the search view is dockable. This flag is only usable with internal API. + + + + + Indicates that the search query will be evaluated as a search expression. + + + + + Sends the first items asynchronously. + + + + + Indicates that the search view will focus on the first contextual search provider available when it opens. This flag is only usable with internal API. + + + + + Indicates that the search view will hide its side panels when it opens. This flag is only usable with internal API. + + + + + Indicates that the search view will allow multi-selection. This flag is only usable with internal API. + + + + + Prevents the search from using indexing. Asset Provider will use its builtin Find in Files provider. + + + + + No specific search options. Result will be unsorted. + + + + + Opens a search view with default contextual options. This flag is only usable with internal API. + + + + + Opens a search view with default options. This flag is only usable with internal API. + + + + + Opens a search view for a global search. This flag is only usable with internal API. + + + + + Opens a search view as an object picker. This flag is only usable with internal API. + + + + + The Object Picker window will include any results from packages. + + + + + Evaluate the search text as a pure query string (do not evaluate the text as a search expression). + + + + + Indicates that the search view will find any existing window instances that are already opened before creating a new one. This flag is only usable with internal API. + + + + + Indicates that the search view will save its settings and search provider filters when it closes. This flag is only usable with internal API. + + + + + Always show query errors even when there are results available. This flag is only usable with internal API. + + + + + Fetched items are sorted by the search service. + + + + + Search items are fetched synchronously. This can take a long time for some SearchProvider (like asset). Use at your own risk. + + + + + Sets the search to search for all results. This might take longer than unusual if SearchProvider are using multiple sources of items (files on disk, AssetDatabase...) + + + + + Base class for a document Indexer which provides methods for retrieving a document given a specific pattern in roughly log(n). This allows you to search a large index more quickly. + + + + + Returns the number of documents in the index. + + + + + Returns the number keywords in the index. + + + + + Minimal indexed word size. Default is 2. + + + + + Name of the index. Generally this name is set by a user from SearchDatabase.Settings. + + + + + Handler used to resolve a document ID to some other data string. + + + + + Handler used to skip entries. + + + + + Adds a new document to be indexed. + + Unique document ID. + Pass true if this document has some chance of existing already. + + The document index/handle used to add new index entries. + + + + + Adds a new word coming from a document to the index. The word is added with multiple variations allowing partial search. + + Word to add to the index. + Relevance score of the word. + Document where the indexed word was found. + + + + Adds a key-number value pair to the index. The key won't be added with variations. + + Key used to retrieve the value. + Number value to store in the index. + Relevance score of the word. + Document where the indexed value was found. + + + + Adds a property value to the index. A property is specified with a key and a string value. The value will be stored with multiple variations. + + Key used to retrieve the value. + String value to store in the index. + Document where the indexed value was found. + Indicates if we store this key in the keyword registry of the index. See SearchIndexer.GetKeywords. + If true, index stores an exact match entry for this word. + Relevance score of the word. + Key used to retrieve the value. + Minimum number of variations to compute for the value. Cannot be higher than the length of the word. + Maximum number of variations to compute for the value. Cannot be higher than the length of the word. + + + + Adds a property value to the index. A property is specified with a key and a string value. The value will be stored with multiple variations. + + Key used to retrieve the value. + String value to store in the index. + Document where the indexed value was found. + Indicates if we store this key in the keyword registry of the index. See SearchIndexer.GetKeywords. + If true, index stores an exact match entry for this word. + Relevance score of the word. + Key used to retrieve the value. + Minimum number of variations to compute for the value. Cannot be higher than the length of the word. + Maximum number of variations to compute for the value. Cannot be higher than the length of the word. + + + + Adds a property value to the index. A property is specified with a key and a string value. The value will be stored with multiple variations. + + Key used to retrieve the value. + String value to store in the index. + Document where the indexed value was found. + Indicates if we store this key in the keyword registry of the index. See SearchIndexer.GetKeywords. + If true, index stores an exact match entry for this word. + Relevance score of the word. + Key used to retrieve the value. + Minimum number of variations to compute for the value. Cannot be higher than the length of the word. + Maximum number of variations to compute for the value. Cannot be higher than the length of the word. + + + + Adds a new word coming from a document to the index. The word is added with multiple variations allowing partial search. + + Word to add to the index. + Relevance score of the word. + Document where the indexed word was found. + Number of variations to compute. + Minimum number of variations to compute. Cannot be higher than the length of the word. + Maximum number of variations to compute. Cannot be higher than the length of the word. + + + + Adds a new word coming from a document to the index. The word is added with multiple variations allowing partial search. + + Word to add to the index. + Relevance score of the word. + Document where the indexed word was found. + Number of variations to compute. + Minimum number of variations to compute. Cannot be higher than the length of the word. + Maximum number of variations to compute. Cannot be higher than the length of the word. + + + + Adds a new word coming from a document to the index. The word is added with multiple variations allowing partial search. + + Word to add to the index. + Relevance score of the word. + Document where the indexed word was found. + Number of variations to compute. + Minimum number of variations to compute. Cannot be higher than the length of the word. + Maximum number of variations to compute. Cannot be higher than the length of the word. + + + + Creates a new default SearchIndexer. + + Name of the indexer. + + + + Creates a new default SearchIndexer. + + Name of the indexer. + + + + Finalizes the current index, sorting and compiling of all the indexes. + + Callback invoked when the index is ready to be used. + Documents to be removed from current index (if any). + + + + Finalizes the current index, sorting and compiling of all the indexes. + + Callback invoked when the index is ready to be used. + Documents to be removed from current index (if any). + + + + Finalizes the current index, sorting and compiling of all the indexes. + + Callback invoked when the index is ready to be used. + Documents to be removed from current index (if any). + + + + Returns a search document by its index. + + Valid index of the document to access. + + Indexed search document. + + + + + Get metadata of a specific document. + + Document id of the document. + + Metadata of the document. + + + + + Function to override in a concrete SearchIndexer to index the content of a document. + + Path of the document to index. + Verifies if the document exists. + + + + Indicates if the index is fully built, up to date, and ready for search. + + + Returns true if the index is ready for search. + + + + + Loads the index asynchronously (in another thread) from a binary buffer. + + Binary buffer containing the index representation. + Callback that triggers when the index is fully loaded. The callback parameters indicates if loading was succesful. + + Returns false if the index is of an unsupported version or if there was a problem initializing the reading thread. + + + + + Reads a stream and populates the index from it. + + The stream to read the index from. + If true, verifies the version of the index. + + Returns false if the version of the index is not supported. + + + + + Get the bytes representation of this index. See SearchIndexer.Write. + + + Bytes representation of the index. + + + + + Runs a search query in the index. + + Search query to look for. If if matches any of the indexed variations, a result is returned. + The search context on which the query is applied. + The search provider that initiated the search. + Maximum match score of any matched Search Result. See SearchResult.score. + Maximum number of matched Search Results that can be returned. See SearchResult. + + Returns a collection of Search Results matching the query. + + + + + Runs a search query in the index. + + Search query to look for. If if matches any of the indexed variations, a result is returned. + The search context on which the query is applied. + The search provider that initiated the search. + Maximum match score of any matched Search Result. See SearchResult.score. + Maximum number of matched Search Results that can be returned. See SearchResult. + + Returns a collection of Search Results matching the query. + + + + + Runs a search query in the index. + + Search query to look for. If if matches any of the indexed variations, a result is returned. + The search context on which the query is applied. + The search provider that initiated the search. + Maximum match score of any matched Search Result. See SearchResult.score. + Maximum number of matched Search Results that can be returned. See SearchResult. + + Returns a collection of Search Results matching the query. + + + + + Set arbiraty metadata on a specific document. + + Id of a document. + Metadata to bind to that document. + + + + Called when the index is built to see if a specified document needs to be indexed. See SearchIndexer.skipEntryHandler. + + Path of a document. + Check Roots. + + Returns true if the document doesn't need to be indexed. + + + + + Starts indexing entries. + + True if the the current index should be cleared. + + + + Writes a binary representation of the index on a stream. + + Stream to write the index. + + + + Search items are returned by the search provider to show to the user after a search is performed. The search item holds all the data that is used to sort and present the search results. Some members of a SearchItem can be specified in an asynchronous callback (see SearchItem.fetchThumbnail, SearchItem.fetchDescription, etc). + + + + + A search item representing none, usually used to clear the selection. + + + + + Context used to create that item. + + + + + Search provider defined content. It can be used to transport any data to custom search provider handlers (i.e. `fetchDescription`). + + + + + If no description is provided, SearchProvider.fetchDescription will be called when the item is first displayed. + + + + + Unique ID of the search item for the search provider. + + + + + Display name of the search item. + + + + + A search item representing none, usually used to clear the selection. + + + + + Flags that dictate how the search item is displayed and used. + + + + + Large preview of the search item. Usually cached by fetchPreview. + + + + + Back pointer to the search provider. + + + + + The item relevance score will affect how the item gets sorted by the search provider. Lower scored items have more relevance and are prioritzed. + + + + + If no thumbnail is provided, SearchProvider.fetchThumbnail is called when the item is first displayed. + + + + + Check if two SearchItems have the same ID. + + Another SearchItem to compare. + + Returns 0 if SearchItems have the same ID. + + + + + Check if two SearchItems have the same ID. + + Another SearchItem to compare. + + Returns 0 if SearchItems have the same ID. + + + + + Construct a search item. A search item needs to have at least a unique ID for a given search query. + + Unique ID of the SearchItem. + + + + Check if two SearchItems have the same ID. + + AnotherSearchItem to compare. + + Returns true if SearchItems have the same ID. + + + + + Check if two SearchItems have the same ID. + + AnotherSearchItem to compare. + + Returns true if SearchItems have the same ID. + + + + + Fetch and format description. + + Any search context for the item search provider. + True if any HTML tags should be dropped (if the control does not support HTML). + + The search item description. + + + + + Default Hash of a SearchItem. + + + A hash code for the current SearchItem. + + + + + Fetch and format label. + + Any search context for the item search provider. + True if any HTML tags should be dropped. + + The search item label. + + + + + Gets the search item preview if available, otherwise the preview is fetched at this time. + + Search context used to fetch the preview. + Indicates the size of the desired preview. + Indicates the options used to fetch various preview types. + Indicates if the preview thumbnail should be cached for next time. + + Returns the generated preview 2D texture. + + + + + Gets the search item thumbnail if available, otherwise the thumbnail is fetched at this time. The thumbnail is usually used in list view compared to the grid view. + + Search context used to fetch the search item thumbnail. + Indicates if the search item thumbnail should be cached for next time. + + Returns the search item 2D texture. + + + + + Returns any valid Unity Object held by the search item. + + Used to validate if the object is assignable to Type. + + Returns a Unity Object or null if there is none. + + + + + Returns any valid Unity Object held by the search item. + + Used to validate if the object is assignable to Type. + + Returns a Unity Object or null if there is none. + + + + + Returns any valid Unity Object held by the search item. + + + Used to validate if the object is assignable to T. + + + + + Indicates how the search item description needs to be formatted when presented to the user. + + + + + Indicates that the item will always be refreshed. + + + + + Uses Label instead of description for shorter display. + + + + + If the description is longer than the width of the search view, truncates the description and adds an ellipsis. + + + + + The item description that is displayed in full mode. This is usually the case when the description is displayed in the Preview Inspector as opposed to the Result View. + + + + + Highlights parts of the description that match the Fuzzy Search Query. + + + + + Highlights parts of the description that match the Search Query. + + + + + Uses default description. + + + + + If the description is longer than the search view, keeps the last characters. + + + + + Attribute used to declare a static method that will create a new search provider at load time. + + + + + Search propositions are used to display choices to the user to add new filters to a search query. + + + + + Create a new search proposition. + + Display text of the proposition. + Text used to auto-complete the query when selected. + Help text used to display additional information about the search proposition. + Value used to sort the propositions among other search propositions when displaying choices to the user. + Indicates when the text cursor should be moved when auto-completing the query with the selected proposition. + Icon used to display the proposition. + + + + + SearchProvider manages search for specific types of items and manages all fields of a SearchItem such as thumbnails, descriptions, subfilters. + + + + + Search provider actions. + + + + + Indicates if the search provider is active or not. Inactive search providers are ignored by the search service. The active state can be toggled in the search settings. + + + + + Handler used to enumerate search columns to be used in the Search Table view. + + + + + Handler to provide an asynchronous description for an item. Is called when the item is about to be displayed. Allows a plugin provider to only fetch long descriptions when they are needed. + + + + + MANDATORY: Handler to get items for a given search context. The return value is an object that can be of type IEnumerable or IEnumerator. The enumeration of those objects should return SearchItems. + + + + + Handler used to fetch and format the label of a search item. + + + + + Similar to fetchThumbnail, fetchPreview usually returns a bigger preview. The Search UI will progressively show one preview each frame, preventing the UI from blocking if many previews need to be generated at the same time. + + + + + Handler used to enumerate search propositions when the user is using TAB to auto-complete a query. + + + + + Handler to provide an asynchronous thumbnail for an item. Is called when the item is about to be displayed. Compared to preview a thumbnail should be small and returned as fast as possible. Use fetchPreview if you want to generate a preview that is bigger and slower to return. Allows a plugin provider to only fetch/generate previews when they are needed. + + + + + Text token used to "filter" by search provider (ex: "me:", "p:", "s:"). + + + + + Search provider unique ID. + + + + + Called when search is invoked in "contextual mode". Returns true if the search provider is enabled for this search context. + + + + + This search provider is only active when specified explicitly using the filterId. + + + + + Unique ID of the search provider. + + + + + Called when the SearchWindow is closed. Allows the search provider to release cached resources. + + + + + Called when the SearchWindow is opened. Allows the search provider to perform some caching. + + + + + Hint to sort the search provider. Affects the order of search results and the order in which search providers are shown in the FilterWindow. + + + + + Indicates if the search provider can show additional details or not. + + + + + Defines the details options to be shown. + + + + + If implemented, the item supports drag. It is up to the SearchProvider to properly set up the DragAndDrop manager. + + + + + Returns any valid Unity object held by the search item. + + + + + Called when the selection changed and can be tracked. + + + + + Helper function to create a new search item for the current search provider. + + Search context from the query that generates this item. + Unique ID of the search item. This is used to remove duplicates in the user view. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + The search item description is displayed on the second line of the search item UI widget. + The search item thumbnail is displayed to the left of the item label and description as a preview. + The search item thumbnail is displayed to the left of the item label and description as a preview. + + The newly created search item attached to the current search provider. + + + + + Helper function to create a new search item for the current search provider. + + Search context from the query that generates this item. + Unique ID of the search item. This is used to remove duplicates in the user view. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + The search item description is displayed on the second line of the search item UI widget. + The search item thumbnail is displayed to the left of the item label and description as a preview. + The search item thumbnail is displayed to the left of the item label and description as a preview. + + The newly created search item attached to the current search provider. + + + + + Helper function to create a new search item for the current search provider. + + Search context from the query that generates this item. + Unique ID of the search item. This is used to remove duplicates in the user view. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + The search item description is displayed on the second line of the search item UI widget. + The search item thumbnail is displayed to the left of the item label and description as a preview. + The search item thumbnail is displayed to the left of the item label and description as a preview. + + The newly created search item attached to the current search provider. + + + + + Helper function to create a new search item for the current search provider. + + Search context from the query that generates this item. + Unique ID of the search item. This is used to remove duplicates in the user view. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + The search item description is displayed on the second line of the search item UI widget. + The search item thumbnail is displayed to the left of the item label and description as a preview. + The search item thumbnail is displayed to the left of the item label and description as a preview. + + The newly created search item attached to the current search provider. + + + + + Helper function to create a new search item for the current search provider. + + Search context from the query that generates this item. + Unique ID of the search item. This is used to remove duplicates in the user view. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + The search item description is displayed on the second line of the search item UI widget. + The search item thumbnail is displayed to the left of the item label and description as a preview. + The search item thumbnail is displayed to the left of the item label and description as a preview. + + The newly created search item attached to the current search provider. + + + + + Helper function to create a new search item for the current search provider. + + Search context from the query that generates this item. + Unique ID of the search item. This is used to remove duplicates in the user view. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + The search item description is displayed on the second line of the search item UI widget. + The search item thumbnail is displayed to the left of the item label and description as a preview. + The search item thumbnail is displayed to the left of the item label and description as a preview. + + The newly created search item attached to the current search provider. + + + + + Helper function to create a new search item for the current search provider. + + Search context from the query that generates this item. + Unique ID of the search item. This is used to remove duplicates in the user view. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + Relevance score of the search item. The relevance score is used to sort all the results per search provider. Lower relevance scores indicate more relevance and are shown first. + The search item description is displayed on the second line of the search item UI widget. + The search item thumbnail is displayed to the left of the item label and description as a preview. + The search item thumbnail is displayed to the left of the item label and description as a preview. + + The newly created search item attached to the current search provider. + + + + + Create a new SearchProvider. + + Search Provider unique ID. + Search Provider pretty name, used to display in UI. + Handler responsible for populating a list of SearchItems according to a query. + + + + Create a new SearchProvider. + + Search Provider unique ID. + Search Provider pretty name, used to display in UI. + Handler responsible for populating a list of SearchItems according to a query. + + + + Create a new SearchProvider. + + Search Provider unique ID. + Search Provider pretty name, used to display in UI. + Handler responsible for populating a list of SearchItems according to a query. + + + + Create a new SearchProvider. + + Search Provider unique ID. + Search Provider pretty name, used to display in UI. + Handler responsible for populating a list of SearchItems according to a query. + + + + Create a new SearchProvider. + + Search Provider unique ID. + Search Provider pretty name, used to display in UI. + Handler responsible for populating a list of SearchItems according to a query. + + + + Create a new SearchProvider. + + Search Provider unique ID. + Search Provider pretty name, used to display in UI. + Handler responsible for populating a list of SearchItems according to a query. + + + + Represents a query parsing error. + + + + + The context in which this error was logged. + + + + + Index where the error occurred. + + + + + Length of the block that was being parsed. + + + + + Which search provider logged this error. + + + + + The reason for the error. + + + + + The type of query error. + + + + + Creates a new SearchQueryError. + + Index where the error occurred. + Length of the block that was being parsed. + The reason for the error. + The context in which this error was logged. + Which search provider logged this error. + Set to true if this error comes from parsing the searchQuery. This will correctly offset the index with respect to the raw text. + The type of query error. See Search.SearchQueryErrorType. Defaults to Search.SearchQueryErrorType.Error|SearchQueryErrorType.Error. + + + + Creates a new SearchQueryError from an existing Search.QueryError|QueryError. + + The original Search.QueryError|QueryError. + The context in which this error was logged. + Which search provider logged this error. + Set to true if this error comes from parsing the searchQuery. This will correctly offset the index with respect to the raw text. + + + + Enum representing the possible types of query errors. + + + + + Represents an error. + + + + + Represents a warning. + + + + + Contains a SearchItem that was retrieved from a query. + + + + + ID of the document containing that result. + + + + + Index of the document containing that result. + + + + + Represents a null search result. + + + + + Relavance score of the result. A lower score indicates it is a more relevant result. + + + + + Checks if a search result is valid. + + + + + Compares Search Results using their index values. + + Another SearchResult to compare. + + Returns true if both SearchResults have the same index. + + + + + Creates a new SearchResult. + + ID of the document containing the result. + Index of the document containing the result. + Relevance core of the result. A lower score indicates it is a more relevant result. + + + + Creates a new SearchResult. + + ID of the document containing the result. + Index of the document containing the result. + Relevance core of the result. A lower score indicates it is a more relevant result. + + + + Creates a new SearchResult. + + ID of the document containing the result. + Index of the document containing the result. + Relevance core of the result. A lower score indicates it is a more relevant result. + + + + Compare Search Result using their index values. + + Another SearchResult to compare. + + Returns true if both SearchResults have the same index. + + + + + Compare Search Result using their index values. + + Another SearchResult to compare. + + Returns true if both SearchResults have the same index. + + + + + Computes the hash code for this SearchResult from its index property. + + + HashCode of the SearchResult. + + + + + Provides methods to give readonly access to the current list of selected items in Search. + + + + + Checks if the search item is contained in the current selection. + + Search item to be compared. + + True if the item is contained in the selection. + + + + + The number of items selected. + + + + + Creates a new SearchSelection. + + Current list of selected SearchItem indices. + List of SearchItems displayed in Search. + Filtered items. + + + + Creates a new SearchSelection. + + Current list of selected SearchItem indices. + List of SearchItems displayed in Search. + Filtered items. + + + + Gets the first selected item in the selection. + + + First selected item in selection. Returns null if no items are selected. + + + + + Gets an enumerator on the currently selected SearchItems. + + + Enumerator on the currently selected SearchItems. + + + + + Gets the last selected item in the selection. + + + Last selected item in selection. Returns null if no items are selected. + + + + + Highest selected index of any item in the selection. + + + Returns the highest selected index. + + + + + Lowest selected index of any item in the selection. + + + Returns the lowest selected index. + + + + + Search selector arguments used when the search selector callback is invoked. + + + + + Current search item for which a value must be selected. + + + + + Search selector attribute used to define how a custom value can be selected from a search item. + + + + + Principal Search API to initiate searches and fetch results. + + + + + Creates context from a list of search provider IDs. + + Search Query. + Search provider (This search provider does not need to be active or registered). + Unique search provider ID string (i.e. asset, scene, find, etc.) + List of search provider IDs. + List of search providers. + Options defining how the query is performed. + + Returns a new SearchContext. + + + + + Creates context from a list of search provider IDs. + + Search Query. + Search provider (This search provider does not need to be active or registered). + Unique search provider ID string (i.e. asset, scene, find, etc.) + List of search provider IDs. + List of search providers. + Options defining how the query is performed. + + Returns a new SearchContext. + + + + + Creates context from a list of search provider IDs. + + Search Query. + Search provider (This search provider does not need to be active or registered). + Unique search provider ID string (i.e. asset, scene, find, etc.) + List of search provider IDs. + List of search providers. + Options defining how the query is performed. + + Returns a new SearchContext. + + + + + Creates context from a list of search provider IDs. + + Search Query. + Search provider (This search provider does not need to be active or registered). + Unique search provider ID string (i.e. asset, scene, find, etc.) + List of search provider IDs. + List of search providers. + Options defining how the query is performed. + + Returns a new SearchContext. + + + + + Creates context from a list of search provider IDs. + + Search Query. + Search provider (This search provider does not need to be active or registered). + Unique search provider ID string (i.e. asset, scene, find, etc.) + List of search provider IDs. + List of search providers. + Options defining how the query is performed. + + Returns a new SearchContext. + + + + + Creates context from a list of search provider IDs. + + Search Query. + Search provider (This search provider does not need to be active or registered). + Unique search provider ID string (i.e. asset, scene, find, etc.) + List of search provider IDs. + List of search providers. + Options defining how the query is performed. + + Returns a new SearchContext. + + + + + Create a new search index. + + Unique name of the search index. + Indexing option set. + Search index roots, for example "Assets" to index all Assets under Assets. + Exclusive list of assets to be indexed. If this list is empty, everything will be indexed. + Patterns to exclude assets to be indexed under roots. + Callback that gets invoked when the index is created and ready to be used. + + + + Returns the search action for a given search provider and search action ID. + + Search provider to look up. + Unique action ID within the search provider. + + The matching action. + + + + + Initiates a search and returns all search items matching the search context. Other items can be found later using asynchronous searches. + + The current search context. + Options defining how the query is performed. + + A list of search items matching the search query. + + + + + Returns the data of a search provider given its ID. + + Unique ID of the search provider. + + The matching search provider. + + + + + Indicates if a search index is ready to be used. + + Unique name of the index. This name usually matches the one displayed in the Search Index Manager or the one used to invoke SearchService.CreateIndex. + + Returns true if the search index is ready to be used. + + + + + Returns the list of search providers sorted by priority. + + + + + Returns the list of all search providers (active or not). + + + + + Clears everything and reloads all search providers. Use with care. Useful for unit tests. + + + + + Refresh all currently opened Search windows. + + + + + Executes a search request that will fetch search results asynchronously. + + Search query to be executed. + Search context used to track asynchronous requests. You need to dispose of the context yourself. + Options defining how the query is performed. + + Asynchronous list of search items. + + + + + Executes a search request that will fetch search results asynchronously. + + Search query to be executed. + Search context used to track asynchronous requests. You need to dispose of the context yourself. + Options defining how the query is performed. + + Asynchronous list of search items. + + + + + Executes a search request and calls back the specified function when all results are available. + + Callback invoked when the search request is completed and all results are available. + + + + + + + Executes a search request and calls back the specified function when all results are available. + + Callback invoked when the search request is completed and all results are available. + + + + + + + Executes a search request and callbacks for every batch of incoming results. It is possible to get duplicate items, so filter the final list if needed. + + Callback invoked everytime a batch of results are found and available. + Callback invoked when the search request is completed. + + + + + + + Executes a search request and callbacks for every batch of incoming results. It is possible to get duplicate items, so filter the final list if needed. + + Callback invoked everytime a batch of results are found and available. + Callback invoked when the search request is completed. + + + + + + + Activates or deactivates a search provider. Call Refresh after this to take effect on the next search. + + Search provider ID to activate or deactivate. + Activation state. + + + + Open the search window using a specific context (activating specific filters). + + Unique IDs of search providers to enable when opening the search view. + + Returns the search view window instance. + + + + + Open a search item picker window. + + Search context to start with. + Callback invoked when an item is selected. + Callback invoked when an item is clicked without it being the final selection. + Callback invoked to filter search item results to display. + Topic to search. + Initial result view item size. + Initial width of the window. + Initial height of the window. + Initial set of items to be searched. + Options defining how the query is performed. + + Creates a new search window. + + + + + Open a Search Picker window. + + Search view state used to open the Search Picker window. + + Creates a new search window. + + + + + Creates a new search window. + + Search context to start with. + Topic to search. + True if user search provider filters should be saved for next search session. + True if the active providers should be saved for the next session. + True if the search supports multi-selection. + Initial width of the window. + Initial height of the window. + If true, creates a dockable search window (that is closed when an item is activated). If false, it creates a dropdown (borderless, undockable and unmovable) version of the search window. + + Returns the search view window instance. + + + + + Creates a new search window. + + Search view state used to open the Search window. + + Returns the search view window instance. + + + + + Provides various utility functions that are used by SearchProvider. + + + + + Separators used to split an entry into indexable tokens. + + + + + Utility function to fetch all the game objects in a particular scene. + + Scene to get objects from. + + The array of game objects in the scene. + + + + + Utility function to fetch all the game objects in a particular scene. + + Scene to get objects from. + + The array of game objects in the scene. + + + + + Extract all variations on a word. As an example: the word hello would have the following variations: h, he, hel, hell, hello. + + Word to extract variations from. + + List of variations for a word. + + + + + Returns the asset path of a search item if any. + + Search item. + + Asset path of the item or null if none can be found. + + + + + Get the path of the scene (or prefab) containing a GameObject. + + GameObject to find the scene path. + If true, will return a path only if the GameObject is a prefab. + + Returns the path of a scene or prefab. + + + + + Get the hierarchy path of a GameObject including the scene name if includeScene is set to true. + + GameObject to extract a path from. + If true, will append the scene name to the path. + + Returns the path of a GameObject. + + + + + Get the path of a Unity Object. If it is a GameObject or a Component it is the <see cref="SearchUtils.GetTransformPath(Transform)"/>. Else it is the asset name. + + Object to obtain a path from. + + Returns the path of an object. + + + + + Format the pretty name of a Transform component by appending all the parent hierarchy names. + + Transform to extract name from. + + Returns a transform name using "/" as hierarchy separator. + + + + + Helper function to match a string against the SearchContext. This will try to match the search query against each token of content (similar to the AddComponent menu workflow). + + Search context containing the searchQuery that search tries to match. + String content that is tokenized and used to match the search query. + Perform matching while ignoring letter casing. + + If a match has occurred. + + + + + Select and ping multiple objects in the Project Browser. + + Search Items to select and ping. + If true, will focus the project browser before pinging the objects. + If true, will ping the selected objects. + + + + Select and ping multiple objects in the Project Browser. + + Search Items to select and ping. + If true, will focus the project browser before pinging the objects. + If true, will ping the selected objects. + + + + Tokenize a string each capital letter. + + Word to split according to camelCase. + + Camel case tokens. + + + + + Split an entry according to a specified list of separators. + + Entry to split. + List of separators that indicate split points. + + Returns list of tokens in lowercase. + + + + + Split a file entry according to a list of separators and find all the variations on the entry name. + + Path to tokenize. + Entry separators used to tokenize the path. + + Returns list of tokens and variations in lowercase. + + + + + Search value is used to extend a query engine with custom type parsers and filters to search results by value. + + + + + Boolean value. + + + + + Represent an invalid search value. + + + + + Number value. + + + + + Text representation of the value. + + + + + Indicates the concrete type of the search value. + + + + + Indicates if the search value is valid. + + + + + Extended a query engine to work with dynamic search values. + + Query engine to add extended search value filters and parsers. + + + + Search value supported types. + + + + + Indicates that the search value is a Boolean value. + + + + + Indicates that the search value is a UnityEngine.Color value. + + + + + Indicates that the search value is an enum value holding the text and integer representation of the Enum. + + + + + Indicates that the search value is null. + + + + + Indicates that the search value is a numeric value. + + + + + Indicates that the search value is an UnityEngine.Object. + + + + + Indicates that the search value is a text value. + + + + + Indicates that the search value hold a UnityEngine.Vector2 value. + + + + + Indicates that the search value hold a UnityEngine.Vector3 value. + + + + + Indicates that the search value hold a UnityEngine.Vector4 value. + + + + + Search view state is used to create new Search windows. See SearchService.ShowWindow. + + + + + Various search view options. + + + + + Indicates the group or tab to be selected when the Search window opens. + + + + + Indicates the item size to be used when the Search window opens. + + + + + If defined, indicates the location of the new Search window when it opens. + + + + + Indicates the search topic title. + + + + + Create search view flags used to create a new Search window. + + Initial search context. + Initial search view flags. + + + + Create search view flags used to create a new Search window. + + Initial search context. + Initial search view flags. + + + + Defines what details are shown in the preview inspector panel for the search view. + + + + + Shows selected item possible actions. + + + + + Default set of options used when SearchProvider.showDetails is set to true. + + + + + Indicates that the provider will always be displayed as a group (tab) even if the result set is empty. + + + + + Show an extended item description. + + + + + Show an embedded inspector for the selected object. + + + + + Indicates that this search provider wants to display its items in a list view if possible. + + + + + No options are defined. + + + + + Show a large preview. + + + + + Where to place the cursor in the text. (see ISearchView.SetSearchText). + + + + + Do not move the cursor. + + + + + Default cursor position (end of the line of text). + + + + + Move the cursor to the end of the line of text. + + + + + Move the cursor to the beginning of the line of text. + + + + + Move the cursor to the end of the previous word. + + + + + Move the cursor to the start of the previous word. + + + + + Move the cursor one word to the left. + + + + + Move the cursor one word to the right. + + + + + Do not move the cursor. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.SceneTemplateModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.SceneTemplateModule.dll new file mode 100644 index 00000000..71fda8b0 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.SceneTemplateModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.SceneTemplateModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.SceneTemplateModule.xml new file mode 100644 index 00000000..5318236b --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.SceneTemplateModule.xml @@ -0,0 +1,229 @@ + + + + + UnityEditor.SceneTemplateModule + + + + A descriptor that stores one of a template Scene's dependency Assets, and specifies whether to clone or reference it when the template is instantiated. + + + + + A dependency Asset of the template Scene. + + + + + The action to take with the dependency when the template is instantiated. + + + + + Constructor for a DependencyInfo. + + + + + A class that holds the data created when a SceneTemplateAsset is instantiated. + + + + + The Scene that is created and loaded when a SceneTemplateAsset is instantiated. + + + + + The SceneAsset that is created when a SceneTemplateAsset is instantiated. + + + + + Derive from this interface to package a custom code sequence when a Scene template is instantiated. ISceneTemplatePipeline is instantiated once when a template is instantiated, and is notified multiple times during the instantiation sequence. + + + + + An event called after the Scene template is instantiated, and while the new scene is still loaded. + + The Scene template asset to instantiate. + The newly created Scene. + When set to true, the new Scene is created in additive mode. + The path to the newly created Scene. If the template you instantiated does not have any cloneable dependencies, this can be empty. + + + + An event called before the Scene template is instantiated. + + The Scene template Asset to instantiate. + When set to true, the new Scene is created in additive mode. + The path to the newly created Scene. If the temlate you instantiated does not have any cloneable dependencies, this can be empty. + + + + An event called before the New Scene dialog is displayed to determine whether this template is available in the dialog. + + A Scene Template asset that is available in New Scene dialog. + + True if the Scene template can be instantiated. False otherwise. + + + + + An Asset that stores everything required to instantiate a new Scene from a templated Scene. + + + + + Use this field to add this template to the list of default templates in the New scene dialog. + + + + + Lists Scene dependencies, and specifies whether to clone or reference each one. + + + + + A description of the Scene template. This description can be long. In the Unity editor, it appears on multiple lines. + + + + + Specifies whether the Scene template is valid. Invalid templates do not appear in the New Scene dialog. + + + + + The Scene template's preview image or icon. + + + + + A user-defined name for the Scene template Asset. By default, this is the template's file name. + + + + + A script that derives from ISceneTemplatePipeline. It allows you to execute custom code when a template is instantiated. + + + + + The Scene that is copied when the Scene template is instantiated. + + + + + An adapter that implements all the functions of ISceneTemplatePipeline for easier usage. Use it to partially override a ISceneTemplatePipeline. + + + + + An event called after the Scene template is instantiated, and while the new Scene is still loaded. + + The Scene template Asset to instantiate. + The newly created Scene. + When set to true, the new Scene is created in additive mode. + The path to the newly created Scene. If the template you instantiated does not have any cloneable dependencies, this can be empty. + + + + An event called before the Scene template is instantiated. + + The Scene template Asset to instantiate. + When set to true, the new Scene is created in additive mode. + The path to the newly created Scene. If the template you instantiated does not have any cloneable dependencies, this can be empty. + + + + An event called before the New Scene dialog is displayed to determine whether this template is available in the dialog. + + A Scene Template asset that is available in New Scene dialog. + + True if the Scene template can be instantiated. False otherwise. + + + + + A utility class that manages SceneTemplateAsset instantiation. + + + + + Events fired after a Scene template is instantiated. + + A user-defined handler that is called after a Scene template is instantiated. + + + + Events fired before a Scene template is instantiated. + + A user-defined handler that is called before a Scene template is instantiated. + + + + Creates a new Scene template at a specific path. The template is not bound to a Scene. + + The path to the new Scene template asset. + + Returns a new Scene template Asset instance. + + + + + Creates a new Scene template bound to a specific Scene. All of the template Scene's dependencies are extracted and set to be referenced. + + The Scene Asset that serves as the template. + The path to the new Scene template asset. + + A new Scene template Asset instance. + + + + + Instantiates a new Scene from a template. + + A Scene template Asset that contains the information required to instantiate the Scene. + Specifies whether the new Scene is created additively in the currently loaded Scene. + The path to the new Scene created from the template. This is set only when the SceneTemplateAsset has cloneable dependencies, because in that case, the new Scene must be be saved on disk. + + The new Scene and its SceneTemplateAsset counterpart. + + + + + An event called after a Scene template is instantiated. + + The Scene template that was instantiated. + The template Scene that was instantiated. + The new Scene Asset created by instantiating the Scene template. + Specifies whether the template was instantiated in additive mode. + + + + An event called before a Scene template is instantiated. + + The Scene template to instantiate. + The output path for the new Scene. This can be empty if the scene is created in memory. + Specifies whether to instantiate the Scene template in additive mode. + + + + An enumeration of options for handling a Scene dependency Asset when you instantiate a SceneTemplateAsset. + + + + + Specifies that the dependency Asset is cloned when the SceneTemplateAsset is instantiated. + + + + + Specifies that the dependency Asset is kept as a reference when the SceneTemplateAsset is instantiated. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TestRunner.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TestRunner.dll new file mode 100644 index 00000000..a5803fc3 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TestRunner.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreFontEngineModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreFontEngineModule.dll new file mode 100644 index 00000000..7960656e Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreFontEngineModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreFontEngineModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreFontEngineModule.xml new file mode 100644 index 00000000..9313cd4f --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreFontEngineModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEditor.TextCoreFontEngineModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreTextEngineModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreTextEngineModule.dll new file mode 100644 index 00000000..8f8bca2a Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreTextEngineModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreTextEngineModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreTextEngineModule.xml new file mode 100644 index 00000000..ec64a365 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextCoreTextEngineModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEditor.TextCoreTextEngineModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UI.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UI.dll new file mode 100644 index 00000000..6cca89c3 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UI.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIBuilderModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIBuilderModule.dll new file mode 100644 index 00000000..b9f563e8 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIBuilderModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIBuilderModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIBuilderModule.xml new file mode 100644 index 00000000..e80d6db4 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIBuilderModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEditor.UIBuilderModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsModule.dll new file mode 100644 index 00000000..ab8a731c Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsModule.xml new file mode 100644 index 00000000..08c84a37 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsModule.xml @@ -0,0 +1,3608 @@ + + + + + UnityEditor.UIElementsModule + + + + + This is the base class for the composite fields. + + + + + + + USS class name of field groups in elements of this type. + + + + + + + USS class name of fields in elements of this type. + + + + + + + USS class name of the first field in elements of this type. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type when the fields are displayed on multiple lines. + + + + + + + USS class name of spacers in elements of this type. + + + + + + + USS class name of elements of this type when the fields are displayed on two lines. + + + + + + + USS class name of elements of this type. + + + + + + + Provides the base class for field mouse draggers. + + + + + + + Sets the drag zone for the driven field. + + + The target of the drag operation. + + + + + Sets the drag zone for the driven field. + + + The target of the drag operation. + The rectangle that contains the drag zone. + + + + + Base class implementing the shared functionality for editing bit mask values. + + + + + + + The list of choices to display in the popup menu. + + + + + + + The list of list of masks for every specific choice to display in the popup menu. + + + + + + + This is the base class for all the popup field elements. + TValue and TChoice can be different, see MaskField, + or the same, see PopupField + + + + + + + USS class name of arrow indicators in elements of this type. + + + + + + + The list of choices to display in the popup menu. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + This is the text displayed to the user for the current selection of the popup. + + + + + + + This is the text displayed. + + + + + + + USS class name of text elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Allow changing value without triggering any change event. + + + The new value. + + + + + Provides VisualElement extension methods that implement data binding between INotivyValueChanged fields and SerializedObjects. + + + + + + + USS class added to element when in prefab override mode. + + + + + + + Binds a SerializedObject to fields in the element hierarchy. + + + Root VisualElement containing IBindable fields. + Data object. + + + + + Binds a property to a field and synchronizes their values. This method finds the property using the field's binding path. + + + VisualElement field editing a property. + Root SerializedObject containing the bindable property. + + The serialized object that owns the bound property. + + + + + + Binds a property to a field and synchronizes their values. + + + VisualElement field editing a property. + The SerializedProperty to bind. + + + + + Checks the property values for changes at regular intervals. Executes the callback when the property value changes. + If no callback is specified, a SerializedPropertyChangeEvent is sent to the target element. + + + VisualElement tracking a property. + The SerializedProperty to track. + Invoked when the tracked SerializedProperty value changes. + + + + + Checks the object for changes at regular intervals. Executes the callback when the object value changes. + If no callback is specified, a SerializedObjectChangeEvent is sent to the target element. + + + VisualElement tracking an object. + The SerializedObject to track. + Invoked when one of the tracked SerializedObject's value changes. + + + + + + Disconnects all properties bound to fields in the element's hierarchy. + + + Root VisualElement containing IBindable fields. + + + + + A Bounds editor field. + + + + + + + USS class name of center fields in elements of this type. + + + + + + + USS class name of extents fields in elements of this type. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of BoundsField. + + + + + + + Initializes and returns an instance of BoundsField. + + + The text to use as a label. + + + + + Instantiates a BoundsField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the BoundsField. + + + + + + + Initialize BoundsField properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + A BoundsInt editor field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of position fields in elements of this type. + + + + + + + USS class name of size fields in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of BoundsIntField. + + + + + + + Initializes and returns an instance of BoundsIntField. + + + The text to use as a label. + + + + + Instantiates a BoundsIntField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the BoundsIntField. + + + + + + + Initializes the UxmlTraits for the BoundsIntField. + + + The <see cref="VisualElement" /> to be initialized. + Bag of attributes. + CreationContext, unused. + + + + + Makes a field for selecting a color. + + + + + + + If true, treats the color as an HDR value. If false, treats the color as a standard LDR value. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + If true, allows the user to set an alpha value for the color. If false, hides the alpha component. + + + + + + + If true, the color picker will show the eyedropper control. If false, the color picker won't show the eyedropper control. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of ColorField. + + + + + + + Initializes and returns an instance of ColorField. + + + The text to use as a label. + + + + + Instantiates a ColorField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the ColorField. + + + + + + + Initialize ColorField properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Makes a field for editing an AnimationCurve. + + + + + + + USS class name of border elements in elements of this type. + + + + + + + USS class name of content elements in elements of this type. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + Optional rectangle that the curve is restrained within. If the range width or height is &lt; 0 then CurveField computes an automatic range, which encompasses the whole curve. + + + + + + + The RenderMode of CurveField. The default is RenderMode.Default. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of CurveField. + + + + + + + Initializes and returns an instance of CurveField. + + + The text to use as a label. + + + + + Render mode of CurveFields + + + + + + + Renders the curve with the default mode. Currently Texture. + + + + + + + Renders the curve with an anti-aliased mesh. + + + + + + + Renders the curve with a generated texture, like with Unity’s Immediate Mode GUI system (IMGUI). + + + + + + + Instantiates a CurveField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the CurveField. + + + + + + + Speed at which the value changes for a given input device delta. + + + + + + + The value changes at four times the normal rate. + + + + + + + The value changes at the normal rate. + + + + + + + The value changes at one quarter of its normal rate. + + + + + + + Makes a text field for entering doubles. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Modify the value using a 3D delta and a speed, typically coming from an input device. + + + A vector used to compute the value change. + A multiplier for the value change. + The start value. + + + + + Constructor. + + + + + + + Constructor. + + + Maximum number of characters the field can take. + + + + + Constructor. + + + Maximum number of characters the field can take. + + + + + + Converts a string to a double. + + + The string to convert. + + The double parsed from the string. + + + + + + Instantiates a DoubleField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the DoubleField. + + + + + + + Converts the given double to a string. + + + The double to be converted to string. + + The double as string. + + + + + + Makes a dropdown for switching between enum values. + + + + + + + USS class name of arrow indicators in elements of this type. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + Return the text value of the currently selected enum. + + + + + + + USS class name of text elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Construct an EnumField. + + + + + + + Construct an EnumField. + + + Initial value. Also used to detect Enum type. + + + + + Construct an EnumField. + + + Initial value. Also used to detect Enum type. + + + + + + Initializes the EnumField with a default value, and initializes its underlying type. + + + The typed enum value. + + + + + Initializes the EnumField with a default value, and initializes its underlying type. + + + The typed enum value. + Set to true to display obsolete values as choices. + + + + + Instantiates an EnumField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the EnumField. + + + + + + + Initialize EnumField properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Makes a dropdown for switching between enum flag values that are marked with the Flags attribute. + + + + + + + USS class name for input elements of this type. + + + + + + + USS class name for labels of this type. + + + + + + + USS class name for elements of this type. + + + + + + + Constructs an EnumFlagsField with a default value, and initializes its underlying type. + + + Initial value. This also detects the Enum type. + + + + + Constructs an EnumFlagsField with a default value, and initializes its underlying type. + + + Initial value. This also detects the Enum type. + + + + + + Constructs an EnumFlagsField with a default value, and initializes its underlying type. + + + Initial value. This also detects the Enum type. + + + + + + Constructs an EnumFlagsField with a default value, and initializes its underlying type. + + + + + + + Constructs an EnumFlagsField with a default value, and initializes its underlying type. + + + Initial value. This also detects the Enum type. + + + + + + + Constructs an EnumFlagsField with a default value, and initializes its underlying type. + + + + + + + + Initializes the EnumFlagsField with a default value, and initializes its underlying type. + + + The typed enum value. + Set to true to display obsolete values as choices. + + + + + Instantiates a EnumFlagsField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the EnumFlagsField. + + + + + + + Provides dragging on a visual element to change a value field. + + + + + + + Is dragging. + + + + + + + Start value before drag. + + + + + + + FieldMouseDragger's constructor. + + + The field. + + + + + Makes a text field for entering a float. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Modify the value using a 3D delta and a speed, typically coming from an input device. + + + A vector used to compute the value change. + A multiplier for the value change. + The start value. + + + + + Constructor. + + + + + + + Constructor. + + + Maximum number of characters the field can take. + + + + + Constructor. + + + Maximum number of characters the field can take. + + + + + + Converts a string to a float. + + + The string to convert. + + The float parsed from the string. + + + + + + Instantiates a FloatField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the FloatField. + + + + + + + Converts the given float to a string. + + + The float to be converted to string. + + The float as string. + + + + + + Makes a field for editing an Gradient. + + + + + + + USS class name for border elements in elements of this type. + + + + + + + The color space currently used by the field. + + + + + + + USS class name for the content for the gradient visual in the GradientField element. + + + + + + + USS class name for input elements in elements of this type. + + + + + + + USS class name for labels in elements of this type. + + + + + + + USS class name for elements of this type. + + + + + + + The Gradient currently being exposed by the field. + + + + + + + Constructor. + + + + + + + Constructor. + + + + + + + + Instantiates a GradientField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the GradientField. + + + + + + + Makes a field for editing an Hash128. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of Hash128Field. + + + + + + + Initializes and returns an instance of Hash128Field. + + + Maximum number of characters for the field. + + + + + Initializes and returns an instance of Hash128Field. + + + The text to use as a label. + Maximum number of characters for the field. + + + + + Instantiates a Hash128Field using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Hash128Field. + + + + + + + Create a VisualElement inspector from a SerializedObject. + + + + + + + USS class name of custom inspector elements in elements of this type. + + + + + + + USS class name of elements of this type, when they are displayed in debug internal mode. + + + + + + + USS class name of elements of this type, when they are displayed in debug USS mode. + + + + + + + USS class name of IMGUI containers in elements of this type. + + + + + + + USS class name of elements of this type, when they are displayed in IMGUI custom mode. + + + + + + + USS class name of elements of this type, when they are displayed in IMGUI default mode. + + + + + + + USS class name of elements of this type, when they are displayed in IMGUI inspector mode. + + + + + + + USS class name of elements of this type, when no inspector is found. + + + + + + + USS class name of elements of this type, when they are displayed in UIElements custom mode. + + + + + + + USS class name of elements of this type, when they are displayed in UIElements default mode. + + + + + + + USS class name of elements of this type, when they are displayed in UIElements inspector mode. + + + + + + + USS class name of elements of this type. + + + + + + + InspectorElement constructor. + + + + + + + InspectorElement constructor. + + + Create a SerializedObject from given obj and automatically Bind() to it. + + + + + InspectorElement constructor. + + + Create a SerializedObject from given obj and automatically Bind() to it. + + + + + InspectorElement constructor. + + + + + + + + Adds default inspector property fields under a container VisualElement + + + The parent VisualElement + The SerializedObject to inspect + The editor currently used + + + + + Instantiates a InspectorElement using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the InspectorElement. + + + + + + + Constructor. + + + + + + + Makes a text field for entering an integer. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Modify the value using a 3D delta and a speed, typically coming from an input device. + + + A vector used to compute the value change. + A multiplier for the value change. + The start value. + + + + + Constructor. + + + + + + + Constructor. + + + Maximum number of characters the field can take. + + + + + Constructor. + + + Maximum number of characters the field can take. + + + + + + Converts a string to an integer. + + + The string to convert. + + The integer parsed from the string. + + + + + + Instantiates an IntegerField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the IntegerField. + + + + + + + Converts the given integer to a string. + + + The integer to be converted to string. + + The integer as string. + + + + + + An interface for toolbar items that display drop-down menus. + + + + + + + The drop-down menu for the element. + + + + + + + Base interface for UIElements text value fields. + + + + + + + The value of the field. + + + + + + + Modify the value using a 3D delta and a speed, typically coming from an input device. + + + A vector used to compute the value change. + A multiplier for the value change. + The start value. + + + + + Indicate when the mouse dragging is starting. + + + + + + + Indicate when the mouse dragging is ending. + + + + + + + A LayerField editor. + + + + + + + Unsupported. + + + + + + + Unsupported. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of LayerField. + + + The text to use as a label for the field. + + + + + Initializes and returns an instance of LayerField. + + + + + + + Initializes and returns an instance of LayerField. + + + The initial layer value this field should use. + + + + + Initializes and returns an instance of LayerField. + + + The text to use as a label for the field. + The initial layer value this field should use. + + + + + Instantiates a LayerField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the LayerField. + + + + + + + Initialize the traits. + + + VisualElement that will be created and populated. + Bag of attributes where the data comes from. + Creation context, unused. + + + + + Make a field for layer as masks. + + + + + + + Unsupported. + + + + + + + Unsupported. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor of the field. + + + The mask to use for a first selection. + + + + + Constructor of the field. + + + The label to prefix the <see cref="LayerMaskField" />. + The mask to use for a first selection. + + + + + Constructor of the field. + + + + + + + Constructor of the field. + + + The label to prefix the <see cref="LayerMaskField" />. + + + + + Instantiates a LayerMaskField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the LayerMaskField. + + + + + + + Makes a text field for entering long integers. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Modify the value using a 3D delta and a speed, typically coming from an input device. + + + A vector used to compute the value change. + A multiplier for the value change. + The start value. + + + + + Constructor. + + + + + + + Constructor. + + + Maximum number of characters the field can take. + + + + + Constructor. + + + Maximum number of characters the field can take. + + + + + + Converts a string to a long integer. + + + The string to convert. + + The long integer parsed from the string. + + + + + + Instantiates a LongField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the LongField. + + + + + + + Converts the given long integer to a string. + + + The long integer to be converted to string. + + The long integer as string. + + + + + + Make a field for masks. + + + + + + + Callback that provides a string representation used to populate the popup menu. + + + + + + + Callback that provides a string representation used to display the selected value. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of MaskField. + + + A list of choices to populate the field. + The initial mask value for this field. + A callback to format the selected value. Unity calls this method automatically when a new value is selected in the field.. + The initial mask value this field should use. Unity calls this method automatically when displaying choices for the field. + + + + + + Initializes and returns an instance of MaskField. + + + The text to use as a label for the field. + A list of choices to populate the field. + The initial mask value for this field. + A callback to format the selected value. Unity calls this method automatically when a new value is selected in the field.. + The initial mask value this field should use. Unity calls this method automatically when displaying choices for the field. + + + + + + Initializes and returns an instance of MaskField. + + + + + + + Initializes and returns an instance of MaskField. + + + The text to use as a label for the field. + + + + + Instantiates a MaskField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the MaskField. + + + + + + + Initializes the UxmlTraits for MaskField. + + + The VisualElement that will be populated. + The bag from where the attributes are taken. + The creation context, unused. + + + + + Makes a field to receive any object type. + + + + + + + Allows scene objects to be assigned to the field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + The type of the objects that can be assigned. + + + + + + + USS class name of object elements in elements of this type. + + + + + + + USS class name of selector elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor. + + + + + + + Constructor. + + + + + + + + Instantiates an ObjectField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the ObjectField. + + + + + + + Initialize ObjectField properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Generic popup selection field. + + + + + + + Callback that provides a string representation used to populate the popup menu. + + + + + + + Callback that provides a string representation used to display the selected value. + + + + + + + The currently selected index in the popup menu. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + The currently selected value in the popup menu. + + + + + + + Construct a PopupField. + + + + + + + Construct a PopupField. + + + + + + + + Construct a PopupField. + + + + + + + + + + + Construct a PopupField. + + + + + + + + + + + + Construct a PopupField. + + + + + + + + + + + Construct a PopupField. + + + + + + + + + + + + A SerializedProperty wrapper VisualElement that, on Bind(), will generate the correct field elements with the correct bindingPaths. + + + + + + + Binding object that will be updated. + + + + + + + Path of the target property to be bound. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + Optionally overwrite the label of the generate property field. If no label is provided the string will be taken from the SerializedProperty. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + PropertyField constructor. + + + + + + + PropertyField constructor. + + + Providing a SerializedProperty in the construct just sets the bindingPath. You will still have to call Bind() on the PropertyField afterwards. + + + + + PropertyField constructor. + + + Providing a SerializedProperty in the construct just sets the bindingPath. You will still have to call Bind() on the PropertyField afterwards. + Optionally overwrite the property label. + + + + + Registers this callback to receive SerializedPropertyChangeEvent when a value is changed. + + + + + + + + Instantiates a PropertyField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the PropertyField. + + + + + + + Constructor. + + + + + + + A Rect editor field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of RectField. + + + + + + + Initializes and returns an instance of RectField. + + + The text to use as a label. + + + + + Instantiates a RectField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the RectField. + + + + + + + Initialize RectField properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + A RectInt editor field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of RectIntField. + + + + + + + Initializes and returns an instance of RectIntField. + + + The text to use as a label. + + + + + Instantiates a RectIntField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the RectIntField. + + + + + + + Initializes the UxmlTraits for the RectIntField. + + + The <see cref="VisualElement" /> to be initialized. + Bags of attributes where the values come from. + Creation Context, unused. + + + + + The base class for a search field. + + + + + + + USS class name of cancel buttons in elements of this type, when they are off. + + + + + + + USS class name of cancel buttons in elements of this type. + + + + + + + USS class name of elements of this type, when they are using a popup menu. + + + + + + + The search button. + + + + + + + USS class name of search buttons in elements of this type. + + + + + + + The text field used by the search field to draw and modify the search string. + + + + + + + USS class name of text input elements in elements of this type. + + + + + + + USS class name of text elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + The object currently being exposed by the field. + + + + + + + Method used when clearing the text field. You should usually clear the value when overriding the method. + + + + + + + Tells if the field is empty. That meaning depends on the type of T. + + + The value to check. + + True if the parameter is empty. That meaning depends on the type of T. + + + + + + Sets the value for the toolbar search field without sending a change event. + + + + + + + + An event sent when any value in a SerializedObject changes + + + + + + + The SerializedObject whose value changed. + + + + + + + Constructor. Use GetPooled instead. + + + + + + + Gets an event from the event pool and initializes it with the values provided. Use this function instead of + creating new events. Events obtained using this method need to be released back to the pool. + You can use Dispose() to release them. + + + The SerializedObject that changed. + + An initialized event. + + + + + + Sets the event to its initial state. + + + + + + + An event sent when a value in a PropertyField changes. + + + + + + + The SerializedProperty whose value changed. + + + + + + + Constructor. Use GetPooled instead. + + + + + + + Gets an event from the event pool and initializes it with the values provided. + Use this function instead of creating new events. Events obtained using this method need to be + released back to the pool. You can use Dispose() to release them. + + + The SerializedProperty that changed. + + An initialized event. + + + + + + Sets the event to its initial state. + + + + + + + A TagField editor. + + + + + + + Unsupported. + + + + + + + Unsupported. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of CurveField. + + + + + + + Initializes and returns an instance of CurveField. + + + The text to use as a label for the field. + The initial tag value this field should use. + + + + + Instantiates a TagField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the TagField. + + + + + + + Base class for text fields. + + + + + + + The format string for the value. + + + + + + + This is the value of the field. + + + + + + + Method used to add a mouse dragger on the label for specific numeric fields. + + + + + + + Modify the value using a 3D delta and a speed, typically coming from an input device. + + + A vector used to compute the value change. + A multiplier for the value change. + The start value. + + + + + Allow to set the value without being notified. + + + The new value to set. + + + + + Indicates the user started the mouse dragging for text selection. + + + + + + + Indicates the user stopped the mouse dragging for text selection. + + + + + + + This is the inner representation of the Text input. + + + + + + + Method to override to indicate the allowed characters in the actual field. + + + + + + + Formats the string. + + + + + + + Called when the user is dragging the label to update the value contained in the field. + + + Delta on the move. + Speed of the move. + Starting value. + + + + + Method called by the application when the label of the field is started to be dragged to change the value of it. + + + + + + + Method called by the application when the label of the field is stopped to be dragged to change the value of it. + + + + + + + Converts a string to a value type. + + + The string to convert. + + The value parsed from the string. + + + + + + Convert the value to string for visual representation. + + + Value to convert. + + String representation. + + + + + + Specifies the TextValueField's UxmlTraits. + + + + + + + Initializes the TextValueField's UxmlTraits. + + + The VisualElement to initialize. + A bag of UXML attribute name-value pairs used to initialize VisualElement members. + The creation context associated with these traits. + + + + + A toolbar for tool windows. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor. + + + + + + + Instantiates a Toolbar using the data read from a UXML file. + + + + + + + Creates a breadcrumb UI element for the toolbar to help users navigate a hierarchy. For example, the visual scripting breadcrumb toolbar makes it easier to explore scripts because users can jump to any level of the script by clicking a breadcrumb item. + + + + + + + A Unity style sheet (USS) class for the first element or item in a breadcrumb toolbar. + + + + + + + A Unity style sheet (USS) class for individual items in a breadcrumb toolbar. + + + + + + + A Unity style sheet (USS) class for the main ToolbarBreadcrumbs container. + + + + + + + Constructs a breadcrumb UI element for the toolbar to help users navigate a hierarchy. + + + + + + + Removes the last item in the breadcrumb toolbar, which is the deepest item in the hierarchy. + + + + + + + Adds an item to the end of the breadcrumbs, which makes that item the deepest item in the hierarchy. + + + The text to display for the item in the breadcrumb toolbar. + The action to perform when the a users clicks the item in the toolbar. + + + + + Instantiates a ToolbarBreadcrumbs using the data read from a UXML file. + + + + + + + A button for the toolbar. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor. + + + The action to be called when the button is pressed. + + + + + Constructor. + + + + + + + Instantiates a ToolbarButton using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the ToolbarButton. + + + + + + + A drop-down menu for the toolbar. + + + + + + + USS class name of arrow indicators in elements of this type. + + + + + + + The menu. + + + + + + + USS class name of elements of this type, when they are displayed as popup menu. + + + + + + + USS class name of text elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + The display styles that you can use when creating menus. + + + + + + + Constructor. + + + + + + + Instantiates a ToolbarMenu using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the ToolbarMenu. + + + + + + + Display styles for the menu. + + + + + + + Display the menu using the default style. + + + + + + + Display the menu using the popup style. + + + + + + + An extension class that handles menu management for elements that are implemented with the IToolbarMenuElement interface, but are identical to DropdownMenu. + + + + + + + Display the menu for the element. + + + The element that is part of the menu to be displayed. + + + + + The pop-up search field for the toolbar. The search field includes a menu button. + + + + + + + The menu used by the pop-up search field element. + + + + + + + Constructor. + + + + + + + Instantiates a ToolbarPopupSearchField using the data read from a UXML file. + + + + + + + A search field for the toolbar. + + + + + + + USS class name of cancel buttons in elements of this type, when they are off. + + + + + + + USS class name of cancel buttons in elements of this type. + + + + + + + USS class name of elements of this type, when they are using a popup menu. + + + + + + + The search button. + + + + + + + USS class name of search buttons in elements of this type. + + + + + + + USS class name of text elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + The object currently being exposed by the field. + + + + + + + Removes the text when clearing the field. + + + + + + + Constructor. + + + + + + + Tells if the string is null or empty. + + + + + + + + Sets the value for the toolbar search field without sending a change event. + + + + + + + + Instantiates a ToolbarSearchField using the data read from a UXML file. + + + + + + + A toolbar spacer of static size. + + + + + + + USS class name of elements of this type, when they are of fixed size. + + + + + + + Return true if the spacer stretches or shrinks to occupy available space. + + + + + + + USS class name of elements of this type, when they are of flexible size. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor. + + + + + + + Instantiates a ToolbarSpacer using the data read from a UXML file. + + + + + + + A toggle for the toolbar. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor. + + + + + + + Instantiates a ToolbarToggle using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the ToolbarToggle. + + + + + + + Attribute that can be used on an assembly to define an XML namespace prefix for a namespace. + + + + + + + The namespace name. + + + + + + + The namespace prefix. + + + + + + + Constructor. + + + The XML/C# namespace to which a prefix will be associated. + The prefix to associate to the namespace. + + + + + A Vector2 editor field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of Vector2Field. + + + + + + + Initializes and returns an instance of Vector2Field. + + + The text to use as a label. + + + + + Instantiates a Vector2Field using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Vector2Field. + + + + + + + Initialize Vector2Field properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + A Vector2Int editor field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of Vector2IntField. + + + + + + + Initializes and returns an instance of Vector2IntField. + + + The text to use as a label. + + + + + Instantiates a Vector2IntField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Vector2IntField. + + + + + + + Initializes the UxmlTraits for the Vector2IntField. + + + <see cref="VisualElement" /> to initialize. + Bag of attributes where to get them. + Creation Context, unused. + + + + + A Vector3 editor field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of Vector3Field. + + + + + + + Initializes and returns an instance of Vector3Field. + + + The text to use as a label. + + + + + Instantiates a Vector3Field using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Vetor3Field. + + + + + + + Initialize Vector3Field properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + A Vector3Int editor field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of Vector3IntField. + + + + + + + Initializes and returns an instance of Vector3IntField. + + + The text to use as a label. + + + + + Instantiates a Vector3IntField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Vector3IntField. + + + + + + + Initializes the UxmlTraits for the Vector3IntField. + + + VisualElement to initialize. + Bag of attributes where to get them. + Context Creation, unused. + + + + + A Vector4 editor field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of Vector4Field. + + + + + + + Initializes and returns an instance of Vector4Field. + + + The text to use as a label. + + + + + Instantiates a Vector4Field using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Vector4Field. + + + + + + + Initialize Vector4Field properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsSamplesModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsSamplesModule.dll new file mode 100644 index 00000000..00eb161d Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsSamplesModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsSamplesModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsSamplesModule.xml new file mode 100644 index 00000000..bef1d6f6 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIElementsSamplesModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEditor.UIElementsSamplesModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIServiceModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIServiceModule.dll new file mode 100644 index 00000000..74690786 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIServiceModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIServiceModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIServiceModule.xml new file mode 100644 index 00000000..258fee2a --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UIServiceModule.xml @@ -0,0 +1,261 @@ + + + + + UnityEditor.UIServiceModule + + + + A control that is both a toggle and a dropdown used with EditorToolbarElementAttribute. + + + + + Clickable object for this dropdown. + + + + + Action triggered when the dropdown is clicked. + + + + + + The text associated with the element. + + + + + The icon associated with the element. + + + + + Constructor. + + The text associated with the element. + The icon associated with the element. + Action triggered when the dropdown is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + + + + Constructor. + + The text associated with the element. + The icon associated with the element. + Action triggered when the dropdown is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + + + + Constructor. + + The text associated with the element. + The icon associated with the element. + Action triggered when the dropdown is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + + + + Constructor. + + The text associated with the element. + The icon associated with the element. + Action triggered when the dropdown is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + + + + Constructor. + + The text associated with the element. + The icon associated with the element. + Action triggered when the dropdown is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + + + + Allow to set a value without being notified of the change, if any. + + + + + + A clickable button used with EditorToolbarElementAttribute. + + + + + The icon associated with the element. + + + + + The text associated with the element. + + + + + Constructor. + + Action triggered when the button is clicked. + The text associated with the element. + The icon associated with the element. + + + + Constructor. + + Action triggered when the button is clicked. + The text associated with the element. + The icon associated with the element. + + + + Constructor. + + Action triggered when the button is clicked. + The text associated with the element. + The icon associated with the element. + + + + Constructor. + + Action triggered when the button is clicked. + The text associated with the element. + The icon associated with the element. + + + + Constructor. + + Action triggered when the button is clicked. + The text associated with the element. + The icon associated with the element. + + + + A clickable dropdown used with EditorToolbarElementAttribute. + + + + + Constructor. + + Action triggered when the button is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + The icon associated with the element. + The text associated with the element. + + + + Constructor. + + Action triggered when the button is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + The icon associated with the element. + The text associated with the element. + + + + Constructor. + + Action triggered when the button is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + The icon associated with the element. + The text associated with the element. + + + + Constructor. + + Action triggered when the button is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + The icon associated with the element. + The text associated with the element. + + + + Constructor. + + Action triggered when the button is clicked. Usually opens a window or a dropdown menu through the use of GenericMenu. + The icon associated with the element. + The text associated with the element. + + + + A toggle used with EditorToolbarElementAttribute. + + + + + The icon associated with the toggle. + + + + + The icon associated with the toggle when the value is false. + + + + + The icon associated with the toggle when the value is true. + + + + + The text associated with the toggle. + + + + + USS Class Name used to style the EditorToolbarToggle. + + + + + Constructor. + + The text associated with the toggle. + The icon associated with the toggle. + The icon associated with the toggle when the value is true. + The icon associated with the toggle when the value is false. + + + + Constructor. + + The text associated with the toggle. + The icon associated with the toggle. + The icon associated with the toggle when the value is true. + The icon associated with the toggle when the value is false. + + + + Constructor. + + The text associated with the toggle. + The icon associated with the toggle. + The icon associated with the toggle when the value is true. + The icon associated with the toggle when the value is false. + + + + Constructor. + + The text associated with the toggle. + The icon associated with the toggle. + The icon associated with the toggle when the value is true. + The icon associated with the toggle when the value is false. + + + + Constructor. + + The text associated with the toggle. + The icon associated with the toggle. + The icon associated with the toggle when the value is true. + The icon associated with the toggle when the value is false. + + + + Allow to set a value without being notified of the change, if any. + + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UnityConnectModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UnityConnectModule.dll new file mode 100644 index 00000000..6a539620 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UnityConnectModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UnityConnectModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UnityConnectModule.xml new file mode 100644 index 00000000..9cfcc9d0 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.UnityConnectModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEditor.UnityConnectModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.dll new file mode 100644 index 00000000..481068a0 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.xml new file mode 100644 index 00000000..c75358ab --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.xml @@ -0,0 +1,13 @@ + + + + + UnityEditor + + + + The UnityEditor assembly implements the editor-specific APIs in Unity. It cannot be referenced by runtime code compiled into players. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AIModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AIModule.dll new file mode 100644 index 00000000..4c53e34e Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AIModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AIModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AIModule.xml new file mode 100644 index 00000000..04d63ef0 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AIModule.xml @@ -0,0 +1,1785 @@ + + + + + UnityEngine.AIModule + + + + Singleton class to access the baked NavMesh. + + + + + Describes how far in the future the agents predict collisions for avoidance. + + + + + Set a function to be called before the NavMesh is updated during the frame update execution. + + + + + The maximum number of nodes processed for each frame during the asynchronous pathfinding process. + + + + + Adds a link to the NavMesh. The link is described by the NavMeshLinkData struct. + + Describing the properties of the link. + + Representing the added link. + + + + + Adds a link to the NavMesh. The link is described by the NavMeshLinkData struct. + + Describing the properties of the link. + Translate the link to this position. + Rotate the link to this orientation. + + Representing the added link. + + + + + Adds the specified NavMeshData to the game. + + Contains the data for the navmesh. + + Representing the added navmesh. + + + + + Adds the specified NavMeshData to the game. + + Contains the data for the navmesh. + Translate the navmesh to this position. + Rotate the navmesh to this orientation. + + Representing the added navmesh. + + + + + Area mask constant that includes all NavMesh areas. + + + + + Calculate a path between two points and store the resulting path. + + The initial position of the path requested. + The final position of the path requested. + A bitfield mask specifying which NavMesh areas can be passed when calculating a path. + The resulting path. + + True if either a complete or partial path is found. False otherwise. + + + + + Calculates a path between two positions mapped to the NavMesh, subject to the constraints and costs defined by the filter argument. + + The initial position of the path requested. + The final position of the path requested. + A filter specifying the cost of NavMesh areas that can be passed when calculating a path. + The resulting path. + + True if a either a complete or partial path is found and false otherwise. + + + + + Calculates triangulation of the current navmesh. + + + + + Creates and returns a new entry of NavMesh build settings available for runtime NavMesh building. + + + The created settings. + + + + + Locate the closest NavMesh edge from a point on the NavMesh. + + The origin of the distance query. + Holds the properties of the resulting location. + A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge. + + True if the nearest edge is found. + + + + + Locate the closest NavMesh edge from a point on the NavMesh, subject to the constraints of the filter argument. + + The origin of the distance query. + Holds the properties of the resulting location. + A filter specifying which NavMesh areas can be passed when finding the nearest edge. + + True if the nearest edge is found. + + + + + Gets the cost for path finding over geometry of the area type. + + Index of the area to get. + + + + Returns the area index for a named NavMesh area type. + + Name of the area to look up. + + Index if the specified are, or -1 if no area found. + + + + + Gets the cost for traversing over geometry of the layer type on all agents. + + + + + + Returns the layer index for a named layer. + + + + + + Returns an existing entry of NavMesh build settings. + + The ID to look for. + + The settings found. + + + + + Returns an existing entry of NavMesh build settings by its ordered index. + + The index to retrieve from. + + The found settings. + + + + + Returns the number of registered NavMesh build settings. + + + The number of registered entries. + + + + + Returns the name associated with the NavMesh build settings matching the provided agent type ID. + + The ID to look for. + + The name associated with the ID found. + + + + + A delegate which can be used to register callback methods to be invoked before the NavMesh system updates. + + + + + Trace a line between two points on the NavMesh. + + The origin of the ray. + The end of the ray. + Holds the properties of the ray cast resulting location. + A bitfield mask specifying which NavMesh areas can be passed when tracing the ray. + + True if the ray is terminated before reaching target position. Otherwise returns false. + + + + + Traces a line between two positions on the NavMesh, subject to the constraints defined by the filter argument. + + The origin of the ray. + The end of the ray. + Holds the properties of the ray cast resulting location. + A filter specifying which NavMesh areas can be passed when tracing the ray. + + True if the ray is terminated before reaching target position. Otherwise returns false. + + + + + Removes all NavMesh surfaces and links from the game. + + + + + Removes a link from the NavMesh. + + The instance of a link to remove. + + + + Removes the specified NavMeshDataInstance from the game, making it unavailable for agents and queries. + + The instance of a NavMesh to remove. + + + + Removes the build settings matching the agent type ID. + + The ID of the entry to remove. + + + + Finds the nearest point based on the NavMesh within a specified range. + + The origin of the sample query. + Holds the properties of the resulting location. The value of hit.normal is never computed. It is always (0,0,0). + Sample within this distance from sourcePosition. + A mask that specifies the NavMesh areas allowed when finding the nearest point. + + True if the nearest point is found. + + + + + Samples the position nearest the sourcePosition on any NavMesh built for the agent type specified by the filter. + + The origin of the sample query. + Holds the properties of the resulting location. The value of hit.normal is never computed. It is always (0,0,0). + Sample within this distance from sourcePosition. + A filter specifying which NavMesh areas are allowed when finding the nearest point. + + True if the nearest point is found. + + + + + Sets the cost for finding path over geometry of the area type on all agents. + + Index of the area to set. + New cost. + + + + Sets the cost for traversing over geometry of the layer type on all agents. + + + + + + + Navigation mesh agent. + + + + + The maximum acceleration of an agent as it follows a path, given in units / sec^2. + + + + + The type ID for the agent. + + + + + Maximum turning speed in (deg/s) while following a path. + + + + + Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale). + + + + + Should the agent brake automatically to avoid overshooting the destination point? + + + + + Should the agent attempt to acquire a new path if the existing path becomes invalid? + + + + + Should the agent move across OffMeshLinks automatically? + + + + + The avoidance priority level. + + + + + The relative vertical displacement of the owning GameObject. + + + + + The current OffMeshLinkData. + + + + + The desired velocity of the agent including any potential contribution from avoidance. (Read Only) + + + + + Gets or attempts to set the destination of the agent in world-space units. + + + + + Does the agent currently have a path? (Read Only) + + + + + The height of the agent for purposes of passing under obstacles, etc. + + + + + Is the agent currently bound to the navmesh? (Read Only) + + + + + Is the agent currently positioned on an OffMeshLink? (Read Only) + + + + + Is the current path stale. (Read Only) + + + + + This property holds the stop or resume condition of the NavMesh agent. + + + + + Returns the owning object of the NavMesh the agent is currently placed on (Read Only). + + + + + The next OffMeshLinkData on the current path. + + + + + Gets or sets the simulation position of the navmesh agent. + + + + + The level of quality of avoidance. + + + + + Property to get and set the current path. + + + + + Is a path in the process of being computed but not yet ready? (Read Only) + + + + + The status of the current path (complete, partial or invalid). + + + + + The avoidance radius for the agent. + + + + + The distance between the agent's position and the destination on the current path. (Read Only) + + + + + Maximum movement speed when following a path. + + + + + Get the current steering target along the path. (Read Only) + + + + + Stop within this distance from the target position. + + + + + Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true. + + + + + Should the agent update the transform orientation? + + + + + Allows you to specify whether the agent should be aligned to the up-axis of the NavMesh or link that it is placed on. + + + + + Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually. + + + + + Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). + + + + + Enables or disables the current off-mesh link. + + Is the link activated? + + + + Calculate a path to a specified point and store the resulting path. + + The final position of the path requested. + The resulting path. + + True if a path is found. + + + + + Completes the movement on the current OffMeshLink. + + + + + Locate the closest NavMesh edge. + + Holds the properties of the resulting location. + + True if a nearest edge is found. + + + + + Gets the cost for path calculation when crossing area of a particular type. + + Area Index. + + Current cost for specified area index. + + + + + Gets the cost for crossing ground of a particular type. + + Layer index. + + Current cost of specified layer. + + + + + Apply relative movement to current position. + + The relative movement vector. + + + + Trace a straight path towards a target postion in the NavMesh without moving the agent. + + The desired end position of movement. + Properties of the obstacle detected by the ray (if any). + + True if there is an obstacle between the agent and the target position, otherwise false. + + + + + Clears the current path. + + + + + Resumes the movement along the current path after a pause. + + + + + Sample a position along the current path. + + A bitfield mask specifying which NavMesh areas can be passed when tracing the path. + Terminate scanning the path at this distance. + Holds the properties of the resulting location. + + True if terminated before reaching the position at maxDistance, false otherwise. + + + + + Sets the cost for traversing over areas of the area type. + + Area cost. + New cost for the specified area index. + + + + Sets or updates the destination thus triggering the calculation for a new path. + + The target point to navigate to. + + True if the destination was requested successfully, otherwise false. + + + + + Sets the cost for traversing over geometry of the layer type. + + Layer index. + New cost for the specified layer. + + + + Assign a new path to this agent. + + New path to follow. + + True if the path is succesfully assigned. + + + + + Stop movement of this agent along its current path. + + + + + Warps agent to the provided position. + + New position to warp the agent to. + + True if agent is successfully warped, otherwise false. + + + + + Bitmask used for operating with debug data from the NavMesh build process. + + + + + All debug data from the NavMesh build process is taken into consideration. + + + + + The triangles of all the geometry that is used as a base for computing the new NavMesh. + + + + + No debug data from the NavMesh build process is taken into consideration. + + + + + Meshes of convex polygons constructed within the unified contours of adjacent regions. + + + + + The triangulated meshes with height details that better approximate the source geometry. + + + + + The contours that follow precisely the edges of each surface region. + + + + + The segmentation of the traversable surfaces into smaller areas necessary for producing simple polygons. + + + + + Contours bounding each of the surface regions, described through fewer vertices and straighter edges compared to RawContours. + + + + + The voxels produced by rasterizing the source geometry into walkable and unwalkable areas. + + + + + Specify which of the temporary data generated while building the NavMesh should be retained in memory after the process has completed. + + + + + Specify which types of debug data to collect when building the NavMesh. + + + + + Navigation mesh builder interface. + + + + + Builds a NavMesh data object from the provided input sources. (UnityEngine) + + Settings for the bake process, see NavMeshBuildSettings. + List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid. + Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no bounds, i.e. the NavMesh will cover all the inputs. + Center of the NavMeshData. This specifies the origin for the NavMesh tiles (See Also: NavMeshBuildSettings.tileSize). + Orientation of the NavMeshData, you can use this to generate NavMesh with an arbitrary up-vector – e.g. for walkable vertical surfaces. + + Returns a newly built NavMeshData, or null if the NavMeshData was empty or an error occurred. +The newly built NavMeshData, or null if the NavMeshData was empty or an error occurred. + + + + + Cancel Navmesh construction. (UnityEditor) See Also: NavMeshBuilder.BuildNavMeshAsync + + + + + Cancels an asynchronous update of the specified NavMesh data. (UnityEngine) See Also: NavMeshBuilder.UpdateNavMeshDataAsync. + + The data associated with asynchronous updating. + + + + Collects renderers or physics colliders, and terrains within a volume. (UnityEngine) + + The queried objects must overlap these bounds to be included in the results. + Specifies which layers are included in the query. + Which type of geometry to collect - e.g. physics colliders. + Area type to assign to results, unless modified by NavMeshMarkup. + List of markups which allows finer control over how objects are collected. + List where results are stored, the list is cleared at the beginning of the call. + + + + Collects renderers or physics colliders, and terrains within a transform hierarchy. (UnityEngine) + + If not null, consider only root and its children in the query; if null, includes everything loaded. + Specifies which layers are included in the query. + Which type of geometry to collect - e.g. physics colliders. + Area type to assign to results, unless modified by NavMeshMarkup. + List of markups which allows finer control over how objects are collected. + List where results are stored, the list is cleared at the beginning of the call. + + + + Incrementally updates the NavMeshData based on the sources. (UnityEngine) + + The NavMeshData to update. + The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will cause a full rebuild. + List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid. + Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. + + Returns true if the update was successful. + + + + + Asynchronously and incrementally updates the NavMeshData based on the sources. (UnityEngine) + + The NavMeshData to update. + The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will likely to cause full rebuild. + List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid. + Bounding box relative to position and rotation which describes to volume where the NavMesh should be built. + + Can be used to check the progress of the update. + + + + + The NavMesh build markup allows you to control how certain objects are treated during the NavMesh build process, specifically when collecting sources for building. + + + + + The area type to use when override area is enabled. + + + + + Use this to specify whether the GameObject and its children should be ignored. + + + + + Use this to specify whether the area type of the GameObject and its children should be overridden by the area type specified in this struct. + + + + + Use this to specify which GameObject (including the GameObject’s children) the markup should be applied to. + + + + + The NavMeshBuildSettings struct allows you to specify a collection of settings which describe the dimensions and limitations of a particular agent type. + + + + + The maximum vertical step size an agent can take. + + + + + The height of the agent for baking in world units. + + + + + The radius of the agent for baking in world units. + + + + + The maximum slope angle which is walkable (angle in degrees). + + + + + The agent type ID the NavMesh will be baked for. + + + + + Options for collecting debug data during the build process. + + + + + The maximum number of worker threads that the build process can utilize when building a NavMesh with these settings. + + + + + The approximate minimum area of individual NavMesh regions. + + + + + Enables overriding the default tile size. See Also: tileSize. + + + + + Enables overriding the default voxel size. See Also: voxelSize. + + + + + Sets the tile size in voxel units. + + + + + Sets the voxel size in world length units. + + + + + Validates the properties of NavMeshBuildSettings. + + Describes the volume to build NavMesh for. + + The list of violated constraints. + + + + + The input to the NavMesh builder is a list of NavMesh build sources. + + + + + Describes the area type of the NavMesh surface for this object. + + + + + Points to the owning component - if available, otherwise null. + + + + + The type of the shape this source describes. See Also: NavMeshBuildSourceShape. + + + + + Describes the dimensions of the shape. + + + + + Describes the object referenced for Mesh and Terrain types of input sources. + + + + + Describes the local to world transformation matrix of the build source. That is, position and orientation and scale of the shape. + + + + + Used with NavMeshBuildSource to define the shape for building NavMesh. + + + + + Describes a box primitive for use with NavMeshBuildSource. + + + + + Describes a capsule primitive for use with NavMeshBuildSource. + + + + + Describes a Mesh source for use with NavMeshBuildSource. Mesh sources must be positioned within 100,000 units of the origin and must not exceed 100,000 units in any axis-aligned dimension. + + + + + Describes a ModifierBox source for use with NavMeshBuildSource. + + + + + Describes a sphere primitive for use with NavMeshBuildSource. + + + + + Describes a TerrainData source for use with NavMeshBuildSource. + + + + + Used for specifying the type of geometry to collect. Used with NavMeshBuilder.CollectSources. + + + + + Collect geometry from the 3D physics collision representation. + + + + + Collect meshes form the rendered geometry. + + + + + Contains and represents NavMesh data. + + + + + Gets or sets the world space position of the NavMesh data. + + + + + Gets or sets the orientation of the NavMesh data. + + + + + Returns the bounding volume of the input geometry used to build this NavMesh (Read Only). + + + + + Constructs a new object for representing a NavMesh for the default agent type. + + + + + Constructs a new object representing a NavMesh for the specified agent type. + + The agent type ID to create a NavMesh for. + + + + The instance is returned when adding NavMesh data. + + + + + Get or set the owning Object. + + + + + True if the NavMesh data is added to the navigation system - otherwise false (Read Only). + + + + + Removes this instance from the NavMesh system. + + + + + Result information for NavMesh queries. + + + + + Distance to the point of hit. + + + + + Flag set when hit. + + + + + Mask specifying NavMesh area at point of hit. + + + + + Normal at the point of hit. + + + + + Position of hit. + + + + + Used for runtime manipulation of links connecting polygons of the NavMesh. + + + + + Specifies which agent type this link is available for. + + + + + Area type of the link. + + + + + If true, the link can be traversed in both directions, otherwise only from start to end position. + + + + + If positive, overrides the pathfinder cost to traverse the link. + + + + + End position of the link. + + + + + Start position of the link. + + + + + If positive, the link will be rectangle aligned along the line from start to end. + + + + + An instance representing a link available for pathfinding. + + + + + Get or set the owning Object. + + + + + True if the NavMesh link is added to the navigation system - otherwise false (Read Only). + + + + + Removes this instance from the game. + + + + + An obstacle for NavMeshAgents to avoid. + + + + + Should this obstacle be carved when it is constantly moving? + + + + + Should this obstacle make a cut-out in the navmesh. + + + + + Threshold distance for updating a moving carved hole (when carving is enabled). + + + + + Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled). + + + + + The center of the obstacle, measured in the object's local space. + + + + + Height of the obstacle's cylinder shape. + + + + + Radius of the obstacle's capsule shape. + + + + + The shape of the obstacle. + + + + + The size of the obstacle, measured in the object's local space. + + + + + Velocity at which the obstacle moves around the NavMesh. + + + + + Shape of the obstacle. + + + + + Box shaped obstacle. + + + + + Capsule shaped obstacle. + + + + + A path as calculated by the navigation system. + + + + + Corner points of the path. (Read Only) + + + + + Status of the path. (Read Only) + + + + + Erase all corner points from path. + + + + + NavMeshPath constructor. + + + + + Calculate the corners for the path. + + Array to store path corners. + + The number of corners along the path - including start and end points. + + + + + Status of path. + + + + + The path terminates at the destination. + + + + + The path is invalid. + + + + + The path cannot reach the destination. + + + + + Specifies which agent type and areas to consider when searching the NavMesh. + + + + + The agent type ID, specifying which navigation meshes to consider for the query functions. + + + + + A bitmask representing the traversable area types. + + + + + Returns the area cost multiplier for the given area type for this filter. + + Index to retreive the cost for. + + The cost multiplier for the supplied area index. + + + + + Sets the pathfinding cost multiplier for this filter for a given area type. + + The area index to set the cost for. + The cost for the supplied area index. + + + + Contains data describing a triangulation of a navmesh. + + + + + NavMesh area indices for the navmesh triangulation. + + + + + Triangle indices for the navmesh triangulation. + + + + + NavMeshLayer values for the navmesh triangulation. + + + + + Vertices for the navmesh triangulation. + + + + + Level of obstacle avoidance. + + + + + Good avoidance. High performance impact. + + + + + Enable highest precision. Highest performance impact. + + + + + Enable simple avoidance. Low performance impact. + + + + + Medium avoidance. Medium performance impact. + + + + + Disable avoidance. + + + + + Link allowing movement outside the planar navigation mesh. + + + + + Is link active. + + + + + NavMesh area index for this OffMeshLink component. + + + + + Automatically update endpoints. + + + + + Can link be traversed in both directions. + + + + + Modify pathfinding cost for the link. + + + + + The transform representing link end position. + + + + + NavMeshLayer for this OffMeshLink component. + + + + + Is link occupied. (Read Only) + + + + + The transform representing link start position. + + + + + Explicitly update the link endpoints. + + + + + State of OffMeshLink. + + + + + Is link active (Read Only). + + + + + Link end world position (Read Only). + + + + + Link type specifier (Read Only). + + + + + The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only). + + + + + Link start world position (Read Only). + + + + + Is link valid (Read Only). + + + + + Link type specifier. + + + + + Vertical drop. + + + + + Horizontal jump. + + + + + Manually specified type of link. + + + + + A world position that is guaranteed to be on the surface of the NavMesh. + + + + + Unique identifier for the node in the NavMesh to which the world position has been mapped. + + + + + A world position that sits precisely on the surface of the NavMesh or along its links. + + + + + The types of nodes in the navigation data. + + + + + Type of node in the NavMesh representing one surface polygon. + + + + + Type of node in the NavMesh representing a point-to-point connection between two positions on the NavMesh surface. + + + + + Object used for doing navigation operations in a NavMeshWorld. + + + + + Initiates a pathfinding operation between two locations on the NavMesh. + + Array of custom cost values for all of the 32 possible area types. Each value must be at least 1.0f. This parameter is optional and defaults to the area costs configured in the project settings. See Also: NavMesh.GetAreaCost. + Bitmask with values of 1 set at the indices for areas that can be traversed, and values of 0 for areas that are not traversable. This parameter is optional and defaults to NavMesh.AllAreas, if omitted. See Also:. + The start location on the NavMesh for the path. + The location on the NavMesh where the path ends. + + InProgress if the operation was successful and the query is ready to search for a path. + +Failure if the query's NavMeshWorld or any of the received parameters are no longer valid. + + + + + Returns a valid NavMeshLocation for a position and a polygon provided by the user. + + World position of the NavMeshLocation to be created. + Valid identifier for the NavMesh node. + + Object containing the desired position and NavMesh node. + + + + + Creates the NavMeshQuery object and allocates memory to store NavMesh node information, if required. + + NavMeshWorld object used as an entry point to the collection of NavMesh objects. This object that can be used by query operations. + Label indicating the desired life time of the object. (Known issue: Currently allocator has no effect). + The number of nodes temporarily stored in the query during search operations. The maximum number of nodes is 65,535. By default, if unspecified, the number of nodes is set to 0. + + + + Destroys the NavMeshQuery and deallocates all memory used by it. + + + + + Obtains the number of nodes in the path that has been computed during a successful NavMeshQuery.UpdateFindPath operation. + + A reference to an int which will be set to the number of NavMesh nodes in the found path. + + Success when the number of nodes in the path was retrieved correctly. + +PartialPath when a path was found but it falls short of the desired end location. + +Failure when the path size can not be evaluated because the preceding call to UpdateFindPath was not successful. + + + + + Returns the identifier of the agent type the NavMesh was baked for or for which the link has been configured. + + Identifier of a node from a NavMesh surface or link. + + Agent type identifier. + + + + + Retrieves the vertices of a given node and the PolygonId|identifiers of all the navigation nodes to which it connects. + + Identifier of a node from a NavMesh surface, for which the vertices and neighbors need to be retrieved. + The result buffer that contains the world positions describing the geometry of the input navigation node. It can have zero capacity. + +NavMeshPolyTypes.Ground|Polygonal nodes of the NavMesh have a minimum of 3 and a maximum of 6 vertices. + +NavMeshPolyTypes.OffMeshConnection|OffMeshConnection nodes are always represented by 4 vertices, regardless of their width. + The result buffer that holds the identifiers of all the navigation nodes immediately reachable from the given node. It can have zero capacity. + The helper result buffer that maps each neighbor node to an edge of the given node. It can have zero capacity. + +The index of an element in edgeIndices is also an index in the neighbors array and the value of that edgeIndices element is an index in the edgeVertices array. + The total number of vertices that describe the geometry of the input node. This is independent of the capacity of the vertices result buffer. + The total number of navigation nodes the input node connects to. This is independent of the capacity of the result buffers (neighbors and edgeIndices). + + Success if Unity can evaluate the neighbors and vertices of the specified node, regardless of the result. The verticesCount and neighborsCount are always valid in this case. + +Failure if Unity can not use the node identifier to retrieve the neighbors or geometry information. Unity does not modify any of the five result parameters (edgeVertices, neighbors, edgeIndices, verticesCount or neighborsCount) in this case. + +InvalidParam is part of the returned flags if the specified navigation node is not NavMeshQuery.IsValid|valid in the query's NavMeshWorld. + +BufferTooSmall is part of the PathQueryStatus flags, that Unity returns from this function, when any of the result buffers you provide are not large enough to hold all the neighbor nodes the input node connects to or all of its edge vertices. + + + + + Copies into the provided array the list of NavMesh nodes that form the path found by the NavMeshQuery operation. + + Data array to be filled with the sequence of NavMesh nodes that comprises the found path. + + Number of path nodes successfully copied into the provided array. + + + + + Returns whether the NavMesh node is a polygon or a link. + + Identifier of a node from a NavMesh surface or link. + + Ground when the node is a polygon on a NavMesh surface. + +OffMeshConnection when the node is a. + + + + + Obtains the end points of the line segment common to two adjacent NavMesh nodes. + + First NavMesh node. + Second NavMesh node. + One of the world points for the resulting separation edge which must be passed through when traversing between the two specified nodes. This point is the left side of the edge when traversing from the first node to the second. + One of the world points for the resulting separation edge which must be passed through when traversing between the two specified nodes. This point is the right side of the edge when traversing from the first node to the second. + + True if a connection exists between the two NavMesh nodes. +False if no connection exists between the two NavMesh nodes. + + + + + Returns true if the node referenced by the specified PolygonId is active in the NavMesh. + + Identifier of the NavMesh node to be checked. + + + + Returns true if the node referenced by the PolygonId contained in the NavMeshLocation is active in the NavMesh. + + Location on the NavMesh to be checked. Same as checking location.polygon directly. + + + + Finds the closest point and PolygonId on the NavMesh for a given world position. + + World position for which the closest point on the NavMesh needs to be found. + Maximum distance, from the specified position, expanding along all three axes, within which NavMesh surfaces are searched. + Identifier for the agent type whose NavMesh surfaces should be selected for this operation. The Humanoid agent type exists for all NavMeshes and has an ID of 0. Other agent types can be defined manually through the Editor. A separate NavMesh surface needs to be baked for each agent type. + Bitmask used to represent areas of the NavMesh that should (value of 1) or shouldn't (values of 0) be sampled. This parameter is optional and defaults to NavMesh.AllAreas if unspecified. See Also:. + + An object with position and valid PolygonId - when a point on the NavMesh has been found. + +An invalid object - when no NavMesh surface with the desired features has been found within the search area. See Also: NavMeshQuery.IsValid. + + + + + Translates a NavMesh location to another position without losing contact with the surface. + + Position to be moved across the NavMesh surface. + World position you require the agent to move to. + Bitmask with values of 1 set at the indices corresponding to areas that can be traversed, and with values of 0 for areas that should not be traversed. This parameter can be omitted, in which case it defaults to NavMesh.AllAreas. See Also:. + + A new location on the NavMesh placed as closely as possible to the specified target position. + +The start location is returned when that start is inside an area which is not allowed by the areaMask. + + + + + Translates a series of NavMesh locations to other positions without losing contact with the surface. + + Array of positions to be moved across the NavMesh surface. At the end of the method call this array contains the resulting locations. + World positions to be used as movement targets by the agent. + Filters for the areas which can be traversed during the movement to each of the locations. + + + + Translates a series of NavMesh locations to other positions without losing contact with the surface, given one common area filter for all of them. + + Array of positions to be moved across the NavMesh surface. At the end of the method call this array contains the resulting locations. + World positions you want the agent to reach when moving to each of the locations. + Filters for the areas which can be traversed during the movement to each of the locations. + + + + Returns the transformation matrix of the NavMesh surface that contains the specified NavMesh node (Read Only). + + NavMesh node for which its owner's transform must be determined. + + Transformation matrix for the surface owning the specified polygon. + +Matrix4x4.identity when the NavMesh node is a. + + + + + Returns the inverse transformation matrix of the NavMesh surface that contains the specified NavMesh node (Read Only). + + NavMesh node for which its owner's inverse transform must be determined. + + Inverse transformation matrix of the surface owning the specified polygon. + +Matrix4x4.identity when the NavMesh node is a. + + + + + Trace a line between two points on the NavMesh. + + Holds the properties of the raycast resulting location. + The start location of the ray on the NavMesh. start.polygon must be of the type NavMeshPolyTypes.Ground. + The desired end of the ray, in world coordinates. + Bitmask that correlates index positions with area types. The index goes from 0 to 31. In each relevant index position, you have to set the value to either 1 or 0. 1 indicates area types that the ray can pass through. 0 indicates area types that block the ray. This parameter is optional. If you leave out this parameter, it defaults to NavMesh.AllAreas. To learn more, see:. + Array of custom cost values for all of the 32 possible area types. They act as multipliers to the distance reported by the ray when crossing various areas. This parameter is optional. If you omit it, it defaults to the area costs that you configured in the Project settings. To learn more, see NavMesh.GetAreaCost. + + Success if the ray can be correctly traced using the provided arguments. + +Failure if the start location is not valid in the query's NavMeshWorld, or if it is inside an area not permitted by the areaMask argument, or when it is on a. + + + + + Trace a line between two points on the NavMesh, and return the list of polygons through which it passed. + + Holds the properties of the raycast resulting location. + A buffer that will be filled with the sequence of polygons through which the ray passes. + The reported number of polygons through which the ray has passed, all stored in the path buffer. It will not be greater than path.Length. + The start location of the ray on the NavMesh. start.polygon must be of the type NavMeshPolyTypes.Ground. + The desired end of the ray, in world coordinates. + A bitfield that specifies which NavMesh areas can be traversed when the ray is traced. This parameter is optional. If you do not fill out this parameter, it defaults to NavMesh.AllAreas. + Cost multipliers that affect the distance reported by the ray over different area types. This parameter is optional. If you omit it, it defaults to the area costs that you configured in the Project settings. + + Success if the ray can be correctly traced using the provided arguments. + +Failure if the start location is not valid in the query's NavMeshWorld, or if it is inside an area not permitted by the areaMask argument, or when it is on a. + +BufferTooSmall is part of the returned flags when the provided path buffer is not large enough to hold all the polygons that the ray passed through. + + + + + Continues a path search that is in progress. + + Maximum number of nodes to be traversed by the search algorithm during this call. + Outputs the actual number of nodes that have been traversed during this call. + + InProgress if the search needs to continue further by calling UpdateFindPath again. + +Success if the search is completed and a path has been found or not. + +Failure if the search for the desired position could not be completed because the NavMesh has changed significantly since the search was initiated. + +Additionally the returned value can contain the OutOfNodes flag when the pathNodePoolSize parameter for the NavMeshQuery initialization was not large enough to accommodate the search space. + + + + + Assembles together a collection of NavMesh surfaces and links that are used as a whole for performing navigation operations. + + + + + Tells the NavMesh world to halt any changes until the specified job is completed. + + The job that needs to be completed before the NavMesh world can be modified in any way. + + + + Returns a reference to the single NavMeshWorld that can currently exist and be used in Unity. + + + + + Returns true if the NavMeshWorld has been properly initialized. + + + + + Bit flags representing the resulting state of NavMeshQuery operations. + + + + + The node buffer of the query was too small to store all results. + + + + + The operation has failed. + + + + + The operation is in progress. + + + + + A parameter did not contain valid information, useful for carring out the NavMesh query. + + + + + Operation ran out of memory. + + + + + Query ran out of node stack space during a search. + + + + + Query did not reach the end location, returning best guess. + + + + + Bitmask that has 0 set for the Success, Failure and InProgress bits and 1 set for all the other flags. + + + + + The operation was successful. + + + + + Data in the NavMesh cannot be recognized and used. + + + + + Data in the NavMesh world has a wrong version. + + + + + Represents a compact identifier for the data of a NavMesh node. + + + + + Returns true if two PolygonId objects refer to the same NavMesh node. + + + + + + + Returns true if two PolygonId objects refer to the same NavMesh node. + + + + + + + Returns the hash code for use in collections. + + + + + Returns true if the PolygonId has been created empty and has never pointed to any node in the NavMesh. + + + + + Returns true if two PolygonId objects refer to the same NavMesh node or if they are both null. + + + + + + + Returns true if two PolygonId objects refer to different NavMesh nodes or if only one of them is null. + + + + + + + The AI module implements the path finding features in Unity. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ARModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ARModule.dll new file mode 100644 index 00000000..350a5124 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ARModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ARModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ARModule.xml new file mode 100644 index 00000000..44c13392 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ARModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.ARModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AccessibilityModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AccessibilityModule.dll new file mode 100644 index 00000000..f75d5675 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AccessibilityModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AccessibilityModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AccessibilityModule.xml new file mode 100644 index 00000000..9579c2d9 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AccessibilityModule.xml @@ -0,0 +1,24 @@ + + + + + UnityEngine.AccessibilityModule + + + + A class containing methods to assist with accessibility for users with different vision capabilities. + + + + + Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia. + + An array of colors to populate with a palette. + Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds. + Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds. + + The number of unambiguous colors in the palette. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AndroidJNIModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AndroidJNIModule.dll new file mode 100644 index 00000000..a7be90f4 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AndroidJNIModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AndroidJNIModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AndroidJNIModule.xml new file mode 100644 index 00000000..99f06f98 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AndroidJNIModule.xml @@ -0,0 +1,1968 @@ + + + + + UnityEngine.AndroidJNIModule + + + + Values that indicate the type of Android asset pack error when the status is either AndroidAssetPackStatus.Failed or AndroidAssetPackStatus.Unknown. + + + + + Indicates that the application does not have permission to download asset packs under the current device circumstances. + + + + + Indicates that the Asset Delivery API is not available. + + + + + Indicates that the end user does not own the application on the device. + + + + + Indicates that this application is unavailable in the Google's Play Store. + + + + + Indicates that the requested download is not found. + + + + + Indicates that there is not enough storage space on the device to download the Android asset pack. + + + + + Indicates that unknown error occured while downloading an asset pack. + + + + + Indicates that the request was invalid. + + + + + Indicates that the Android asset pack is not accessible because there was an error related to the network connection. + + + + + Indicates that the app requested to use mobile data while there were no Android asset packs waiting for WiFi. + + + + + Indicates that there is no error. + + + + + Indicates that the requested Android asset pack is not available in the Google Play Store. + + + + + Indicates that the device does not have the Play Store application installed or has an unofficial version. + + + + + Represents the download progress of a single Android asset pack. + + + + + The downloaded size of the Android asset pack in bytes. + + + + + Indicates an error which the device encountered when downloading the Android asset pack. + + + + + The name of the Android asset pack that the device is downloading. + + + + + The total size of the Android asset pack in bytes. + + + + + The status of the Android asset pack that the device is downloading. + + + + + The transfering progress of the downloaded Android asset pack. + + + + + Provides methods for handling Android asset packs. + + + + + Checks if all core Unity asset packs are downloaded. + + + + + Cancels Android asset pack downloads. + + The array of names of the Android asset packs to cancel the download for. + + + + Downloads Android asset packs. + + The array of names of Android asset packs to download. + + Returns an object that represents the download operation. If you yield this object inside a coroutine, the coroutine pauses until the operation is complete. + + + + + Downloads Android asset packs. + + The array of names of Android asset packs to download. + The callback method to inform about download progress. It gets called multiple times for each asset pack during its download. The callback method must have a parameter of AndroidAssetPackInfo type. +The default value is null. + + + + Gets the full path to the location where the device stores the assets for the Android asset pack. + + The name of the Android asset pack to get path. + + Returns the full path to the location where the device stores the assets for the Android asset pack. If the asset pack you specify is not on the device, or if it does not use the fast-follow or on-demand delivery type, this returns an empty string. + + + + + Queries the state of Android asset packs. + + The array of names of the Android asset packs to query the state of. + + Returns an object that represents the query operation. If you yield this object inside a coroutine, the coroutine pauses until the operation is complete. + + + + + Queries the state of Android asset packs. + + The array of names of the Android asset packs to query the state of. + The callback method to get the result. Unity raises this callback once when the query is complete and the callback receives the state of queried Android asset packs. The callback method must have two parameters: + +* A ulong type parameter which indicates the total size of the queried asset packs. +* An array of AndroidAssetPackState which contains the state of each queried asset pack. + + + + + + Gets the name of every core Unity asset pack built for this application that use either the fast-follow or on-demand delivery type. + + + Returns an array of asset pack names for core Unity asset packs with the fast-follow or on-demand delivery type. If Unity did not create any core asset packs for this application with previously mentioned delivery types, or if the PlayCore plugin is missing, this returns an empty array. + + + + + Removes Android asset pack. + + The name of the Android asset pack to remove. + + + + Requests to use mobile data to download Android asset packs. + + + Returns an object that represents the request operation. If you yield this object inside a coroutine, the coroutine pauses until the operation is complete. + + + + + Requests to use mobile data to download Android asset packs. + + The callback method to get the result. The callback method must have an AndroidAssetPackUseMobileDataRequestResult parameter. This contains the value that indicates the end user's choice. The application raises this callback a single time after the end user submits their decision. + + + + Represents the state of a single Android asset pack. + + + + + Indicates an error code that describes what happened when querying the Android asset pack state. + + + + + The name of the Android asset pack the status query is for. + + + + + The status of the Android asset pack. + + + + + Values that indicate the status of an Android asset pack. + + + + + Indicates that the Android asset pack download is canceled. + + + + + Indicates that the device has downloaded the Android asset pack and the asset pack is available to the application. + + + + + Indicates that the device is downloading the Android asset pack. + + + + + Indicates that the device failed to download the Android asset pack. + + + + + Indicates that the Android asset pack is not installed. + + + + + Indicates that the Android asset pack status should soon change. + + + + + Indicates that the device has downloaded the Android asset pack and is unpacking the asset pack to its final location. + + + + + Indicates that the Android asset pack is not available for the application. + + + + + Indicates that the device has paused the Android asset pack download until it connects to the WiFi network. + + + + + Represents the choice of an end user that indicates if your application can use mobile data to download Android asset packs. + + + + + Indicates if mobile data can be used to download Android asset packs. + + + + + Interface into Android specific functionality. + + + + + When running on a Chrome OS device, hardwareType is set to AndroidHardwareType.ChromeOS. It is set to AndroidHardwareType.Generic in all other cases. + + + + + Set sustained performance mode. When enabled, sustained performance mode is intended to provide a consistent level of performance for a prolonged amount of time. + + + + + + AndroidHardwareType describes the type of Android device on which the app is running. + + + + + ChromeOS devices are capable of running Android apps and typically have a laptop form factor. + + + + + The Generic category includes all other Android devices. + + + + + Represents an asynchronous Android asset pack download operation. AndroidAssetPacks.DownloadAssetPackAsync returns an instance of this class. + + + + + Gets the names of Android asset packs downloaded by this operation. + + + + + Gets the names of Android asset packs that failed to download. + + + + + Checks if the operation is finished. + + + + + Checks if the operation is still running. + + + + + Gets the progress of the operation. + + + + + Represents an asynchronous Android asset pack state request operation. AndroidAssetPacks.GetAssetPackStateAsync returns an instance of this class. + + + + + Checks if the operation is finished. + + + + + Checks if the operation is still running. + + + + + Gets the total size in bytes of all Android asset packs that had their status checked by this operation. + + + + + Gets the states of all Android asset packs that had their status checked by this operation. + + + + + Structure describing a permission that requires user authorization. + + + + + Used when requesting permission or checking if permission has been granted to use the camera. + + + + + Used when requesting permission or checking if permission has been granted to use the users location with coarse granularity. + + + + + Used when requesting permission or checking if permission has been granted to read from external storage such as a SD card. + + + + + Used when requesting permission or checking if permission has been granted to write to external storage such as a SD card. + + + + + Used when requesting permission or checking if permission has been granted to use the users location with high precision. + + + + + Check if the user has granted access to a device resource or information that requires authorization. + + A string representing the permission to request. For permissions which Unity has not predefined you may also manually provide the constant value obtained from the Android documentation here: https:developer.android.comguidetopicspermissionsoverview#permission-groups such as "android.permission.READ_CONTACTS". + + Whether the requested permission has been granted. + + + + + Used when requesting permission or checking if permission has been granted to use the microphone. + + + + + Request that the user grant access to a device resource or information that requires authorization. + + A string that describes the permission to request. For permissions which Unity has not predefined you may also manually provide the constant value obtained from the Android documentation here: https:developer.android.comguidetopicspermissionsoverview#permission-groups such as "android.permission.READ_CONTACTS". + An instance of callbacks invoked when permission request is executed. + + + + Request that the user grant access to a device resource or information that requires authorization. + + A string that describes the permission to request. For permissions which Unity has not predefined you may also manually provide the constant value obtained from the Android documentation here: https:developer.android.comguidetopicspermissionsoverview#permission-groups such as "android.permission.READ_CONTACTS". + An instance of callbacks invoked when permission request is executed. + + + + Request that the user grant access to a device resource or information that requires authorization. + + An instance of callbacks invoked when permission request is executed. + An array of strings that describe the permissions to request. + + + + Request that the user grant access to a device resource or information that requires authorization. + + An instance of callbacks invoked when permission request is executed. + An array of strings that describe the permissions to request. + + + + Contains callbacks invoked when permission request is executed using Permission.RequestUserPermission. + + + + + Executed when user chooses Deny when requesting permission. + + + + + + Executed when user chooses Deny And Don't Ask Again when requesting permission. + + + + + + Executed when user chooses Allow when requesting permission. + + + + + + Represents an asynchronous operation that requests to use mobile data to download Android asset packs. + + + + + Checks if the operation is finished. + + + + + Checks if the operation is still running. + + + + + Indicates whether the end user allowed the application to use mobile data to download Android asset packs. + + + + + AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. + + + + + Construct an AndroidJavaClass from the class name. + + Specifies the Java class name (e.g. <tt>java.lang.String</tt>). + + + + AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. + + + + + Calls a Java method on an object (non-static). + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a Java method on an object. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a static Java method on a class. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a static Java method on a class. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Creates a clone of the C# object that references the same Java object. + + + A new C# object which references the same Java object as the original instance. + + + + + Construct an AndroidJavaObject based on the name of the class. + + Specifies the Java class name (e.g. "<tt>java.lang.String<tt>" or "<tt>javalangString<tt>"). + An array of parameters passed to the constructor. + + + + IDisposable callback. + + + + + Get the value of a field in an object (non-static). + + The name of the field (e.g. int counter; would have fieldName = "counter"). + + + + Retrieves the raw <tt>jclass</tt> pointer to the Java class. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. + + + + + Retrieves the raw <tt>jobject</tt> pointer to the Java object. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. + + + + + Get the value of a static field in an object type. + + The name of the field (e.g. <i>int counter;</i> would have fieldName = "counter"). + + + + Set the value of a field in an object (non-static). + + The name of the field (e.g. int counter; would have fieldName = "counter"). + The value to assign to the field. It has to match the field type. + + + + Set the value of a static field in an object type. + + The name of the field (e.g. int counter; would have fieldName = "counter"). + The value to assign to the field. It has to match the field type. + + + + This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation. + + + + + The equivalent of the java.lang.Object equals() method. + + + + Returns true when the objects are equal and false if otherwise. + + + + + The equivalent of the java.lang.Object hashCode() method. + + + Returns the hash code of the java proxy object. + + + + + Java interface implemented by the proxy. + + + + + The equivalent of the java.lang.Object toString() method. + + + Returns C# class name + " <c# proxy java object>". + + + + + + + Java interface to be implemented by the proxy. + + + + + + Java interface to be implemented by the proxy. + + + + Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invocation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. + + Name of the invoked java method. + Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. + Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. + + + + Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invocation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. + + Name of the invoked java method. + Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. + Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. + + + + AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object. + + + + + 'Raw' JNI interface to Android Java VM from Unity scripting (C#). + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. + + + + + Allocates a new Java object without invoking any of the constructors for the object. + + + + + + Attaches the current thread to a Java (Dalvik) VM. + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Invokes the specified <tt>methodID<tt> static method on a Java object, optionally passing in an array of arguments (<tt>args<tt>). + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls a Java instance method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Deletes the global reference pointed to by <tt>obj</tt>. + + + + + + Deletes the local reference pointed to by <tt>obj</tt>. + + + + + + Deletes the global weak reference pointed to by <tt>obj</tt>. + + + + + + Detaches the current thread from a Java (Dalvik) VM. + + + + + Ensures that at least a given number of local references can be created in the current thread. + + + + + + Clears any exception that is currently being thrown. + + + + + Prints an exception and a backtrace of the stack to the <tt>logcat</tt> + + + + + Determines if an exception is being thrown. + + + + + Raises a fatal error and does not expect the VM to recover. This function does not return. + + + + + + This function loads a locally-defined class. + + + + + + Converts a Java array of <tt>boolean</tt> to a managed array of System.Boolean. + + + + + + Converts a Java array of <tt>byte</tt> to a managed array of System.Byte. + + + + + + Converts a Java array of <tt>char</tt> to a managed array of System.Char. + + + + + + Converts a Java array of <tt>double</tt> to a managed array of System.Double. + + + + + + Converts a Java array of <tt>float</tt> to a managed array of System.Single. + + + + + + Converts a Java array of <tt>int</tt> to a managed array of System.Int32. + + + + + + Converts a Java array of <tt>long</tt> to a managed array of System.Int64. + + + + + + Converts a Java array of <tt>java.lang.Object</tt> to a managed array of System.IntPtr, representing Java objects. + + + + + + Converts a <tt>java.lang.reflect.Field</tt> to a field ID. + + + + + + Converts a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object to a method ID. + + + + + + Converts a Java array of <tt>byte</tt> to a managed array of System.SByte. + + + + + + Converts a Java array of <tt>short</tt> to a managed array of System.Int16. + + + + + + Returns the number of elements in the array. + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the field ID for an instance (nonstatic) field of a class. + + + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the method ID for an instance (nonstatic) method of a class or interface. + + + + + + + + Returns an element of an <tt>Object</tt> array. + + + + + + + Returns the class of an object. + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the field ID for a static field of a class. + + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the method ID for a static method of a class. + + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns the value of a static field of an object. + + + + + + + Returns a pointer to the array of Unicode characters of the string. This pointer is valid until ReleaseStringchars() is called. + + + + + + Returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the length (the count of Unicode characters) of a Java string. + + + + + + Returns a managed string object representing the string in modified UTF-8 encoding. + + + + + + Returns the length in bytes of the modified UTF-8 representation of a string. + + + + + + If <tt>clazz<tt> represents any class other than the class <tt>Object<tt>, then this function returns the object that represents the superclass of the class specified by <tt>clazz</tt>. + + + + + + Returns the version of the native method interface. + + + + + Determines whether an object of <tt>clazz1<tt> can be safely cast to <tt>clazz2<tt>. + + + + + + + Tests whether an object is an instance of a class. + + + + + + + Tests whether two references refer to the same Java object. + + + + + + + Constructs a new primitive array object. + + + + + + Constructs a new primitive array object. + + + + + + Constructs a new primitive array object. + + + + + + Constructs a new primitive array object. + + + + + + Constructs a new primitive array object. + + + + + + Creates a new global reference to the object referred to by the <tt>obj</tt> argument. + + + + + + Constructs a new primitive array object. + + + + + + Creates a new local reference that refers to the same object as <tt>obj</tt>. + + + + + + Constructs a new primitive array object. + + + + + + Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with <init> as the method name and void (V) as the return type. + + + + + + + + Constructs a new array holding objects in class <tt>clazz<tt>. All elements are initially set to <tt>obj<tt>. + + + + + + + + Constructs a new primitive array object. + + + + + + Constructs a new primitive array object. + + + + + + Constructs a new <tt>java.lang.String</tt> object from an array of Unicode characters. + + + + + + Constructs a new <tt>java.lang.String</tt> object from an array of Unicode characters. + + + + + + Constructs a new <tt>java.lang.String</tt> object from an array of characters in modified UTF-8 encoding. + + + + + + Creates a new global weak reference to the object referred to by the <tt>obj</tt> argument. + + + + + + Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given <tt>result</tt> object. + + + + + + Creates a new local reference frame, in which at least a given number of local references can be created. + + + + + + Sets the boolean value of one element in a primitive array. + + The array of native booleans. + Index of the array element to set. + The value to set. + + + + Sets the boolean value of one element in a primitive array. + + The array of native booleans. + Index of the array element to set. + The value to set - for 'true' use 1, for 'false' use 0. + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the sbyte value of one element in a primitive array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the char value of one element in a primitive array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the double value of one element in a primitive array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the float value of one element in a primitive array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the int value of one element in a primitive array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the long value of one element in a primitive array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets an element of an <tt>Object</tt> array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the sbyte value of one element in a primitive array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the short value of one element in a primitive array. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of a static field in the specified object. + + + + + + + + Sets the value of an instance field of the specified object. + + + + + + + + Causes a <tt>java.lang.Throwable</tt> object to be thrown. + + + + + + Constructs an exception object from the specified class with the <tt>message</tt> specified by message and causes that exception to be thrown. + + + + + + + Converts a managed array of System.Boolean to a Java array of <tt>boolean</tt>. + + + + + + Converts a managed array of System.Byte to a Java array of <tt>byte</tt>. + + + + + + Converts a managed array of System.Char to a Java array of <tt>char</tt>. + + + + + + Converts a managed array of System.Double to a Java array of <tt>double</tt>. + + + + + + Converts a managed array of System.Single to a Java array of <tt>float</tt>. + + + + + + Converts a managed array of System.Int32 to a Java array of <tt>int</tt>. + + + + + + Converts a managed array of System.Int64 to a Java array of <tt>long</tt>. + + + + + + Converts a managed array of System.IntPtr, representing Java objects, to a Java array of <tt>java.lang.Object</tt>. + + + + + + Converts a field ID derived from cls to a <tt>java.lang.reflect.Field</tt> object. + + + + + + + + Converts a method ID derived from clazz to a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object. + + + + + + + + Converts a managed array of System.SByte to a Java array of <tt>byte</tt>. + + + + + + Converts a managed array of System.Int16 to a Java array of <tt>short</tt>. + + + + + + Helper interface for JNI interaction; signature creation and method lookups. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. + + + + + Set debug to true to log calls through the AndroidJNIHelper. + + + + + Creates a managed array from a Java array. + + Java array object to be converted into a managed array. + + + + Creates a Java array from a managed array. + + Managed array to be converted into a Java array object. + + + + Creates a java proxy object which connects to the supplied proxy implementation. + + An implementatinon of a java interface in c#. + + + + Creates a UnityJavaRunnable object (implements java.lang.Runnable). + + A delegate representing the java.lang.Runnable. + + + + + Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI. + + An array of objects that should be converted to Call parameters. + + + + Deletes any local jni references previously allocated by CreateJNIArgArray(). + + The array of arguments used as a parameter to CreateJNIArgArray(). + The array returned by CreateJNIArgArray(). + + + + Scans a particular Java class for a constructor method matching a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + + + + Scans a particular Java class for a constructor method matching a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + + + + Get a JNI method ID for a constructor based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Array with parameters to be passed to the constructor when invoked. + + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Get a JNI field ID based on type detection. Generic parameter represents the field type. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Get a JNI method ID based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Array with parameters to be passed to the method when invoked. + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + + Get a JNI method ID based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Array with parameters to be passed to the method when invoked. + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + + Creates the JNI signature string for particular object type. + + Object for which a signature is to be produced. + + + + Creates the JNI signature string for an object parameter list. + + Array of object for which a signature is to be produced. + + + + Creates the JNI signature string for an object parameter list. + + Array of object for which a signature is to be produced. + + + + AndroidJNI module allows you to call Java code. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AnimationModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AnimationModule.dll new file mode 100644 index 00000000..04d94c79 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AnimationModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AnimationModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AnimationModule.xml new file mode 100644 index 00000000..831a786b --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AnimationModule.xml @@ -0,0 +1,5817 @@ + + + + + UnityEngine.AnimationModule + + + + The animation component is used to play back animations. + + + + + When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user. + + + + + When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. + + + + + The default animation. + + + + + Controls culling of this Animation component. + + + + + Is an animation currently being played? + + + + + AABB of this Animation animation component in local space. + + + + + Should the default animation clip (the Animation.clip property) automatically start playing on startup? + + + + + How should time beyond the playback range of the clip be treated? + + + + + Adds a clip to the animation with name newName. + + + + + + + Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + + Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. + + + + + + + + Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + + Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Fades in the animation with the name animation over a period of time defined by fadeLength. + + + + + + + + Fades in the animation with the name animation over a period of time defined by fadeLength. + + + + + + + + Fades in the animation with the name animation over a period of time defined by fadeLength. + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Get the number of clips currently assigned to this animation. + + + + + Is the animation named name playing? + + + + + + Plays an animation without blending. + + + + + + + Plays an animation without blending. + + + + + + + Plays an animation without blending. + + + + + + + Plays an animation without blending. + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Remove clip from the animation list. + + + + + + Remove clip from the animation list. + + + + + + Rewinds the animation named name. + + + + + + Rewinds all animations. + + + + + Samples animations at the current state. + + + + + Stops all playing animations that were started with this Animation. + + + + + Stops an animation named name. + + + + + + Returns the animation state named name. + + + + + Used by Animation.Play function. + + + + + Animations will be added. + + + + + Animations will be blended. + + + + + Stores keyframe based animations. + + + + + Returns true if the animation clip has no curves and no events. + + + + + Animation Events for this animation clip. + + + + + Frame rate at which keyframes are sampled. (Read Only) + + + + + Returns true if the Animation has animation on the root transform. + + + + + Returns true if the AnimationClip has root motion curves. + + + + + Returns true if the AnimationClip has editor curves for its root motion. + + + + + Returns true if the AnimationClip has root Curves. + + + + + Returns true if the animation contains curve that drives a humanoid rig. + + + + + Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ). + + + + + Animation length in seconds. (Read Only) + + + + + AABB of this Animation Clip in local space of Animation component that it is attached too. + + + + + Sets the default wrap mode used in the animation state. + + + + + Adds an animation event to the clip. + + AnimationEvent to add. + + + + Clears all curves from the clip. + + + + + Creates a new animation clip. + + + + + Realigns quaternion keys to ensure shortest interpolation paths. + + + + + Samples an animation at a given time for any animated properties. + + The animated game object. + The time to sample an animation. + + + + Assigns the curve to animate a specific property. + + Path to the game object this curve applies to. The relativePath + is formatted similar to a pathname, e.g. "rootspineleftArm". If relativePath + is empty it refers to the game object the animation clip is attached to. + The class type of the component that is animated. + The name or path to the property being animated. + The animation curve. + + + + This class defines a pair of clips used by AnimatorOverrideController. + + + + + The original clip from the controller. + + + + + The override animation clip. + + + + + This enum controlls culling of Animation component. + + + + + Animation culling is disabled - object is animated even when offscreen. + + + + + Animation is disabled when renderers are not visible. + + + + + AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. + + + + + The animation state that fired this event (Read Only). + + + + + The animator clip info related to this event (Read Only). + + + + + The animator state info related to this event (Read Only). + + + + + Float parameter that is stored in the event and will be sent to the function. + + + + + The name of the function that will be called. + + + + + Int parameter that is stored in the event and will be sent to the function. + + + + + Returns true if this Animation event has been fired by an Animator component. + + + + + Returns true if this Animation event has been fired by an Animation component. + + + + + Function call options. + + + + + Object reference parameter that is stored in the event and will be sent to the function. + + + + + String parameter that is stored in the event and will be sent to the function. + + + + + The time at which the event will be fired off. + + + + + Creates a new animation event. + + + + + Information about what animation clips is played and its weight. + + + + + Animation clip that is played. + + + + + The weight of the animation clip. + + + + + Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources. + + + + + The axis towards which the constrained object orients. + + + + + Activates or deactivates the constraint. + + + + + Locks the offset and rotation at rest. + + + + + The rotation used when the sources have a total weight of 0. + + + + + The axes affected by the AimConstraint. + + + + + Represents an offset from the constrained orientation. + + + + + The number of sources set on the component (read-only). + + + + + The up vector. + + + + + The weight of the constraint component. + + + + + The world up object, used to calculate the world up vector when the world up Type is AimConstraint.WorldUpType.ObjectUp or AimConstraint.WorldUpType.ObjectRotationUp. + + + + + The type of the world up vector. + + + + + The world up Vector used when the world up type is AimConstraint.WorldUpType.Vector or AimConstraint.WorldUpType.ObjectRotationUp. + + + + + Adds a constraint source. + + The source object and its weight. + + Returns the index of the added source. + + + + + Gets a constraint source by index. + + The index of the source. + + The source object and its weight. + + + + + Gets the list of sources. + + The list of sources to be filled by the component. + + + + Removes a source from the component. + + The index of the source to remove. + + + + Sets a source at a specified index. + + The index of the source to set. + The source object and its weight. + + + + Sets the list of sources on the component. + + The list of sources to set. + + + + Specifies how the world up vector used by the aim constraint is defined. + + + + + Neither defines nor uses a world up vector. + + + + + Uses and defines the world up vector as relative to the local space of the object. + + + + + Uses and defines the world up vector as a vector from the constrained object, in the direction of the up object. + + + + + Uses and defines the world up vector as the Unity Scene up vector (the Y axis). + + + + + Uses and defines the world up vector as a vector specified by the user. + + + + + A Playable that controls an AnimationClip. + + + + + Creates an AnimationClipPlayable in the PlayableGraph. + + The PlayableGraph object that will own the AnimationClipPlayable. + The AnimationClip that will be added in the PlayableGraph. + + A AnimationClipPlayable linked to the PlayableGraph. + + + + + Returns the AnimationClip stored in the AnimationClipPlayable. + + + + + Returns the state of the ApplyFootIK flag. + + + + + Returns the state of the ApplyPlayableIK flag. + + + + + Sets the value of the ApplyFootIK flag. + + The new value of the ApplyFootIK flag. + + + + Requests OnAnimatorIK to be called on the animated GameObject. + + + + + + The humanoid stream of animation data passed from one Playable to another. + + + + + The position of the body center of mass relative to the root. + + + + + The rotation of the body center of mass relative to the root. + + + + + The position of the body center of mass in world space. + + + + + The rotation of the body center of mass in world space. + + + + + The scale of the Avatar. (Read Only) + + + + + Returns true if the stream is valid; false otherwise. (Read Only) + + + + + The left foot height from the floor. (Read Only) + + + + + The left foot velocity from the last evaluated frame. (Read Only) + + + + + The right foot height from the floor. (Read Only) + + + + + The right foot velocity from the last evaluated frame. (Read Only) + + + + + Returns the position of this IK goal relative to the root. + + The AvatarIKGoal that is queried. + + The position of this IK goal. + + + + + Returns the rotation of this IK goal relative to the root. + + The AvatarIKGoal that is queried. + + The rotation of this IK goal. + + + + + Returns the position of this IK goal in world space. + + The AvatarIKGoal that is queried. + + The position of this IK goal. + + + + + Returns the position of this IK goal in world space computed from the stream current pose. + + The AvatarIKGoal that is queried. + + The position of this IK goal. + + + + + Returns the rotation of this IK goal in world space. + + The AvatarIKGoal that is queried. + + The rotation of this IK goal. + + + + + Returns the rotation of this IK goal in world space computed from the stream current pose. + + The AvatarIKGoal that is queried. + + The rotation of this IK goal. + + + + + Returns the position weight of the IK goal. + + The AvatarIKGoal that is queried. + + The position weight of the IK goal. + + + + + Returns the rotation weight of the IK goal. + + The AvatarIKGoal that is queried. + + The rotation weight of the IK goal. + + + + + Returns the position of this IK Hint in world space. + + The AvatarIKHint that is queried. + + The position of this IK Hint. + + + + + Returns the position weight of the IK Hint. + + The AvatarIKHint that is queried. + + The position weight of the IK Hint. + + + + + Returns the muscle value. + + The Muscle that is queried. + + The muscle value. + + + + + Reset the current pose to the stance pose (T Pose). + + + + + Sets the position of this IK goal relative to the root. + + The AvatarIKGoal that is queried. + The position of this IK goal. + + + + Sets the rotation of this IK goal relative to the root. + + The AvatarIKGoal that is queried. + The rotation of this IK goal. + + + + Sets the position of this IK goal in world space. + + The AvatarIKGoal that is queried. + The position of this IK goal. + + + + Sets the rotation of this IK goal in world space. + + The AvatarIKGoal that is queried. + The rotation of this IK goal. + + + + Sets the position weight of the IK goal. + + The AvatarIKGoal that is queried. + The position weight of the IK goal. + + + + Sets the rotation weight of the IK goal. + + The AvatarIKGoal that is queried. + The rotation weight of the IK goal. + + + + Sets the position of this IK hint in world space. + + The AvatarIKHint that is queried. + The position of this IK hint. + + + + Sets the position weight of the IK Hint. + + The AvatarIKHint that is queried. + The position weight of the IK Hint. + + + + Sets the LookAt body weight. + + The LookAt body weight. + + + + Sets the LookAt clamp weight. + + The LookAt clamp weight. + + + + Sets the LookAt eyes weight. + + The LookAt eyes weight. + + + + Sets the LookAt head weight. + + The LookAt head weight. + + + + Sets the look at position in world space. + + The look at position. + + + + Sets the muscle value. + + The Muscle that is queried. + The muscle value. + + + + Execute the IK solver. + + + + + An implementation of IPlayable that controls an animation layer mixer. + + + + + Creates an AnimationLayerMixerPlayable in the PlayableGraph. + + The PlayableGraph that will contain the new AnimationLayerMixerPlayable. + The number of layers. + This optimization automatically sets the weight of the first animation layer to 1. Set to true If your layer mixer has a single animation layer and you want to bypass unnecessary weight calculations. This optimization is automatically set to false if your layer mixer has multiple animation layers. + + A new AnimationLayerMixerPlayable linked to the PlayableGraph. + + + + + Returns true if the layer is additive, false otherwise. + + The layer index. + + True if the layer is additive, false otherwise. + + + + + Returns an invalid AnimationLayerMixerPlayable. + + + + + Specifies whether a layer is additive or not. Additive layers blend with previous layers. + + The layer index. + Whether the layer is additive or not. Set to true for an additive blend, or false for a regular blend. + + + + Sets the mask for the current layer. + + The layer index. + The AvatarMask used to create the new LayerMask. + + + + An implementation of IPlayable that controls an animation mixer. + + + + + Creates an AnimationMixerPlayable in the PlayableGraph. + + The PlayableGraph that will contain the new AnimationMixerPlayable. + The number of inputs that the mixer will update. + + Returns a new AnimationMixerPlayable linked to the PlayableGraph. + + + + + Creates an AnimationMixerPlayable in the PlayableGraph. + + The PlayableGraph that will contain the new AnimationMixerPlayable. + The number of inputs that the mixer will update. + NormalizeWeights is obsolete. It has no effect and will be removed. + + Returns a new AnimationMixerPlayable linked to the PlayableGraph. + + + + + Returns an invalid AnimationMixerPlayable. + + + + + A PlayableBinding that contains information representing an AnimationPlayableOutput. + + + + + Creates a PlayableBinding that contains information representing an AnimationPlayableOutput. + + The name of the AnimationPlayableOutput. + A reference to a UnityEngine.Object that acts as a key for this binding. + + Returns a PlayableBinding that contains information that is used to create an AnimationPlayableOutput. + + + + + A IPlayableOutput implementation that connects the PlayableGraph to an Animator in the Scene. + + + + + Creates an AnimationPlayableOutput in the PlayableGraph. + + The PlayableGraph that will contain the AnimationPlayableOutput. + The name of the output. + The Animator that will process the PlayableGraph. + + A new AnimationPlayableOutput attached to the PlayableGraph. + + + + + Returns the Animator that plays the animation graph. + + + The targeted Animator. + + + + + Sets the Animator that plays the animation graph. + + The targeted Animator. + + + + Static class providing utility functions for animation scene handles. + + + + + Reads float properties from the PropertySceneHandle array (handles) and stores the floats in the provided buffer. The buffer must have enough allocated space to store all values. + + The animation stream. + The PropertySceneHandle array to read from. + The buffer that stores float values. + + + + Reads integer properties from the PropertySceneHandle array (handles) and stores the integers in the provided buffer. The buffer must have enough allocated space to store all values. + + The animation stream. + The PropertySceneHandle array to read from. + The buffer that stores integer values. + + + + A Playable that can run a custom, multi-threaded animation job. + + + + + Creates an AnimationScriptPlayable in the PlayableGraph. + + The PlayableGraph object that will own the AnimationScriptPlayable. + The IAnimationJob to execute when processing the playable. + The number of inputs on the playable. + + + A new AnimationScriptPlayable linked to the PlayableGraph. + + + + + Gets the job data contained in the playable. + + + Returns the IAnimationJob data contained in the playable. + + + + + Returns whether the playable inputs will be processed or not. + + + true if the inputs will be processed; false otherwise. + + + + + Sets a new job data in the playable. + + The new IAnimationJob data to set in the playable. + + + + Sets the new value for processing the inputs or not. + + The new value for processing the inputs or not. + + + + The stream of animation data passed from one Playable to another. + + + + + Gets or sets the avatar angular velocity for the evaluated frame. + + + + + Gets the delta time for the evaluated frame. (Read Only) + + + + + Gets the number of input streams. (Read Only) + + + + + Returns true if the stream is from a humanoid avatar; false otherwise. (Read Only) + + + + + Returns true if the stream is valid; false otherwise. (Read Only) + + + + + Gets the root motion position for the evaluated frame. (Read Only) + + + + + Gets the root motion rotation for the evaluated frame. (Read Only) + + + + + Gets or sets the avatar velocity for the evaluated frame. + + + + + Gets the same stream, but as an AnimationHumanStream. + + + Returns the same stream, but as an AnimationHumanStream. + + + + + Deep copies motion from a source animation stream to the current animation stream. + + The source animation stream with the motion to deep copy. + + + + Gets the AnimationStream of the playable input at index. + + The input index. + + Returns the AnimationStream of the playable input at index. Returns an invalid stream if the input is not an animation Playable. + + + + + Gets the weight of the Playable connected at a specific input index. + + The input index. + + Returns the weight of the Playable input as a float. + + + + + Static class providing utility functions for animation stream handles. + + + + + Reads float properties from the PropertyStreamHandle array (handles) and stores the floats in the provided buffer. The buffer must have enough allocated space to store all values. + + The animation stream. + The PropertyStreamHandle array to read from. + The buffer that stores float values. + + + + Reads integer properties from the PropertyStreamHandle array (handles) and stores the integers in the provided buffer. The buffer must have enough allocated space to store all values. + + The animation stream. + The PropertyStreamHandle array to read from. + The buffer that stores integer values. + + + + Writes float properties from the buffer to the PropertyStreamHandle array (handles). + + The animation stream. + The PropertyStreamHandle array to write to. + The buffer of float properties. + Set to true to write new values if the matching stream handles have not already been modified. + + + + Write integers from buffer to property stream handles. + + The animation stream. + The PropertyStreamHandle array to write to. + The buffer of integer properties. + Set to true to write new values if the matching stream handles have not already been modified. + + + + An implementation of IPlayable that controls an animation RuntimeAnimatorController. + + + + + Creates an AnimatorControllerPlayable in the PlayableGraph. + + The PlayableGraph object that will own the AnimatorControllerPlayable. + The RuntimeAnimatorController that will be added in the graph. + + A AnimatorControllerPlayable. + + + + + Creates a crossfade from the current state to any other state using normalized times. + + The name of the state. + The hash name of the state. + The duration of the transition (normalized). + The layer where the crossfade occurs. + The time of the state (normalized). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using normalized times. + + The name of the state. + The hash name of the state. + The duration of the transition (normalized). + The layer where the crossfade occurs. + The time of the state (normalized). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using times in seconds. + + The name of the state. + The hash name of the state. + The duration of the transition (in seconds). + The layer where the crossfade occurs. + The time of the state (in seconds). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using times in seconds. + + The name of the state. + The hash name of the state. + The duration of the transition (in seconds). + The layer where the crossfade occurs. + The time of the state (in seconds). + The time of the transition (normalized). + + + + Returns an AnimatorTransitionInfo with the informations on the current transition. + + The layer's index. + + An AnimatorTransitionInfo with the informations on the current transition. + + + + + Returns the value of the given boolean parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the value of the given boolean parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns an array of all the AnimatorClipInfo in the current state of the given layer. + + The layer index. + + An array of all the AnimatorClipInfo in the current state. + + + + + Returns the number of AnimatorClipInfo in the current state. + + The layer index. + + The number of AnimatorClipInfo in the current state. + + + + + Returns an AnimatorStateInfo with the information on the current state. + + The layer index. + + An AnimatorStateInfo with the information on the current state. + + + + + Returns the value of the given float parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the value of the given float parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the value of the given integer parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the value of the given integer parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the index of the layer with the given name. + + The layer name. + + The layer index. + + + + + Returns the layer name. + + The layer index. + + The layer name. + + + + + Returns the weight of the layer at the specified index. + + The layer index. + + The layer weight. + + + + + Returns an array of all the AnimatorClipInfo in the next state of the given layer. + + The layer index. + + An array of all the AnimatorClipInfo in the next state. + + + + + Returns the number of AnimatorClipInfo in the next state. + + The layer index. + + The number of AnimatorClipInfo in the next state. + + + + + Returns an AnimatorStateInfo with the information on the next state. + + The layer index. + + An AnimatorStateInfo with the information on the next state. + + + + + See AnimatorController.parameters. + + + + + + Returns true if the state exists in this layer, false otherwise. + + The layer index. + The state ID. + + True if the state exists in this layer, false otherwise. + + + + + Returns true if there is a transition on the given layer, false otherwise. + + The layer index. + + True if there is a transition on the given layer, false otherwise. + + + + + Returns true if the parameter is controlled by a curve, false otherwise. + + The parameter name. + The parameter ID. + + True if the parameter is controlled by a curve, false otherwise. + + + + + Returns true if the parameter is controlled by a curve, false otherwise. + + The parameter name. + The parameter ID. + + True if the parameter is controlled by a curve, false otherwise. + + + + + Returns an invalid AnimatorControllerPlayable. + + + + + Plays a state. + + The state name. + The state hash name. If stateNameHash is 0, it changes the current state time. + The layer index. If layer is -1, it plays the first state with the given state name or hash. + The time offset between zero and one. + + + + Plays a state. + + The state name. + The state hash name. If stateNameHash is 0, it changes the current state time. + The layer index. If layer is -1, it plays the first state with the given state name or hash. + The time offset between zero and one. + + + + Plays a state. + + The state name. + The state hash name. If stateNameHash is 0, it changes the current state time. + The layer index. If layer is -1, it plays the first state with the given state name or hash. + The time offset (in seconds). + + + + Plays a state. + + The state name. + The state hash name. If stateNameHash is 0, it changes the current state time. + The layer index. If layer is -1, it plays the first state with the given state name or hash. + The time offset (in seconds). + + + + Resets the value of the given trigger parameter. + + The parameter name. + The parameter ID. + + + + Resets the value of the given trigger parameter. + + The parameter name. + The parameter ID. + + + + Sets the value of the given boolean parameter. + + The parameter name. + The parameter ID. + The new parameter value. + + + + Sets the value of the given boolean parameter. + + The parameter name. + The parameter ID. + The new parameter value. + + + + Send float values to the AnimatorController to affect transitions. + + The parameter name. + The parameter ID. + The new parameter value. + The damper total time. + The delta time to give to the damper. + + + + Send float values to the AnimatorController to affect transitions. + + The parameter name. + The parameter ID. + The new parameter value. + The damper total time. + The delta time to give to the damper. + + + + Send float values to the AnimatorController to affect transitions. + + The parameter name. + The parameter ID. + The new parameter value. + The damper total time. + The delta time to give to the damper. + + + + Send float values to the AnimatorController to affect transitions. + + The parameter name. + The parameter ID. + The new parameter value. + The damper total time. + The delta time to give to the damper. + + + + Sets the value of the given integer parameter. + + The parameter name. + The parameter ID. + The new parameter value. + + + + Sets the value of the given integer parameter. + + The parameter name. + The parameter ID. + The new parameter value. + + + + Sets the weight of the layer at the given index. + + The layer index. + The new layer weight. + + + + Sets the value of the given trigger parameter. + + The parameter name. + The parameter ID. + + + + Sets the value of the given trigger parameter. + + The parameter name. + The parameter ID. + + + + Static class providing extension methods for Animator and the animation C# jobs. + + + + + Creates a dependency between animator jobs and the job represented by the supplied job handle. To add multiple job dependencies, call this method for each job that need to run before the Animator's jobs. + + The Animator instance that calls this method. + The JobHandle of the job that needs to run before animator jobs. + + + + Create a custom property in the AnimationStream to pass extra data to downstream animation jobs in your graph. Custom properties created in the AnimationStream do not exist in the scene. + + The Animator instance that calls this method. + The name of the property. + The type of property to create (float, integer or boolean). + + + Returns the PropertyStreamHandle that represents the new binding. + + + + + Create a PropertySceneHandle representing the new binding on the Component property of a Transform in the Scene. + + The Animator instance that calls this method. + The Transform to target. + The Component type. + The property to bind. + isObjectReference need to be set to true if the property to bind does access an Object like SpriteRenderer.sprite. + + Returns the PropertySceneHandle that represents the new binding. + + + + + Create a PropertySceneHandle representing the new binding on the Component property of a Transform in the Scene. + + The Animator instance that calls this method. + The Transform to target. + The Component type. + The property to bind. + isObjectReference need to be set to true if the property to bind does access an Object like SpriteRenderer.sprite. + + Returns the PropertySceneHandle that represents the new binding. + + + + + Create a TransformSceneHandle representing the new binding between the Animator and a Transform in the Scene. + + The Animator instance that calls this method. + The Transform to bind. + + Returns the TransformSceneHandle that represents the new binding. + + + + + Create a PropertyStreamHandle representing the new binding on the Component property of a Transform already bound to the Animator. + + The Animator instance that calls this method. + The Transform to target. + The Component type. + The property to bind. + isObjectReference need to be set to true if the property to bind does animate an Object like SpriteRenderer.sprite. + + Returns the PropertyStreamHandle that represents the new binding. + + + + + Create a PropertyStreamHandle representing the new binding on the Component property of a Transform already bound to the Animator. + + The Animator instance that calls this method. + The Transform to target. + The Component type. + The property to bind. + isObjectReference need to be set to true if the property to bind does animate an Object like SpriteRenderer.sprite. + + Returns the PropertyStreamHandle that represents the new binding. + + + + + Create a TransformStreamHandle representing the new binding between the Animator and a Transform already bound to the Animator. + + The Animator instance that calls this method. + The Transform to bind. + + Returns the TransformStreamHandle that represents the new binding. + + + + + Close a stream that has been opened using OpenAnimationStream. + + The Animator instance that calls this method. + The stream to close. + + + + Open a new stream on the Animator. + + The Animator instance that calls this method. + The new stream. + + Returns whether or not the stream has been opened. + + + + + Newly created handles are always resolved lazily on the next access when the jobs are run. To avoid a cpu spike while evaluating the jobs you can manually resolve all handles from the main thread. + + The Animator instance that calls this method. + + + + Newly created handles are always resolved lazily on the next access when the jobs are run. To avoid a cpu spike while evaluating the jobs you can manually resolve all handles from the main thread. + + The Animator instance that calls this method. + + + + Removes all PropertySceneHandles and TransformSceneHandles associated with the Animator instance. Use this method to manage the lifecycle of scene handles when the animated hierarchy changes. + + The Animator instance that calls this method. + + + + Removes all PropertyStreamHandles and TransformStreamHandles associated with the Animator instance. Use this method to manage the lifecycle of stream handles when the animated hierarchy changes. + + The Animator instance that calls this method. + + + + Represents the axes used in 3D space. + + + + + Represents the case when no axis is specified. + + + + + Represents the X axis. + + + + + Represents the Y axis. + + + + + Represents the Z axis. + + + + + Represents a source for the constraint. + + + + + The transform component of the source object. + + + + + The weight of the source in the evaluation of the constraint. + + + + + The type of custom stream property to create using BindCustomStreamProperty + + + + + A boolean value. + + + + + A float value. + + + + + An integer value. + + + + + Use this attribute to indicate that a property will be evaluated as a discrete value during animation playback. + + + + + Use this attribute to indicate that a property will be evaluated as a discrete value during animation playback. + + + + + The interface defining an animation job to use with an IAnimationJobPlayable. + + + + + Defines what to do when processing the animation. + + The animation stream to work on. + + + + Defines what to do when processing the root motion. + + The animation stream to work on. + + + + The interface defining an animation playable that uses IAnimationJob. + + + + + Gets the job data contained in the playable. + + + Returns the IAnimationJob data contained in the playable. + + + + + Sets a new job data in the playable. + + The new IAnimationJob data to set in the playable. + + + + Allows a class to modify how an AnimationClip is sampled in the Animation window by providing its own Playable nodes to the Animation window PlayableGraph. The class must also inherit from MonoBehaviour. + + + + + Appends custom Playable nodes to the Animation window PlayableGraph. + + The Animation window PlayableGraph. + Current root of the PlayableGraph. + + Returns the new root of the PlayableGraph. + + + + + Notification callback when the Animation window starts previewing an AnimationClip. + + + + + Notification callback when the Animation window stops previewing an AnimationClip. + + + + + Notification callback when the Animation Window updates its PlayableGraph before sampling an AnimationClip. + + The Animation window PlayableGraph. + + + + The common interface for constraint components. + + + + + Activate or deactivate the constraint. + + + + + Lock or unlock the offset and position at rest. + + + + + Gets the number of sources currently set on the component. + + + + + The weight of the constraint component. + + + + + Add a constraint source. + + The source object and its weight. + + Returns the index of the added source. + + + + + Gets a constraint source by index. + + The index of the source. + + The source object and its weight. + + + + + Gets the list of sources. + + The list of sources to be filled by the component. + + + + Removes a source from the component. + + The index of the source to remove. + + + + Sets a source at a specified index. + + The index of the source to set. + The source object and its weight. + + + + Sets the list of sources on the component. + + The list of sources to set. + + + + + Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources. + The LookAtConstraint is a simplified Animations.AimConstraint typically used with a Camera. + + + + + + Activates or deactivates the constraint. + + + + + Locks the offset and rotation at rest. + + + + + The rotation angle along the z axis of the object. The constraint uses this property to calculate the world up vector when Animations.LookAtConstraint.UseUpObject is false. + + + + + The rotation used when the sources have a total weight of 0. + + + + + Represents an offset from the constrained orientation. + + + + + The number of sources set on the component (Read Only). + + + + + Determines how the up vector is calculated. + + + + + The weight of the constraint component. + + + + + The world up object, used to calculate the world up vector when Animations.LookAtConstraint.UseUpObject is true. + + + + + Adds a constraint source. + + The source object and its weight. + + Returns the index of the added source. + + + + + Gets a constraint source by index. + + The index of the source. + + Returns the source object and its weight. + + + + + Gets the list of sources. + + The list of sources to be filled by the component. + + + + Removes a source from the component. + + The index of the source to remove. + + + + Sets a source at a specified index. + + The index of the source to set. + The source object and its weight. + + + + Sets the list of sources on the component. + + The list of sources to set. + + + + Handle for a muscle in the AnimationHumanStream. + + + + + The muscle human sub-part. (Read Only) + + + + + The muscle human part. (Read Only) + + + + + The total number of DoF parts in a humanoid. (Read Only) + + + + + The name of the muscle. (Read Only) + + + + + The different constructors that creates the muscle handle. + + The muscle body sub-part. + The muscle head sub-part. + The muscle human part. + The muscle leg sub-part. + The muscle arm sub-part. + The muscle finger sub-part. + + + + The different constructors that creates the muscle handle. + + The muscle body sub-part. + The muscle head sub-part. + The muscle human part. + The muscle leg sub-part. + The muscle arm sub-part. + The muscle finger sub-part. + + + + The different constructors that creates the muscle handle. + + The muscle body sub-part. + The muscle head sub-part. + The muscle human part. + The muscle leg sub-part. + The muscle arm sub-part. + The muscle finger sub-part. + + + + The different constructors that creates the muscle handle. + + The muscle body sub-part. + The muscle head sub-part. + The muscle human part. + The muscle leg sub-part. + The muscle arm sub-part. + The muscle finger sub-part. + + + + The different constructors that creates the muscle handle. + + The muscle body sub-part. + The muscle head sub-part. + The muscle human part. + The muscle leg sub-part. + The muscle arm sub-part. + The muscle finger sub-part. + + + + The different constructors that creates the muscle handle. + + The muscle body sub-part. + The muscle head sub-part. + The muscle human part. + The muscle leg sub-part. + The muscle arm sub-part. + The muscle finger sub-part. + + + + The different constructors that creates the muscle handle. + + The muscle body sub-part. + The muscle head sub-part. + The muscle human part. + The muscle leg sub-part. + The muscle arm sub-part. + The muscle finger sub-part. + + + + Fills the array with all the possible muscle handles on a humanoid. + + An array of MuscleHandle. + + + + Use this attribute in a script to mark a property as non-animatable. + + + + + Use this attribute in a script to mark a property as non-animatable. + + + + + Constrains the orientation and translation of an object to one or more source objects. The constrained object behaves as if it is in the hierarchy of the sources. + + + + + Activates or deactivates the constraint. + + + + + Locks the offsets and position (translation and rotation) at rest. + + + + + The rotation used when the sources have a total weight of 0. + + + + + The rotation axes affected by the ParentConstraint. + + + + + The rotation offsets from the constrained orientation. + + + + + The number of sources set on the component (read-only). + + + + + The position of the object in local space, used when the sources have a total weight of 0. + + + + + The translation axes affected by the ParentConstraint. + + + + + The translation offsets from the constrained orientation. + + + + + The weight of the constraint component. + + + + + Adds a constraint source. + + The source object and its weight. + + Returns the index of the added source. + + + + + Gets the rotation offset associated with a source by index. + + The index of the constraint source. + + The rotation offset, as Euler angles. + + + + + Gets a constraint source by index. + + The index of the source. + + The source object and its weight. + + + + + Gets the list of sources. + + The list of sources filled by the component. + + + + Gets the rotation offset associated with a source by index. + + The index of the constraint source. + + The translation offset. + + + + + Removes a source from the component. + + The index of the source to remove. + + + + Sets the rotation offset associated with a source by index. + + The index of the constraint source. + The new rotation offset. + + + + Sets a source at a specified index. + + The index of the source to set. + The source object and its weight. + + + + Sets the list of sources on the component. + + The list of sources to set. + + + + Sets the translation offset associated with a source by index. + + The index of the constraint source. + The new translation offset. + + + + Constrains the position of an object relative to the position of one or more source objects. + + + + + Activates or deactivates the constraint. + + + + + Locks the offset and position at rest. + + + + + The number of sources set on the component (read-only). + + + + + The translation used when the sources have a total weight of 0. + + + + + The axes affected by the PositionConstraint. + + + + + The offset from the constrained position. + + + + + The weight of the constraint component. + + + + + Adds a constraint source. + + The source object and its weight. + + Returns the index of the added source. + + + + + Gets a constraint source by index. + + The index of the source. + + The source object and its weight. + + + + + Gets the list of sources. + + The list of sources to be filled by the component. + + + + Removes a source from the component. + + The index of the source to remove. + + + + Sets a source at a specified index. + + The index of the source to set. + The source object and its weight. + + + + Sets the list of sources on the component. + + The list of sources to set. + + + + Handle to read a Component property on an object in the Scene. + + + + + Gets the boolean property value from an object in the Scene. + + The AnimationStream managing this handle. + + The boolean property value. + + + + + Gets the float property value from an object in the Scene. + + The AnimationStream managing this handle. + + The float property value. + + + + + Gets the integer property value from an object in the Scene. + + The AnimationStream managing this handle. + + The integer property value. + + + + + Returns whether or not the handle is resolved. + + The AnimationStream managing this handle. + + Returns true if the handle is resolved, false otherwise. + + + + + Returns whether or not the handle is valid. + + The AnimationStream managing this handle. + + Whether or not the handle is valid. + + + + + Resolves the handle. + + The AnimationStream managing this handle. + + + + Sets the boolean property value to an object in the Scene. + + The AnimationStream managing this handle. + The new boolean property value. + + + + Sets the float property value to an object in the Scene. + + The AnimationStream managing this handle. + The new float property value. + + + + Sets the integer property value to an object in the Scene. + + The AnimationStream managing this handle. + The new integer property value. + + + + Handle for a Component property on an object in the AnimationStream. + + + + + Gets the boolean property value from a stream. + + The AnimationStream that holds the animated values. + + The boolean property value. + + + + + Gets the float property value from a stream. + + The AnimationStream that holds the animated values. + + The float property value. + + + + + Gets the integer property value from a stream. + + The AnimationStream that holds the animated values. + + The integer property value. + + + + + Gets the read mask of the property. + + The AnimationStream that holds the animated values. + + Returns true if the property can be read. + + + + + Returns whether or not the handle is resolved. + + The AnimationStream that holds the animated values. + + Returns true if the handle is resolved, false otherwise. + + + + + Returns whether or not the handle is valid. + + The AnimationStream that holds the animated values. + + Whether or not the handle is valid. + + + + + Resolves the handle. + + The AnimationStream that holds the animated values. + + + + Sets the boolean property value into a stream. + + The AnimationStream that holds the animated values. + The new boolean property value. + + + + Sets the float property value into a stream. + + The AnimationStream that holds the animated values. + The new float property value. + + + + Sets the integer property value into a stream. + + The AnimationStream that holds the animated values. + The new integer property value. + + + + Constrains the rotation of an object relative to the rotation of one or more source objects. + + + + + Activates or deactivates the constraint. + + + + + Locks the offset and rotation at rest. + + + + + The rotation used when the sources have a total weight of 0. + + + + + The axes affected by the RotationConstraint. + + + + + The offset from the constrained rotation. + + + + + The number of sources set on the component (read-only). + + + + + The weight of the constraint component. + + + + + Adds a constraint source. + + The source object and its weight. + + Returns the index of the added source. + + + + + Gets a constraint source by index. + + The index of the source. + + The source object and its weight. + + + + + Gets the list of sources. + + The list of sources to be filled by the component. + + + + Removes a source from the component. + + The index of the source to remove. + + + + Sets a source at a specified index. + + The index of the source to set. + The source object and its weight. + + + + Sets the list of sources on the component. + + The list of sources to set. + + + + Constrains the scale of an object relative to the scale of one or more source objects. + + + + + Activates or deactivates the constraint. + + + + + Locks the offset and scale at rest. + + + + + The scale used when the sources have a total weight of 0. + + + + + The offset from the constrained scale. + + + + + The axes affected by the ScaleConstraint. + + + + + The number of sources set on the component (read-only). + + + + + The weight of the constraint component. + + + + + Adds a constraint source. + + The source object and its weight. + + Returns the index of the added source. + + + + + Gets a constraint source by index. + + The index of the source. + + The source object and its weight. + + + + + Gets the list of sources. + + The list of sources to be filled by the component. + + + + Removes a source from the component. + + The index of the source to remove. + + + + Sets a source at a specified index. + + The index of the source to set. + The source object and its weight. + + + + Sets the list of sources on the component. + + The list of sources to set. + + + + Handle to read position, rotation and scale of an object in the Scene. + + + + + Gets the position and scaled rotation of the transform in world space. + + The AnimationStream that manages this handle. + The position of the transform in world space. + The rotation of the transform in world space. + + + + Gets the position of the transform relative to the parent. + + The AnimationStream that manages this handle. + + The position of the transform relative to the parent. + + + + + Gets the rotation of the transform relative to the parent. + + The AnimationStream that manages this handle. + + The rotation of the transform relative to the parent. + + + + + Gets the scale of the transform relative to the parent. + + The AnimationStream that manages this handle. + + The scale of the transform relative to the parent. + + + + + Gets the position, rotation and scale of the transform relative to the parent. + + The AnimationStream that manages this handle. + The position of the transform relative to the parent. + The rotation of the transform relative to the parent. + The scale of the transform relative to the parent. + + + + Gets the position of the transform in world space. + + The AnimationStream that manages this handle. + + The position of the transform in world space. + + + + + Gets the rotation of the transform in world space. + + The AnimationStream that manages this handle. + + The rotation of the transform in world space. + + + + + Returns whether this is a valid handle. + + The AnimationStream that manages this handle. + + Whether this is a valid handle. + + + + + Sets the position of the transform relative to the parent. + + The AnimationStream that manages this handle. + The position of the transform relative to the parent. + + + + Sets the rotation of the transform relative to the parent. + + The AnimationStream that manages this handle. + The rotation of the transform relative to the parent. + + + + Sets the scale of the transform relative to the parent. + + The AnimationStream that manages this handle. + The scale of the transform relative to the parent. + + + + Sets the position of the transform in world space. + + The AnimationStream that manages this handle. + The position of the transform in world space. + + + + Sets the rotation of the transform in world space. + + The AnimationStream that manages this handle. + The rotation of the transform in world space. + + + + Position, rotation and scale of an object in the AnimationStream. + + + + + Gets the position and scaled rotation of the transform in world space. + + The AnimationStream that holds the animated values. + The position of the transform in world space. + The rotation of the transform in world space. + + + + Gets the position of the transform relative to the parent. + + The AnimationStream that holds the animated values. + + The position of the transform relative to the parent. + + + + + Gets the rotation of the transform relative to the parent. + + The AnimationStream that holds the animated values. + + The rotation of the transform relative to the parent. + + + + + Gets the scale of the transform relative to the parent. + + The AnimationStream that holds the animated values. + + The scale of the transform relative to the parent. + + + + + Gets the position, rotation and scale of the transform relative to the parent. + + The AnimationStream that holds the animated values. + The position of the transform relative to the parent. + The rotation of the transform relative to the parent. + The scale of the transform relative to the parent. + + + + Gets the position of the transform in world space. + + The AnimationStream that holds the animated values. + + The position of the transform in world space. + + + + + Gets the position read mask of the transform. + + The AnimationStream that holds the animated values. + + Returns true if the position can be read. + + + + + Gets the rotation of the transform in world space. + + The AnimationStream that holds the animated values. + + The rotation of the transform in world space. + + + + + Gets the rotation read mask of the transform. + + The AnimationStream that holds the animated values. + + Returns true if the rotation can be read. + + + + + Gets the scale read mask of the transform. + + The AnimationStream that holds the animated values. + + Returns true if the scale can be read. + + + + + Returns whether this handle is resolved. + + The AnimationStream that holds the animated values. + + Returns true if the handle is resolved, false otherwise. + + + + + Returns whether this is a valid handle. + + The AnimationStream that holds the animated values. + + Whether this is a valid handle. + + + + + Bind this handle with an animated values from the AnimationStream. + + The AnimationStream that holds the animated values. + + + + Sets the position and rotation of the transform in world space. + + The AnimationStream that holds the animated values. + The position of the transform in world space. + The rotation of the transform in world space. + Set to true to write the specified parameters if the matching stream parameters have not already been modified. + + + + Sets the position of the transform relative to the parent. + + The AnimationStream that holds the animated values. + The position of the transform relative to the parent. + + + + Sets the rotation of the transform relative to the parent. + + The AnimationStream that holds the animated values. + The rotation of the transform relative to the parent. + + + + Sets the scale of the transform relative to the parent. + + The scale of the transform relative to the parent. + The AnimationStream that holds the animated values. + + + + Sets the position, rotation and scale of the transform relative to the parent. + + The AnimationStream that holds the animated values. + The position of the transform relative to the parent. + The rotation of the transform relative to the parent. + The scale of the transform relative to the parent. + Set to true to write the specified parameters if the matching stream parameters have not already been modified. + + + + Sets the position of the transform in world space. + + The position of the transform in world space. + The AnimationStream that holds the animated values. + + + + Sets the rotation of the transform in world space. + + The AnimationStream that holds the animated values. + The rotation of the transform in world space. + + + + The AnimationState gives full control over animation blending. + + + + + Which blend mode should be used? + + + + + The clip that is being played by this animation state. + + + + + Enables / disables the animation. + + + + + The length of the animation clip in seconds. + + + + + The name of the animation. + + + + + The normalized playback speed. + + + + + The normalized time of the animation. + + + + + The playback speed of the animation. 1 is normal playback speed. + + + + + The current time of the animation. + + + + + The weight of animation. + + + + + Wrapping mode of the animation. + + + + + Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + + The transform to animate. + Whether to also animate all children of the specified transform. + + + + Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + + The transform to animate. + Whether to also animate all children of the specified transform. + + + + Removes a transform which should be animated. + + + + + + Interface to control the Mecanim animation system. + + + + + Gets the avatar angular velocity for the last evaluated frame. + + + + + When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. + + + + + Should root motion be applied? + + + + + Gets/Sets the current Avatar. + + + + + The position of the body center of mass. + + + + + The rotation of the body center of mass. + + + + + Controls culling of this Animator component. + + + + + Gets the avatar delta position for the last evaluated frame. + + + + + Gets the avatar delta rotation for the last evaluated frame. + + + + + Blends pivot point between body center of mass and feet pivot. + + + + + Sets whether the Animator sends events of type AnimationEvent. + + + + + The current gravity weight based on current animations that are played. + + + + + Returns true if Animator has any playables assigned to it. + + + + + Returns true if the current rig has root motion. + + + + + Returns true if the object has a transform hierarchy. + + + + + Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). + + + + + Returns true if the current rig is humanoid, false if it is generic. + + + + + Returns whether the animator is initialized successfully. + + + + + If automatic matching is active. + + + + + Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. + + + + + Controls the behaviour of the Animator component when a GameObject is disabled. + + + + + Controls the behaviour of the Animator component when a GameObject is disabled. + + + + + Returns the number of layers in the controller. + + + + + Additional layers affects the center of mass. + + + + + Get left foot bottom height. + + + + + When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly. + + + + + Returns the number of parameters in the controller. + + + + + The AnimatorControllerParameter list used by the animator. (Read Only) + + + + + Get the current position of the pivot. + + + + + Gets the pivot weight. + + + + + The PlayableGraph created by the Animator. + + + + + Sets the playback position in the recording buffer. + + + + + Gets the mode of the Animator recorder. + + + + + Start time of the first frame of the buffer relative to the frame at which StartRecording was called. + + + + + End time of the recorded clip relative to when StartRecording was called. + + + + + Get right foot bottom height. + + + + + The root position, the position of the game object. + + + + + The root rotation, the rotation of the game object. + + + + + The runtime representation of AnimatorController that controls the Animator. + + + + + The playback speed of the Animator. 1 is normal playback speed. + + + + + Automatic stabilization of feet during transition and blending. + + + + + Returns the position of the target specified by SetTarget. + + + + + Returns the rotation of the target specified by SetTarget. + + + + + Specifies the update mode of the Animator. + + + + + Gets the avatar velocity for the last evaluated frame. + + + + + Apply the default Root Motion. + + + + + Creates a crossfade from the current state to any other state using normalized times. + + The name of the state. + The hash name of the state. + The duration of the transition (normalized). + The layer where the crossfade occurs. + The time of the state (normalized). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using normalized times. + + The name of the state. + The hash name of the state. + The duration of the transition (normalized). + The layer where the crossfade occurs. + The time of the state (normalized). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using times in seconds. + + The name of the state. + The hash name of the state. + The duration of the transition (in seconds). + The layer where the crossfade occurs. + The time of the state (in seconds). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using times in seconds. + + The name of the state. + The hash name of the state. + The duration of the transition (in seconds). + The layer where the crossfade occurs. + The time of the state (in seconds). + The time of the transition (normalized). + + + + Returns an AnimatorTransitionInfo with the informations on the current transition. + + The layer's index. + + An AnimatorTransitionInfo with the informations on the current transition. + + + + + Returns the first StateMachineBehaviour that matches type T or is derived from T. Returns null if none are found. + + + + + Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. + + + + + Returns Transform mapped to this human bone id. Returns null if the animator is disabled, if it does not have a human description, or if the bone id is invalid. + + The human bone that is queried, see enum HumanBodyBones for a list of possible values. + + + + Returns the value of the given boolean parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the value of the given boolean parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Gets the list of AnimatorClipInfo currently played by the current state. + + The layer's index. + + + + Returns an array of all the AnimatorClipInfo in the current state of the given layer. + + The layer index. + + An array of all the AnimatorClipInfo in the current state. + + + + + Fills clips with the list of all the AnimatorClipInfo in the current state of the given layer. + + The layer index. + The list of AnimatorClipInfo to fill. + + + + Returns the number of AnimatorClipInfo in the current state. + + The layer index. + + The number of AnimatorClipInfo in the current state. + + + + + Returns an AnimatorStateInfo with the information on the current state. + + The layer index. + + An AnimatorStateInfo with the information on the current state. + + + + + Returns the value of the given float parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the value of the given float parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Gets the position of an IK hint. + + The AvatarIKHint that is queried. + + Return the current position of this IK hint in world space. + + + + + Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). + + The AvatarIKHint that is queried. + + Return translative weight. + + + + + Gets the position of an IK goal. + + The AvatarIKGoal that is queried. + + Return the current position of this IK goal in world space. + + + + + Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + + The AvatarIKGoal that is queried. + + + + Gets the rotation of an IK goal. + + The AvatarIKGoal that is is queried. + + + + Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + + The AvatarIKGoal that is queried. + + + + Returns the value of the given integer parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the value of the given integer parameter. + + The parameter name. + The parameter ID. + + The value of the parameter. + + + + + Returns the index of the layer with the given name. + + The layer name. + + The layer index. + + + + + Returns the layer name. + + The layer index. + + The layer name. + + + + + Returns the weight of the layer at the specified index. + + The layer index. + + The layer weight. + + + + + Gets the list of AnimatorClipInfo currently played by the next state. + + The layer's index. + + + + Returns an array of all the AnimatorClipInfo in the next state of the given layer. + + The layer index. + + An array of all the AnimatorClipInfo in the next state. + + + + + Fills clips with the list of all the AnimatorClipInfo in the next state of the given layer. + + The layer index. + The list of AnimatorClipInfo to fill. + + + + Returns the number of AnimatorClipInfo in the next state. + + The layer index. + + The number of AnimatorClipInfo in the next state. + + + + + Returns an AnimatorStateInfo with the information on the next state. + + The layer index. + + An AnimatorStateInfo with the information on the next state. + + + + + See AnimatorController.parameters. + + + + + + Gets the value of a quaternion parameter. + + The name of the parameter. + + + + Gets the value of a quaternion parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Gets the value of a vector parameter. + + The name of the parameter. + + + + Gets the value of a vector parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Returns true if the state exists in this layer, false otherwise. + + The layer index. + The state ID. + + True if the state exists in this layer, false otherwise. + + + + + Interrupts the automatic target matching. + + + + + + Interrupts the automatic target matching. + + + + + + Returns true if the transform is controlled by the Animator\. + + The transform that is queried. + + + + Returns true if there is a transition on the given layer, false otherwise. + + The layer index. + + True if there is a transition on the given layer, false otherwise. + + + + + Returns true if the parameter is controlled by a curve, false otherwise. + + The parameter name. + The parameter ID. + + True if the parameter is controlled by a curve, false otherwise. + + + + + Returns true if the parameter is controlled by a curve, false otherwise. + + The parameter name. + The parameter ID. + + True if the parameter is controlled by a curve, false otherwise. + + + + + Automatically adjust the GameObject position and rotation. + + The position we want the body part to reach. + The rotation in which we want the body part to be. + The body part that is involved in the match. + Structure that contains weights for matching position and rotation. + Start time within the animation clip (0 - beginning of clip, 1 - end of clip). + End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop. + Allows you to specify what should happen if the MatchTarget function is interrupted. A value of true causes the GameObject to immediately move to the matchPosition if interrupted. A value of false causes the GameObject to stay at its current position if interrupted. + + + + Plays a state. + + The state name. + The state hash name. If stateNameHash is 0, it changes the current state time. + The layer index. If layer is -1, it plays the first state with the given state name or hash. + The time offset between zero and one. + + + + Plays a state. + + The state name. + The state hash name. If stateNameHash is 0, it changes the current state time. + The layer index. If layer is -1, it plays the first state with the given state name or hash. + The time offset between zero and one. + + + + Plays a state. + + The state name. + The state hash name. If stateNameHash is 0, it changes the current state time. + The layer index. If layer is -1, it plays the first state with the given state name or hash. + The time offset (in seconds). + + + + Plays a state. + + The state name. + The state hash name. If stateNameHash is 0, it changes the current state time. + The layer index. If layer is -1, it plays the first state with the given state name or hash. + The time offset (in seconds). + + + + Rebind all the animated properties and mesh data with the Animator. + + + + + Resets the value of the given trigger parameter. + + The parameter name. + The parameter ID. + + + + Resets the value of the given trigger parameter. + + The parameter name. + The parameter ID. + + + + Sets local rotation of a human bone during a IK pass. + + The human bone Id. + The local rotation. + + + + Sets the value of the given boolean parameter. + + The parameter name. + The parameter ID. + The new parameter value. + + + + Sets the value of the given boolean parameter. + + The parameter name. + The parameter ID. + The new parameter value. + + + + Send float values to the Animator to affect transitions. + + The parameter name. + The parameter ID. + The new parameter value. + The damper total time. + The delta time to give to the damper. + + + + Send float values to the Animator to affect transitions. + + The parameter name. + The parameter ID. + The new parameter value. + The damper total time. + The delta time to give to the damper. + + + + Send float values to the Animator to affect transitions. + + The parameter name. + The parameter ID. + The new parameter value. + The damper total time. + The delta time to give to the damper. + + + + Send float values to the Animator to affect transitions. + + The parameter name. + The parameter ID. + The new parameter value. + The damper total time. + The delta time to give to the damper. + + + + Sets the position of an IK hint. + + The AvatarIKHint that is set. + The position in world space. + + + + Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). + + The AvatarIKHint that is set. + The translative weight. + + + + Sets the position of an IK goal. + + The AvatarIKGoal that is set. + The position in world space. + + + + Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + + The AvatarIKGoal that is set. + The translative weight. + + + + Sets the rotation of an IK goal. + + The AvatarIKGoal that is set. + The rotation in world space. + + + + Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + + The AvatarIKGoal that is set. + The rotational weight. + + + + Sets the value of the given integer parameter. + + The parameter name. + The parameter ID. + The new parameter value. + + + + Sets the value of the given integer parameter. + + The parameter name. + The parameter ID. + The new parameter value. + + + + Sets the weight of the layer at the given index. + + The layer index. + The new layer weight. + + + + Sets the look at position. + + The position to lookAt. + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees). + + + + Sets the value of a quaternion parameter. + + The name of the parameter. + The new value for the parameter. + + + + Sets the value of a quaternion parameter. + + Of the parameter. The id is generated using Animator::StringToHash. + The new value for the parameter. + + + + Sets an AvatarTarget and a targetNormalizedTime for the current state. + + The avatar body part that is queried. + The current state Time that is queried. + + + + Sets the value of the given trigger parameter. + + The parameter name. + The parameter ID. + + + + Sets the value of the given trigger parameter. + + The parameter name. + The parameter ID. + + + + Sets the value of a vector parameter. + + The name of the parameter. + The new value for the parameter. + + + + Sets the value of a vector parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + The new value for the parameter. + + + + Sets the animator in playback mode. + + + + + Sets the animator in recording mode, and allocates a circular buffer of size frameCount. + + The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000. + + + + Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. + + + + + Stops animator record mode. + + + + + Generates an parameter id from a string. + + The string to convert to Id. + + + + Evaluates the animator based on deltaTime. + + The time delta. + + + + Forces a write of the default values stored in the animator. + + + + + Information about clip being played and blended by the Animator. + + + + + Returns the animation clip played by the Animator. + + + + + Returns the blending weight used by the Animator to blend this clip. + + + + + Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. + + + + + The default bool value for the parameter. + + + + + The default float value for the parameter. + + + + + The default int value for the parameter. + + + + + The name of the parameter. + + + + + Returns the hash of the parameter based on its name. + + + + + The type of the parameter. + + + + + The type of the parameter. + + + + + Boolean type parameter. + + + + + Float type parameter. + + + + + Int type parameter. + + + + + Trigger type parameter. + + + + + Culling mode for the Animator. + + + + + Always animate the entire character. Object is animated even when offscreen. + + + + + Animation is completely disabled when renderers are not visible. + + + + + Retarget, IK and write of Transforms are disabled when renderers are not visible. + + + + + Interface to control Animator Override Controller. + + + + + Returns the list of orignal Animation Clip from the controller and their override Animation Clip. + + + + + Returns the count of overrides. + + + + + The Runtime Animator Controller that the Animator Override Controller overrides. + + + + + Applies the list of overrides on this Animator Override Controller. + + Overrides list to apply. + + + + Creates an empty Animator Override Controller. + + + + + Creates an Animator Override Controller that overrides controller. + + Runtime Animator Controller to override. + + + + Gets the list of Animation Clip overrides currently defined in this Animator Override Controller. + + Array to receive results. + + + + Returns either the overriding Animation Clip if set or the original Animation Clip named name. + + + + + Returns either the overriding Animation Clip if set or the original Animation Clip named name. + + + + + The mode of the Animator's recorder. + + + + + The Animator recorder is offline. + + + + + The Animator recorder is in Playback. + + + + + The Animator recorder is in Record. + + + + + Information about the current or next state. + + + + + The full path hash for this state. + + + + + Current duration of the state. + + + + + Is the state looping. + + + + + The hashed name of the State. + + + + + Normalized time of the State. + + + + + The hash is generated using Animator.StringToHash. The hash does not include the name of the parent layer. + + + + + The playback speed of the animation. 1 is the normal playback speed. + + + + + The speed multiplier for this state. + + + + + The Tag of the State. + + + + + Does name match the name of the active state in the statemachine? + + + + + + Does tag match the tag of the active state in the statemachine. + + + + + + Information about the current transition. + + + + + Returns true if the transition is from an AnyState node, or from Animator.CrossFade. + + + + + Duration of the transition. + + + + + The unit of the transition duration. + + + + + The hash name of the Transition. + + + + + The simplified name of the Transition. + + + + + Normalized time of the Transition. + + + + + The user-specified name of the Transition. + + + + + Does name match the name of the active Transition. + + + + + + Does userName match the name of the active Transition. + + + + + + The update mode of the Animator. + + + + + Updates the animator during the physic loop in order to have the animation system synchronized with the physics engine. + + + + + Normal update of the animator. + + + + + Animator updates independently of Time.timeScale. + + + + + Various utilities for animator manipulation. + + + + + This function will recreate all transform hierarchy under GameObject. + + GameObject to Deoptimize. + + + + This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving many CPU cycles. + + GameObject to Optimize. + List of transform name to expose. + + + + Enumeration of all the muscles in an arm. + + + + + The arm down-up muscle. + + + + + The arm front-back muscle. + + + + + The arm roll in-out muscle. + + + + + The forearm close-open muscle. + + + + + The forearm roll in-out muscle. + + + + + The hand down-up muscle. + + + + + The hand in-out muscle. + + + + + The last value of the ArmDof enum. + + + + + The shoulder down-up muscle. + + + + + The shoulder front-back muscle. + + + + + Avatar definition. + + + + + Returns the HumanDescription used to create this Avatar. + + + + + Return true if this avatar is a valid human avatar. + + + + + Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar. + + + + + Class to build avatars from user scripts. + + + + + Create a new generic avatar. + + Root object of your transform hierarchy. + Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself. + + + + Create a humanoid avatar. + + Root object of your transform hierachy. It must be the top most gameobject when you create the avatar. + Humanoid description of the avatar. + + Returns the Avatar, you must always always check the avatar is valid before using it with Avatar.isValid. + + + + + IK Goal. + + + + + The left foot. + + + + + The left hand. + + + + + The right foot. + + + + + The right hand. + + + + + IK Hint. + + + + + The left elbow IK hint. + + + + + The left knee IK hint. + + + + + The right elbow IK hint. + + + + + The right knee IK hint. + + + + + AvatarMask is used to mask out humanoid body parts and transforms. + + + + + The number of humanoid body parts. + + + + + Number of transforms. + + + + + Adds a transform path into the AvatarMask. + + The transform to add into the AvatarMask. + Whether to also add all children of the specified transform. + + + + Creates a new AvatarMask. + + + + + Returns true if the humanoid body part at the given index is active. + + The index of the humanoid body part. + + + + Returns true if the transform at the given index is active. + + The index of the transform. + + + + Returns the path of the transform at the given index. + + The index of the transform. + + + + Removes a transform path from the AvatarMask. + + The Transform that should be removed from the AvatarMask. + Whether to also remove all children of the specified transform. + + + + Sets the humanoid body part at the given index to active or not. + + The index of the humanoid body part. + Active or not. + + + + Sets the tranform at the given index to active or not. + + The index of the transform. + Active or not. + + + + Sets the path of the transform at the given index. + + The index of the transform. + The path of the transform. + + + + Avatar body part. + + + + + The Body. + + + + + The Head. + + + + + Total number of body parts. + + + + + The Left Arm. + + + + + Left Fingers. + + + + + Left Foot IK. + + + + + Left Hand IK. + + + + + The Left Leg. + + + + + The Right Arm. + + + + + Right Fingers. + + + + + Right Foot IK. + + + + + Right Hand IK. + + + + + The Right Leg. + + + + + The Root. + + + + + Target. + + + + + The body, center of mass. + + + + + The left foot. + + + + + The left hand. + + + + + The right foot. + + + + + The right hand. + + + + + The root, the position of the game object. + + + + + Enumeration of all the muscles in the body. + + + + + The chest front-back muscle. + + + + + The chest left-right muscle. + + + + + The chest roll left-right muscle. + + + + + The last value of the BodyDof enum. + + + + + The spine front-back muscle. + + + + + The spine left-right muscle. + + + + + The spine roll left-right muscle. + + + + + The upper chest front-back muscle. + + + + + The upper chest left-right muscle. + + + + + The upper chest roll left-right muscle. + + + + + Describe the unit of a duration. + + + + + A fixed duration is a duration expressed in seconds. + + + + + A normalized duration is a duration expressed in percentage. + + + + + Static class providing experimental extension methods for AnimationPlayableOutput . + + + + + Gets the stream source of the specified AnimationPlayableOutput. + + The AnimationPlayableOutput instance that calls this method. + + Returns the AnimationStreamSource of the output. + + + + + Gets the priority index of the specified AnimationPlayableOutput. + + The AnimationPlayableOutput instance that calls this method. + + Returns the sorting order of the output. + + + + + Sets the stream source for the specified AnimationPlayableOutput. + + The AnimationPlayableOutput instance that calls this method. + The AnimationStreamSource to apply on this output. + + + + Sets the sorting order for the specified AnimationPlayableOutput. + + The AnimationPlayableOutput instance that calls this method. + The sorting order to apply to this output. + + + + Describes how an AnimationStream is initialized + + + + + AnimationStream will be initialized with the default values from the Animator. + + + + + AnimationStream will be initialized with the values from the previous AnimationPlayableOutput connected to the same Animator. + + + + + Enumeration of all the muscles in a finger. + + + + + The distal close-open muscle. + + + + + The intermediate close-open muscle. + + + + + The last value of the FingerDof enum. + + + + + The proximal down-up muscle. + + + + + The proximal in-out muscle. + + + + + Enumeration of all the muscles in the head. + + + + + The head front-back muscle. + + + + + The head left-right muscle. + + + + + The head roll left-right muscle. + + + + + The jaw down-up muscle. + + + + + The jaw left-right muscle. + + + + + The last value of the HeadDof enum. + + + + + The left eye down-up muscle. + + + + + The left eye in-out muscle. + + + + + The neck front-back muscle. + + + + + The neck left-right muscle. + + + + + The neck roll left-right muscle. + + + + + The right eye down-up muscle. + + + + + The right eye in-out muscle. + + + + + Human Body Bones. + + + + + This is the Chest bone. + + + + + This is the Head bone. + + + + + This is the Hips bone. + + + + + This is the Jaw bone. + + + + + This is the Last bone index delimiter. + + + + + This is the Left Eye bone. + + + + + This is the Left Ankle bone. + + + + + This is the Left Wrist bone. + + + + + This is the left index 3rd phalange. + + + + + This is the left index 2nd phalange. + + + + + This is the left index 1st phalange. + + + + + This is the left little 3rd phalange. + + + + + This is the left little 2nd phalange. + + + + + This is the left little 1st phalange. + + + + + This is the Left Elbow bone. + + + + + This is the Left Knee bone. + + + + + This is the left middle 3rd phalange. + + + + + This is the left middle 2nd phalange. + + + + + This is the left middle 1st phalange. + + + + + This is the left ring 3rd phalange. + + + + + This is the left ring 2nd phalange. + + + + + This is the left ring 1st phalange. + + + + + This is the Left Shoulder bone. + + + + + This is the left thumb 3rd phalange. + + + + + This is the left thumb 2nd phalange. + + + + + This is the left thumb 1st phalange. + + + + + This is the Left Toes bone. + + + + + This is the Left Upper Arm bone. + + + + + This is the Left Upper Leg bone. + + + + + This is the Neck bone. + + + + + This is the Right Eye bone. + + + + + This is the Right Ankle bone. + + + + + This is the Right Wrist bone. + + + + + This is the right index 3rd phalange. + + + + + This is the right index 2nd phalange. + + + + + This is the right index 1st phalange. + + + + + This is the right little 3rd phalange. + + + + + This is the right little 2nd phalange. + + + + + This is the right little 1st phalange. + + + + + This is the Right Elbow bone. + + + + + This is the Right Knee bone. + + + + + This is the right middle 3rd phalange. + + + + + This is the right middle 2nd phalange. + + + + + This is the right middle 1st phalange. + + + + + This is the right ring 3rd phalange. + + + + + This is the right ring 2nd phalange. + + + + + This is the right ring 1st phalange. + + + + + This is the Right Shoulder bone. + + + + + This is the right thumb 3rd phalange. + + + + + This is the right thumb 2nd phalange. + + + + + This is the right thumb 1st phalange. + + + + + This is the Right Toes bone. + + + + + This is the Right Upper Arm bone. + + + + + This is the Right Upper Leg bone. + + + + + This is the first Spine bone. + + + + + This is the Upper Chest bone. + + + + + The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy. + + + + + The name of the bone to which the Mecanim human bone is mapped. + + + + + The name of the Mecanim human bone to which the bone from the model is mapped. + + + + + The rotation limits that define the muscle for this bone. + + + + + Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function. + + + + + Amount by which the arm's length is allowed to stretch when using IK. + + + + + Modification to the minimum distance between the feet of a humanoid model. + + + + + True for any human that has a translation Degree of Freedom (DoF). It is set to false by default. + + + + + Mapping between Mecanim bone names and bone names in the rig. + + + + + Amount by which the leg's length is allowed to stretch when using IK. + + + + + Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints. + + + + + Defines how the lower leg's roll/twisting is distributed between the knee and ankle. + + + + + List of bone Transforms to include in the model. + + + + + Defines how the upper arm's roll/twisting is distributed between the shoulder and elbow joints. + + + + + Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints. + + + + + This class stores the rotation limits that define the muscle for a single human bone. + + + + + Length of the bone to which the limit is applied. + + + + + The default orientation of a bone when no muscle action is applied. + + + + + The maximum rotation away from the initial value that this muscle can apply. + + + + + The maximum negative rotation away from the initial value that this muscle can apply. + + + + + Should this limit use the default values? + + + + + Enumeration of all the parts in a human. + + + + + The human body part. + + + + + The human head part. + + + + + The human left arm part. + + + + + The human left index finger part. + + + + + The human left leg part. + + + + + The human left little finger part. + + + + + The human left middle finger part. + + + + + The human left ring finger part. + + + + + The human left thumb finger part. + + + + + The human right arm part. + + + + + The human right index finger part. + + + + + The human right leg part. + + + + + The human right little finger part. + + + + + The human right middle finger part. + + + + + The human right ring finger part. + + + + + The human right thumb finger part. + + + + + Retargetable humanoid pose. + + + + + The human body position for that pose. + + + + + The human body orientation for that pose. + + + + + The array of muscle values for that pose. + + + + + Use this class to create, read, and write the HumanPose for a humanoid avatar skeleton hierarchy or an avatar pose. + + + + + Creates a human pose handler from an avatar and a root transform and either a list of joint paths. + + The avatar from which HumanPose will be read or written. The avatar must be a humanoid. + The top most parent of the skeleton hierarchy defined in the humanoid avatar. This must match the avatar definition. + A list that defines the avatar joint paths. Each joint path starts from the node after the root transform and continues down the avatar skeleton hierarchy. The root transform joint path is an empty string. + + + + Creates a human pose handler from an avatar and a root transform and either a list of joint paths. + + The avatar from which HumanPose will be read or written. The avatar must be a humanoid. + The top most parent of the skeleton hierarchy defined in the humanoid avatar. This must match the avatar definition. + A list that defines the avatar joint paths. Each joint path starts from the node after the root transform and continues down the avatar skeleton hierarchy. The root transform joint path is an empty string. + + + + Computes a human pose from the avatar skeleton, stores the pose in the human pose handler, and returns the human pose. + + The output human pose. In the human pose, the bodyPosition and bodyRotation are the position and rotation of the approximate center of mass of the humanoid in world space. bodyPosition is normalized: the position is divided by avatar human scale. + + + + Gets the internal human pose stored in the human pose handler and converts it to an avatar pose. + + The output avatar pose. The avatar pose is expressed as an array of floats. The floats represent the translation and rotation of the joints as local transforms. +Each joint local transform is represented by 3 floats for the translation and 4 floats for the rotation (expressed as a quaternion). The joint transform is stored in the array in the same order as the joint paths in the jointPaths parameter used to construct the human pose handler. For example, if the human pose handler was constructed with 20 joint paths, the avatarPose parameter should be an array of 140 floats. + + + + Gets the internal human pose stored in the human pose handler. + + The output human pose. In the human pose, the bodyPosition and bodyRotation are the position and rotation of the approximate center of mass of the humanoid in world space. bodyPosition is normalized: the position is divided by avatar human scale. + + + + Stores the specified human pose inside the human pose handler. + + The human pose to set. In the human pose, the bodyPosition and bodyRotation are the position and rotation of the approximate center of mass of the humanoid. This is relative to the humanoid root transform and it is normalized: the local position is divided by avatar human scale. + + + + Converts an avatar pose to a human pose and stores it as the internal human pose inside the human pose handler. + + The input avatar pose. The avatar pose is expressed as an array of floats. The floats represent the translation and rotation of the joints as local transforms. +Each joint local transform is represented by 3 floats for the translation and 4 floats for the rotation (expressed as a quaternion). The joint transform is stored in the array in the same order as the joint paths in the jointPaths parameter used to construct the human pose handler. For example, if the human pose handler was constructed with 20 joint paths, the avatarPose parameter should be an array of 140 floats. + + + + Stores the specified human pose as the internal human pose inside the human pose handler. + + The human pose to set. In the human pose, the bodyPosition and bodyRotation are the position and rotation of the approximate center of mass of the humanoid. This is relative to the humanoid root transform and it is normalized: the local position is divided by avatar human scale. + + + + Details of all the human bone and muscle types defined by Mecanim. + + + + + The number of human bone types defined by Mecanim. + + + + + Return the bone to which a particular muscle is connected. + + Muscle index. + + + + Array of the names of all human bone types defined by Mecanim. + + + + + Gets the bone hierarchy mass. + + The humanoid bone index. + + The bone hierarchy mass. + + + + + Get the default maximum value of rotation for a muscle in degrees. + + Muscle index. + + + + Get the default minimum value of rotation for a muscle in degrees. + + Muscle index. + + + + Returns parent humanoid bone index of a bone. + + Humanoid bone index to get parent from. + + Humanoid bone index of parent. + + + + + The number of human muscle types defined by Mecanim. + + + + + Obtain the muscle index for a particular bone index and "degree of freedom". + + Bone index. + Number representing a "degree of freedom": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis. + + + + Array of the names of all human muscle types defined by Mecanim. + + + + + Is the bone a member of the minimal set of bones that Mecanim requires for a human model? + + Index of the bone to test. + + + + The number of bone types that are required by Mecanim for any human model. + + + + + Use this interface to have a class provide its own list of Animation Clips to the Animation Window. The class must inherit from MonoBehaviour. + + + + + Returns a list of Animation Clips. + + + + + + Enumeration of all the muscles in a leg. + + + + + The foot close-open muscle. + + + + + The foot in-out muscle. + + + + + The last value of the LegDof enum. + + + + + The leg close-open muscle. + + + + + The leg roll in-out muscle. + + + + + The toes up-down muscle. + + + + + The upper leg front-back muscle. + + + + + The upper leg in-out muscle. + + + + + The upper leg roll in-out muscle. + + + + + Use this struct to specify the position and rotation weight mask for Animator.MatchTarget. + + + + + Position XYZ weight. + + + + + Rotation weight. + + + + + MatchTargetWeightMask contructor. + + Position XYZ weight. + Rotation weight. + + + + Base class for AnimationClips and BlendTrees. + + + + + Implements high-level utility methods to simplify use of the Playable API with Animations. + + + + + Plays the Playable on the given Animator. + + Target Animator. + The Playable that will be played. + The Graph that owns the Playable. + + + + Creates a PlayableGraph to be played on the given Animator. An AnimatorControllerPlayable is also created for the given RuntimeAnimatorController. + + Target Animator. + The RuntimeAnimatorController to create an AnimatorControllerPlayable for. + The created PlayableGraph. + + A handle to the newly-created AnimatorControllerPlayable. + + + + + Creates a PlayableGraph to be played on the given Animator. An AnimationClipPlayable is also created for the given AnimationClip. + + Target Animator. + The AnimationClip to create an AnimationClipPlayable for. + The created PlayableGraph. + + A handle to the newly-created AnimationClipPlayable. + + + + + Creates a PlayableGraph to be played on the given Animator. An AnimationLayerMixerPlayable is also created. + + Target Animator. + The input count for the AnimationLayerMixerPlayable. Defines the number of layers. + The created PlayableGraph. + + A handle to the newly-created AnimationLayerMixerPlayable. + + + + + Creates a PlayableGraph to be played on the given Animator. An AnimationMixerPlayable is also created. + + Target Animator. + The input count for the AnimationMixerPlayable. + The created PlayableGraph. + + A handle to the newly-created AnimationMixerPlayable. + + + + + Used by Animation.Play function. + + + + + Will stop all animations that were started with this component before playing. + + + + + Will stop all animations that were started in the same layer. This is the default when playing animations. + + + + + Used by Animation.Play function. + + + + + Will start playing after all other animations have stopped playing. + + + + + Starts playing immediately. This can be used if you just want to quickly create a duplicate animation. + + + + + The runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime. + + + + + Retrieves all AnimationClip used by the controller. + + + + + The SharedBetweenAnimatorsAttribute specifies that this StateMachineBehaviour is instantiated only once and shared by all Animator instances. This attribute reduces the memory footprint for each controller instance. + + + + + Details of the Transform name mapped to the skeleton bone of a model and its default position and rotation in the T-pose. + + + + + The name of the Transform mapped to the bone. + + + + + The T-pose position of the bone in local space. + + + + + The T-pose rotation of the bone in local space. + + + + + The T-pose scaling of the bone in local space. + + + + + StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from. + + + + + Called on the first Update frame when a state machine evaluate this state. + + + + + Called on the last update frame when a state machine evaluate this state. + + + + + Called right after MonoBehaviour.OnAnimatorIK. + + + + + Called on the first Update frame when making a transition to a state machine. This is not called when making a transition into a state machine sub-state. + + The Animator playing this state machine. + The full path hash for this state machine. + + + + Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state. + + The Animator playing this state machine. + The full path hash for this state machine. + + + + Called right after MonoBehaviour.OnAnimatorMove. + + + + + Called at each Update frame except for the first and last frame. + + + + + The Animation module implements Unity's animation system. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AssetBundleModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AssetBundleModule.dll new file mode 100644 index 00000000..39cf6f06 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AssetBundleModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AssetBundleModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AssetBundleModule.xml new file mode 100644 index 00000000..b6f12e3c --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AssetBundleModule.xml @@ -0,0 +1,526 @@ + + + + + UnityEngine.AssetBundleModule + + + + AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle. + + + + + Return true if the AssetBundle is a streamed Scene AssetBundle. + + + + + Controls the size of the shared AssetBundle loading cache. Default value is 1MB. + + + + + Check if an AssetBundle contains a specific object. + + + + + + Loads an asset bundle from a disk. + + Path of the file on disk + +See Also: UnityWebRequestAssetBundle.GetAssetBundle, DownloadHandlerAssetBundle. + + + + Asynchronously create an AssetBundle from a memory region. + + + + + + Synchronously create an AssetBundle from a memory region. + + Array of bytes with the AssetBundle data. + + + + Return all asset names in the AssetBundle. + + + + + To use when you need to get a list of all the currently loaded Asset Bundles. + + + Returns IEnumerable<AssetBundle> of all currently loaded Asset Bundles. + + + + + Return all the Scene asset paths (paths to *.unity assets) in the AssetBundle. + + + + + Loads all assets contained in the asset bundle that inherit from type. + + + + + + Loads all assets contained in the asset bundle. + + + + + Loads all assets contained in the asset bundle that inherit from type T. + + + + + Loads all assets contained in the asset bundle asynchronously. + + + + + Loads all assets contained in the asset bundle that inherit from T asynchronously. + + + + + Loads all assets contained in the asset bundle that inherit from type asynchronously. + + + + + + Loads asset with name from the bundle. + + + + + + Loads asset with name of a given type from the bundle. + + + + + + + Loads asset with name of type T from the bundle. + + + + + + Asynchronously loads asset with name from the bundle. + + + + + + Asynchronously loads asset with name of a given T from the bundle. + + + + + + Asynchronously loads asset with name of a given type from the bundle. + + + + + + + Loads asset and sub assets with name from the bundle. + + + + + + Loads asset and sub assets with name of a given type from the bundle. + + + + + + + Loads asset and sub assets with name of type T from the bundle. + + + + + + Loads asset with sub assets with name from the bundle asynchronously. + + + + + + Loads asset with sub assets with name of type T from the bundle asynchronously. + + + + + + Loads asset with sub assets with name of a given type from the bundle asynchronously. + + + + + + + Synchronously loads an AssetBundle from a file on disk. + + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Loaded AssetBundle object or null if failed. + + + + + Synchronously loads an AssetBundle from a file on disk. + + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Loaded AssetBundle object or null if failed. + + + + + Asynchronously loads an AssetBundle from a file on disk. + + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. + + + + + Synchronously create an AssetBundle from a memory region. + + Array of bytes with the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + + Loaded AssetBundle object or null if failed. + + + + + Asynchronously create an AssetBundle from a memory region. + + Array of bytes with the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + + Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. + + + + + Synchronously loads an AssetBundle from a managed Stream. + + The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. + You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB. + + The loaded AssetBundle object or null when the object fails to load. + + + + + Asynchronously loads an AssetBundle from a managed Stream. + + The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. + You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB. + + Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. + + + + + Asynchronously recompress a downloaded/stored AssetBundle from one BuildCompression to another. + + Path to the AssetBundle to recompress. + Path to the recompressed AssetBundle to be generated. Can be the same as inputPath. + The compression method, level and blocksize to use during recompression. Only some BuildCompression types are supported (see note). + CRC of the AssetBundle to test against. Testing this requires additional file reading and computation. Pass in 0 to skip this check. Unity does not compute a CRC when the source and destination BuildCompression are the same, so no CRC verification takes place (see note). + The priority at which the recompression operation should run. This sets thread priority during the operation and does not effect the order in which operations are performed. Recompression operations run on a background worker thread. + + + + Unloads an AssetBundle freeing its data. + + Determines whether the current instances of objects loaded from the AssetBundle will also be unloaded. + + + + Unloads all currently loaded AssetBundles. + + Determines whether the current instances of objects loaded from AssetBundles will also be unloaded. + + + + Unloads assets in the bundle. + + + + Asynchronous unload request for an AssetBundle. + + + + + Asynchronous create request for an AssetBundle. + + + + + Asset object being loaded (Read Only). + + + + + The result of an Asset Bundle Load or Recompress Operation. + + + + + The Asset Bundle is already loaded. + + + + + The operation was cancelled. + + + + + The Asset Bundle was not successfully cached. + + + + + Failed to decompress the Asset Bundle. + + + + + The target path given for the Recompression operation could not be deleted for swap with recompressed bundle file. + + + + + Failed to read the Asset Bundle file. + + + + + Failed to write to the file system. + + + + + The Asset Bundle does not contain any serialized data. It may be empty, or corrupt. + + + + + The AssetBundle is incompatible with this version of Unity. + + + + + The decompressed Asset data did not match the precomputed CRC. This may suggest that the AssetBundle did not download correctly. + + + + + This does not appear to be a valid Asset Bundle. + + + + + The target path given for the Recompression operation exists but is not an Archive container. + + + + + The target path given for the Recompression operation is an Archive that is currently loaded. + + + + + The operation completed successfully. + + + + + Manifest for all the AssetBundles in the build. + + + + + Get all the AssetBundles in the manifest. + + + An array of asset bundle names. + + + + + Get all the AssetBundles with variant in the manifest. + + + An array of asset bundle names. + + + + + Get all the dependent AssetBundles for the given AssetBundle. + + Name of the asset bundle. + + + + Get the hash for the given AssetBundle. + + Name of the asset bundle. + + The 128-bit hash for the asset bundle. + + + + + Get the direct dependent AssetBundles for the given AssetBundle. + + Name of the asset bundle. + + Array of asset bundle names this asset bundle depends on. + + + + + Asynchronous AssetBundle recompression from one compression method and level to another. + + + + + A string describing the recompression operation result (Read Only). + + + + + Path of the AssetBundle being recompressed (Read Only). + + + + + Path of the resulting recompressed AssetBundle (Read Only). + + + + + Result of the recompression operation. + + + + + True if the recompress operation is complete and was successful, otherwise false (Read Only). + + + + + Asynchronous load request from an AssetBundle. + + + + + Asset objects with sub assets being loaded. (Read Only) + + + + + Asset object being loaded (Read Only). + + + + + Contains information about compression methods, compression levels and block sizes that are supported by Asset Bundle compression at build time and recompression at runtime. + + + + + LZ4HC "Chunk Based" Compression. + + + + + LZ4 Compression for runtime recompression. + + + + + LZMA Compression. + + + + + Uncompressed Asset Bundle. + + + + + Uncompressed Asset Bundle. + + + + + Compression Levels relate to how much time should be spent compressing Assets into an Asset Bundle. + + + + + No compression. + + + + + Compression Method for Asset Bundles. + + + + + LZ4 compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use. + + + + + LZ4HC is a high compression variant of LZ4. LZ4HC compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use. + + + + + LZMA compression results in smaller compressed Asset Bundles but they must be entirely decompressed before use. + + + + + Uncompressed Asset Bundles are larger than compressed Asset Bundles, but they are the fastest to access once downloaded. + + + + + The AssetBundle module implements the AssetBundle class and related APIs to load data from AssetBundles. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AudioModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AudioModule.dll new file mode 100644 index 00000000..02bbec56 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AudioModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AudioModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AudioModule.xml new file mode 100644 index 00000000..fa6eeb2f --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AudioModule.xml @@ -0,0 +1,2136 @@ + + + + + UnityEngine.AudioModule + + + + An implementation of IPlayable that controls an AudioClip. + + + + + Creates an AudioClipPlayable in the PlayableGraph. + + The PlayableGraph that will contain the new AnimationLayerMixerPlayable. + The AudioClip that will be added in the PlayableGraph. + True if the clip should loop, false otherwise. + + A AudioClipPlayable linked to the PlayableGraph. + + + + + AudioMixer asset. + + + + + Routing target. + + + + + How time should progress for this AudioMixer. Used during Snapshot transitions. + + + + + Resets an exposed parameter to its initial value. + + Exposed parameter. + + Returns false if the parameter was not found or could not be set. + + + + + Connected groups in the mixer form a path from the mixer's master group to the leaves. This path has the format "Master GroupChild of Master GroupGrandchild of Master Group", so to find the grandchild group in this example, a valid search string would be for instance "randchi" which would return exactly one group while "hild" or "oup/" would return 2 different groups. + + Sub-string of the paths to be matched. + + Groups in the mixer whose paths match the specified search path. + + + + + The name must be an exact match. + + Name of snapshot object to be returned. + + The snapshot identified by the name. + + + + + Returns the value of the exposed parameter specified. If the parameter doesn't exist the function returns false. Prior to calling SetFloat and after ClearFloat has been called on this parameter the value returned will be that of the current snapshot or snapshot transition. + + Name of exposed parameter. + Return value of exposed parameter. + + Returns false if the exposed parameter specified doesn't exist. + + + + + Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots and can therefore only be changed via this function. + + Name of exposed parameter. + New value of exposed parameter. + + Returns false if the exposed parameter was not found or snapshots are currently being edited. + + + + + Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location. + + The set of snapshots to be mixed. + The mix weights for the snapshots specified. + Relative time after which the mixture should be reached from any current state. + + + + Object representing a group in the mixer. + + + + + An implementation of IPlayable that controls an audio mixer. + + + + + Object representing a snapshot in the mixer. + + + + + Performs an interpolated transition towards this snapshot over the time interval specified. + + Relative time after which this snapshot should be reached from any current state. + + + + The mode in which an AudioMixer should update its time. + + + + + Update the AudioMixer with scaled game time. + + + + + Update the AudioMixer with unscaled realtime. + + + + + A PlayableBinding that contains information representing an AudioPlayableOutput. + + + + + Creates a PlayableBinding that contains information representing an AudioPlayableOutput. + + A reference to a UnityEngine.Object that acts as a key for this binding. + The name of the AudioPlayableOutput. + + Returns a PlayableBinding that contains information that is used to create an AudioPlayableOutput. + + + + + A IPlayableOutput implementation that will be used to play audio. + + + + + Creates an AudioPlayableOutput in the PlayableGraph. + + The PlayableGraph that will contain the AnimationPlayableOutput. + The name of the output. + The AudioSource that will play the AudioPlayableOutput source Playable. + + A new AudioPlayableOutput attached to the PlayableGraph. + + + + + Gets the state of output playback when seeking. + + + Returns true if the output plays when seeking. Returns false otherwise. + + + + + Returns an invalid AudioPlayableOutput. + + + + + Controls whether the output should play when seeking. + + Set to true to play the output when seeking. Set to false to disable audio scrubbing on this output. Default is true. + + + + The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect. + + + + + Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms. + + + + + Chorus modulation depth. 0.0 to 1.0. Default = 0.03. + + + + + Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5. + + + + + Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0. + + + + + Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz. + + + + + Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5. + + + + + Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5. + + + + + Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5. + + + + + A container for audio data. + + + + + Returns true if this audio clip is ambisonic (read-only). + + + + + The number of channels in the audio clip. (Read Only) + + + + + The sample frequency of the clip in Hertz. (Read Only) + + + + + Returns true if the AudioClip is ready to play (read-only). + + + + + The length of the audio clip in seconds. (Read Only) + + + + + Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread. + + + + + Returns the current load state of the audio data associated with an AudioClip. + + + + + The load type of the clip (read-only). + + + + + Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. + + + + + The length of the audio clip in samples. (Read Only) + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Fills an array with sample data from the clip. + + + + + + + Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically. + + + Returns true if loading succeeded. + + + + + Delegate called each time AudioClip reads data. + + Array of floats containing data read from the clip. + + + + Delegate called each time AudioClip changes read position. + + New position in the audio clip. + + + + Set sample data in a clip. + + + + + + + Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets. + + + Returns false if unloading failed. + + + + + Determines how the audio clip is loaded in. + + + + + The audio data of the clip will be kept in memory in compressed form. + + + + + The audio data is decompressed when the audio clip is loaded. + + + + + Streams audio data from disk. + + + + + An enum containing different compression types. + + + + + AAC Audio Compression. + + + + + Adaptive differential pulse-code modulation. + + + + + Sony proprietary hardware format. + + + + + Nintendo ADPCM audio compression format. + + + + + Sony proprietory hardware codec. + + + + + MPEG Audio Layer III. + + + + + Uncompressed pulse-code modulation. + + + + + Sony proprietary hardware format. + + + + + Vorbis compression format. + + + + + Xbox One proprietary hardware format. + + + + + Specifies the current properties or desired properties to be set for the audio system. + + + + + The length of the DSP buffer in samples determining the latency of sounds by the audio output device. + + + + + The current maximum number of simultaneously audible sounds in the game. + + + + + The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing. + + + + + The current sample rate of the audio output device used. + + + + + The current speaker mode used by the audio output device. + + + + + Value describing the current load state of the audio data associated with an AudioClip. + + + + + Value returned by AudioClip.loadState for an AudioClip that has failed loading its audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that is currently loading audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet. + + + + + The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener. + + + + + Distortion value. 0.0 to 1.0. Default = 0.5. + + + + + The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio. + + + + + Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5. + + + + + Echo delay in ms. 10 to 5000. Default = 500. + + + + + Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0. + + + + + Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0. + + + + + The Audio High Pass Filter passes high frequencies of an AudioSource, and cuts off signals with frequencies lower than the Cutoff Frequency. + + + + + Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. + + + + + Determines how much the filter's self-resonance isdampened. + + + + + Representation of a listener in 3D space. + + + + + The paused state of the audio system. + + + + + This lets you set whether the Audio Listener should be updated in the fixed or dynamic update. + + + + + Controls the game sound volume (0.0 to 1.0). + + + + + Provides a block of the listener (master)'s output data. + + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + + + + Deprecated Version. Returns a block of the listener (master)'s output data. + + + + + + + Provides a block of the listener (master)'s spectrum data. + + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. + + + + Deprecated Version. Returns a block of the listener (master)'s spectrum data. + + Number of values (the length of the samples array). Must be a power of 2. Min = 64. Max = 8192. + The channel to sample from. + The FFTWindow type to use when sampling. + + + + The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing frequencies higher than the Cutoff Frequency. + + + + + Returns or sets the current custom frequency cutoff curve. + + + + + Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. + + + + + Determines how much the filter's self-resonance is dampened. + + + + + Allow recording the main output of the game or specific groups in the AudioMixer. + + + + + Returns the number of samples available since the last time AudioRenderer.Render was called. This is dependent on the frame capture rate. + + + Number of samples available since last recorded frame. + + + + + Performs the recording of the main output as well as any optional mixer groups that have been registered via AudioRenderer.AddMixerGroupSink. + + The buffer to write the sample data to. + + True if the recording succeeded. + + + + + Enters audio recording mode. After this Unity will output silence until AudioRenderer.Stop is called. + + + True if the engine was switched into output recording mode. False if it is already recording. + + + + + Exits audio recording mode. After this audio output will be audible again. + + + True if the engine was recording when this function was called. + + + + + The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect. + + + + + Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. + + + + + Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. + + + + + Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. + + + + + Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. + + + + + Mix level of dry signal in output in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0. + + + + + Reference high frequency in hertz (Hz). Ranges from 1000.0 to 20000.0. Default is 5000.0. + + + + + Reference low-frequency in hertz (Hz). Ranges from 20.0 to 1000.0. Default is 250.0. + + + + + Late reverberation level relative to room effect in millibels (mB). Ranges from -10000.0 to 2000.0. Default is 0.0. + + + + + Early reflections level relative to room effect in millibels (mB). Ranges from -10000.0 to 1000.0. Default is -10000.0. + + + + + Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. + + + + + Late reverberation level relative to room effect in millibels (mB). Ranges from -10000.0 to 2000.0. Default is 0.0. + + + + + Set/Get reverb preset properties. + + + + + Room effect level at low frequencies in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Room effect high-frequency level re. low frequency level in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Room effect low-frequency level in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Reverb presets used by the Reverb Zone class and the audio reverb filter. + + + + + Alley preset. + + + + + Arena preset. + + + + + Auditorium preset. + + + + + Bathroom preset. + + + + + Carpeted hallway preset. + + + + + Cave preset. + + + + + City preset. + + + + + Concert hall preset. + + + + + Dizzy preset. + + + + + Drugged preset. + + + + + Forest preset. + + + + + Generic preset. + + + + + Hallway preset. + + + + + Hangar preset. + + + + + Livingroom preset. + + + + + Mountains preset. + + + + + No reverb preset selected. + + + + + Padded cell preset. + + + + + Parking Lot preset. + + + + + Plain preset. + + + + + Psychotic preset. + + + + + Quarry preset. + + + + + Room preset. + + + + + Sewer pipe preset. + + + + + Stone corridor preset. + + + + + Stoneroom preset. + + + + + Underwater presset. + + + + + User defined preset. + + + + + Reverb Zones are used when you want to create location based ambient effects in the Scene. + + + + + High-frequency to mid-frequency decay time ratio. + + + + + Reverberation decay time at mid frequencies. + + + + + Value that controls the modal density in the late reverberation decay. + + + + + Value that controls the echo density in the late reverberation decay. + + + + + The distance from the centerpoint that the reverb will not have any effect. Default = 15.0. + + + + + The distance from the centerpoint that the reverb will have full effect at. Default = 10.0. + + + + + Early reflections level relative to room effect. + + + + + Initial reflection delay time. + + + + + Late reverberation level relative to room effect. + + + + + Late reverberation delay time relative to initial reflection. + + + + + Set/Get reverb preset properties. + + + + + Room effect level (at mid frequencies). + + + + + Relative room effect level at high frequencies. + + + + + Relative room effect level at low frequencies. + + + + + Like rolloffscale in global settings, but for reverb room size effect. + + + + + Reference high frequency (hz). + + + + + Reference low frequency (hz). + + + + + Rolloff modes that a 3D sound can have in an audio source. + + + + + Use this when you want to use a custom rolloff. + + + + + Use this mode when you want to lower the volume of your sound over the distance. + + + + + Use this mode when you want a real-world rolloff. + + + + + Controls the global audio settings from script. + + + + + Returns the speaker mode capability of the current audio driver. (Read Only) + + + + + Returns the current time of the audio system. + + + + + Get the mixer's current output rate. + + + + + Gets the current speaker mode. Default is 2 channel stereo. + + + + + A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + + True if the change was caused by an device change. + + + + Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset. + + + The new configuration to be applied. + + + + + Get the mixer's buffer size in samples. + + Is the length of each buffer in the ringbuffer. + Is number of buffers. + + + + Returns the name of the spatializer selected on the currently-running platform. + + + The spatializer plugin name. + + + + + Returns an array with the names of all the available spatializer plugins. + + + An array of spatializer names. + + + + + This class encapsulates properties and methods to handle audio output thread on iOS/Android. + + + + + Returns true if audio output thread is working. + + + + + Returns true if current device media volume is 0. + + + + + Set this property to true to make audio output thread automatically stop when device media volume is set to 0 and to start it again when volume is not 0. + + + + + A delegate called whenever the device mute state is changed. + + True if current device media volume is 0, false otherwise. + + + + Starts audio output thread on Android/iOS. + + + + + Stops audio thread on Android/iOS. + + + + + A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external factor such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + + True if the change was caused by an device change. + + + + Performs a change of the device configuration. In response to this the AudioSettings.OnAudioConfigurationChanged delegate is invoked with the argument deviceWasChanged=false. It cannot be guaranteed that the exact settings specified can be used, but an attempt is made to use the closest match supported by the system. + + The new configuration to be used. + + True if all settings could be successfully applied. + + + + + Sets the spatializer plugin for all platform groups. If a null or empty string is passed in, the existing spatializer plugin will be cleared. + + The spatializer plugin name. + + + + A representation of audio sources in 3D. + + + + + Bypass effects (Applied from filter components or global listener filters). + + + + + When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group. + + + + + When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. + + + + + The default AudioClip to play. + + + + + Sets the Doppler scale for this AudioSource. + + + + + Gets or sets the gamepad audio output type for this audio source. + + + + + Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus. + + + + + This makes the audio source not take into account the volume of the audio listener. + + + + + Is the clip playing right now (Read Only)? + + + + + True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system. + + + + + Is the audio clip looping? + + + + + (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. + + + + + Within the Min distance the AudioSource will cease to grow louder in volume. + + + + + Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume. + + + + + The target group to which the AudioSource should route its signal. + + + + + Pan has been deprecated. Use panStereo instead. + + + + + PanLevel has been deprecated. Use spatialBlend instead. + + + + + Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. + + + + + The pitch of the audio source. + + + + + If set to true, the audio source will automatically start playing on awake. + + + + + Sets the priority of the AudioSource. + + + + + The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. + + + + + Sets/Gets how the AudioSource attenuates over distance. + + + + + Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D. + + + + + Enables or disables spatialization. + + + + + Determines if the spatializer effect is inserted before or after the effect filters. + + + + + Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. + + + + + Playback position in seconds. + + + + + Playback position in PCM samples. + + + + + Whether the Audio Source should be updated in the fixed or dynamic update. + + + + + The volume of the audio source (0.0 to 1.0). + + + + + Disables audio output to a gamepad for this audio source. + + + Returns true if successful. + + + + + Check if the platform supports an audio output type on gamepads. + + The desired output type. + + Returns true if the gamepad supports the specified audio output type. + + + + + Reads a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be read. + Return value of the user-defined parameter that is read. + + True, if the parameter could be read. + + + + + Get the current custom curve for the given AudioSourceCurveType. + + The curve type to get. + + The custom AnimationCurve corresponding to the given curve type. + + + + + Provides a block of the currently playing source's output data. + + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + + + + Deprecated Version. Returns a block of the currently playing source's output data. + + + + + + + Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be read. + Return value of the user-defined parameter that is read. + + True, if the parameter could be read. + + + + + Provides a block of the currently playing audio source's spectrum data. + + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. + + + + Deprecated Version. Returns a block of the currently playing source's spectrum data. + + The number of samples to retrieve. Must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. + + + + Pauses playing the clip. + + + + + Plays the clip. + + Deprecated. Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). + + + + Plays the clip. + + Deprecated. Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). + + + + Plays an AudioClip at a given position in world space. + + Audio data to play. + Position in world space from which sound originates. + Playback volume. + + + + Plays an AudioClip at a given position in world space. + + Audio data to play. + Position in world space from which sound originates. + Playback volume. + + + + Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument. + + Delay time specified in seconds. + + + + Plays an AudioClip, and scales the AudioSource volume by volumeScale. + + The clip being played. + The scale of the volume (0-1). + + + + Plays an AudioClip, and scales the AudioSource volume by volumeScale. + + The clip being played. + The scale of the volume (0-1). + + + + Enable playing of audio source though a specfic gamepad. + + Slot number of the gamepad (0-3). + + Returns TRUE if enabling audio output through this users controller was successful. + + + + + Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. + + Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing. + + + + Sets a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be set. + New value of the user-defined parameter. + + True, if the parameter could be set. + + + + + Set the custom curve for the given AudioSourceCurveType. + + The curve type that should be set. + The curve that should be applied to the given curve type. + + + + Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled. + + Time in seconds. + + + + Changes the time at which a sound that has already been scheduled to play will start. + + Time in seconds. + + + + Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be set. + New value of the user-defined parameter. + + True, if the parameter could be set. + + + + + Stops playing the clip. + + + + + Unpause the paused playback of this AudioSource. + + + + + This defines the curve type of the different custom curves that can be queried and set within the AudioSource. + + + + + Custom Volume Rolloff. + + + + + Reverb Zone Mix. + + + + + The Spatial Blend. + + + + + The 3D Spread. + + + + + These are speaker types defined for use with AudioSettings.speakerMode. + + + + + Channel count is set to 6. 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer. + + + + + Channel count is set to 8. 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer. + + + + + Channel count is set to 1. The speakers are monaural. + + + + + Channel count is set to 2. Stereo output, but data is encoded in a way that is picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup. + + + + + Channel count is set to 4. 4 speaker setup. This includes front left, front right, rear left, rear right. + + + + + Channel count is unaffected. + + + + + Channel count is set to 2. The speakers are stereo. This is the editor default. + + + + + Channel count is set to 5. 5 speaker setup. This includes front left, front right, center, rear left, rear right. + + + + + Describes when an AudioSource or AudioListener is updated. + + + + + Updates the source or listener in the MonoBehaviour.FixedUpdate loop if it is attached to a Rigidbody, dynamic MonoBehaviour.Update otherwise. + + + + + Updates the source or listener in the dynamic MonoBehaviour.Update loop. + + + + + Updates the source or listener in the MonoBehaviour.FixedUpdate loop. + + + + + Provides access to the audio samples generated by Unity objects such as VideoPlayer. + + + + + Number of sample frames available for consuming with Experimental.Audio.AudioSampleProvider.ConsumeSampleFrames. + + + + + The number of audio channels per sample frame. + + + + + Pointer to the native function that provides access to audio sample frames. + + + + + Enables the Experimental.Audio.AudioSampleProvider.sampleFramesAvailable events. + + + + + If true, buffers produced by ConsumeSampleFrames will get padded when silence if there are less available than asked for. Otherwise, the extra sample frames in the buffer will be left unchanged. + + + + + Number of sample frames that can still be written to by the sample producer before overflowing. + + + + + Then the free sample count falls below this threshold, the Experimental.Audio.AudioSampleProvider.sampleFramesAvailable event and associated native is emitted. + + + + + Unique identifier for this instance. + + + + + The maximum number of sample frames that can be accumulated inside the internal buffer before an overflow event is emitted. + + + + + Object where this provider came from. + + + + + Invoked when the number of available sample frames goes beyond the threshold set with Experimental.Audio.AudioSampleProvider.freeSampleFrameCountLowThreshold. + + Number of available sample frames. + + + + Invoked when the number of available sample frames goes beyond the maximum that fits in the internal buffer. + + The number of sample frames that were dropped due to the overflow. + + + + The expected playback rate for the sample frames produced by this class. + + + + + Index of the track in the object that created this provider. + + + + + True if the object is valid. + + + + + Clear the native handler set with Experimental.Audio.AudioSampleProvider.SetSampleFramesAvailableNativeHandler. + + + + + Clear the native handler set with Experimental.Audio.AudioSampleProvider.SetSampleFramesOverflowNativeHandler. + + + + + Consume sample frames from the internal buffer. + + Buffer where the consumed samples will be transferred. + + How many sample frames were written into the buffer passed in. + + + + + Type that represents the native function pointer for consuming sample frames. + + Id of the provider. See Experimental.Audio.AudioSampleProvider.id. + Pointer to the sample frames buffer to fill. The actual C type is float*. + Number of sample frames that can be written into interleavedSampleFrames. + + + + Release internal resources. Inherited from IDisposable. + + + + + Type that represents the native function pointer for handling sample frame events. + + User data specified when the handler was set. The actual C type is void*. + Id of the provider. See Experimental.Audio.AudioSampleProvider.id. + Number of sample frames available or overflowed, depending on event type. + + + + Delegate for sample frame events. + + Provider emitting the event. + How many sample frames are available, or were dropped, depending on the event. + + + + Set the native event handler for events emitted when the number of available sample frames crosses the threshold. + + Pointer to the function to invoke when the event is emitted. + User data to be passed to the handler when invoked. The actual C type is void*. + + + + Set the native event handler for events emitted when the internal sample frame buffer overflows. + + Pointer to the function to invoke when the event is emitted. + User data to be passed to the handler when invoked. The actual C type is void*. + + + + Spectrum analysis windowing types. + + + + + W[n] = 0.42 - (0.5 * COS(nN) ) + (0.08 * COS(2.0 * nN) ). + + + + + W[n] = 0.35875 - (0.48829 * COS(1.0 * nN)) + (0.14128 * COS(2.0 * nN)) - (0.01168 * COS(3.0 * n/N)). + + + + + W[n] = 0.54 - (0.46 * COS(n/N) ). + + + + + W[n] = 0.5 * (1.0 - COS(n/N) ). + + + + + W[n] = 1.0. + + + + + W[n] = TRI(2n/N). + + + + + Gamepad audio output types. + + + + + Audio output is through a secondary gamepad's vibration device if supported. + + + + + Audio output is through the gamepads audio speaker if the gamepad supports playing audio. + + + + + Audio output is through the gamepads vibration device if the gamepad supports playing audio as vibration. + + + + + Use this class to record to an AudioClip using a connected microphone. + + + + + A list of available microphone devices, identified by name. + + + + + Stops recording. + + The name of the device. + + + + Get the frequency capabilities of a device. + + The name of the device. + Returns the minimum sampling frequency of the device. + Returns the maximum sampling frequency of the device. + + + + Get the position in samples of the recording. + + The name of the device. + + + + Query if a device is currently recording. + + The name of the device. + + + + Start Recording with device. + + The name of the device. + Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip. + Is the length of the AudioClip produced by the recording. + The sample rate of the AudioClip produced by the recording. + + The function returns null if the recording fails to start. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + The Audio module implements Unity's audio system. + + + + + A structure describing the webcam device. + + + + + Possible WebCamTexture resolutions for this device. + + + + + A string identifier used to create a depth data based WebCamTexture. + + + + + Returns true if the camera supports automatic focusing on points of interest and false otherwise. + + + + + True if camera faces the same direction a screen does, false otherwise. + + + + + Property of type WebCamKind denoting the kind of webcam device. + + + + + A human-readable name of the device. Varies across different systems. + + + + + Enum representing the different types of web camera device. + + + + + Camera which supports synchronized color and depth data (currently these are only dual back and true depth cameras on latest iOS devices). + + + + + A Telephoto camera device. These devices have a longer focal length than a wide-angle camera. + + + + + Ultra wide angle camera. These devices have a shorter focal length than a wide-angle camera. + + + + + Wide angle (default) camera. + + + + + WebCam Textures are textures onto which the live video input is rendered. + + + + + This property allows you to set/get the auto focus point of the camera. This works only on Android and iOS devices. + + + + + Set this to specify the name of the device to use. + + + + + Return a list of available devices. + + + + + Did the video buffer update this frame? + + + + + This property is true if the texture is based on depth data. + + + + + Returns if the camera is currently playing. + + + + + Set the requested frame rate of the camera device (in frames per second). + + + + + Set the requested height of the camera device. + + + + + Set the requested width of the camera device. + + + + + Returns an clockwise angle (in degrees), which can be used to rotate a polygon so camera contents are shown in correct orientation. + + + + + Returns if the texture image is vertically flipped. + + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Returns pixel color at coordinates (x, y). + + X coordinate of the pixel to get. + Y coordinate of the pixel to get. + + Pixel color at the requested coordinate. + + + + + Retrieves a copy of the the pixel color data. The colors are represented by Color structs. + + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Get a block of pixel colors. + + X coordinate of the block origin. + Y coordinate of the block origin. + Width of the block. + Height of the block. + + Copy of the block of pixels requested. + + + + + Retrieves a copy of the the pixel color data. The colors are represented by Color32 structs. + + Optional array to receive pixel data. + + An array that contains a copy of the requested pixel colors, represented by Color32 structs. + + + + + Retrieves a copy of the the pixel color data. The colors are represented by Color32 structs. + + Optional array to receive pixel data. + + An array that contains a copy of the requested pixel colors, represented by Color32 structs. + + + + + Pauses the camera. + + + + + Starts the camera. + + + + + Stops the camera. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClothModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClothModule.dll new file mode 100644 index 00000000..0dbad5a1 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClothModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClothModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClothModule.xml new file mode 100644 index 00000000..1d98764e --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClothModule.xml @@ -0,0 +1,233 @@ + + + + + UnityEngine.ClothModule + + + + The Cloth class provides an interface to cloth simulation physics. + + + + + Bending stiffness of the cloth. + + + + + An array of CapsuleColliders which this Cloth instance should collide with. + + + + + Number of cloth solver iterations per second. + + + + + The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh. + + + + + How much to increase mass of colliding particles. + + + + + Damp cloth motion. + + + + + Enable continuous collision to improve collision stability. + + + + + Is this cloth enabled? + + + + + A constant, external acceleration applied to the cloth. + + + + + The friction of the cloth when colliding with the character. + + + + + The current normals of the cloth object. + + + + + A random, external acceleration applied to the cloth. + + + + + Minimum distance at which two cloth particles repel each other (default: 0.0). + + + + + Self-collision stiffness defines how strong the separating impulse should be for colliding particles. + + + + + Cloth's sleep threshold. + + + + + An array of ClothSphereColliderPairs which this Cloth instance should collide with. + + + + + Sets the stiffness frequency parameter. + + + + + Stretching stiffness of the cloth. + + + + + Should gravity affect the cloth simulation? + + + + + Use Tether Anchors. + + + + + Add one virtual particle per triangle to improve collision stability. + + + + + The current vertex positions of the cloth object. + + + + + How much world-space acceleration of the character will affect cloth vertices. + + + + + How much world-space movement of the character will affect cloth vertices. + + + + + Clear the pending transform changes from affecting the cloth simulation. + + + + + Get list of particles to be used for self and inter collision. + + List to be populated with cloth particle indices that are used for self and/or inter collision. + + + + Get list of indices to be used when generating virtual particles. + + List to be populated with virtual particle indices. + + + + + Get weights to be used when generating virtual particles for cloth. + + List to populate with virtual particle weights. + + + + + Fade the cloth simulation in or out. + + Fading enabled or not. + + + + + This allows you to set the cloth indices used for self and inter collision. + + List of cloth particles indices to use for cloth self and/or inter collision. + + + + Set indices to use when generating virtual particles. + + List of cloth particle indices to use when generating virtual particles. + + + + + Sets weights to be used when generating virtual particles for cloth. + + List of weights to be used when setting virutal particles for cloth. + + + + The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to. + + + + + Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth. + + + + + Distance a vertex is allowed to travel from the skinned mesh vertex position. + + + + + A pair of SphereColliders used to define shapes for Cloth objects to collide against. + + + + + The first SphereCollider of a ClothSphereColliderPair. + + + + + The second SphereCollider of a ClothSphereColliderPair. + + + + + Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + + The first SphereCollider of a ClothSphereColliderPair. + The second SphereCollider of a ClothSphereColliderPair. + + + + Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + + The first SphereCollider of a ClothSphereColliderPair. + The second SphereCollider of a ClothSphereColliderPair. + + + + The Cloth module implements cloth physics simulation through the Cloth component. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterInputModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterInputModule.dll new file mode 100644 index 00000000..3b10338f Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterInputModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterInputModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterInputModule.xml new file mode 100644 index 00000000..daece5f6 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterInputModule.xml @@ -0,0 +1,119 @@ + + + + + UnityEngine.ClusterInputModule + + + + Interface for reading and writing inputs in a Unity Cluster. + + + + + Add a new VRPN input entry. + + Name of the input entry. This has to be unique. + Device name registered to VRPN server. + URL to the vrpn server. + Index of the Input entry, refer to vrpn.cfg if unsure. + Type of the input. + + True if the operation succeed. + + + + + Check the connection status of the device to the VRPN server it connected to. + + Name of the input entry. + + + + Edit an input entry which added via ClusterInput.AddInput. + + Name of the input entry. This has to be unique. + Device name registered to VRPN server. + URL to the vrpn server. + Index of the Input entry, refer to vrpn.cfg if unsure. + Type of the ClusterInputType as follow. + + + + Returns the axis value as a continous float. + + Name of input to poll.c. + + + + Returns the binary value of a button. + + Name of input to poll. + + + + Return the position of a tracker as a Vector3. + + Name of input to poll. + + + + Returns the rotation of a tracker as a Quaternion. + + Name of input to poll. + + + + Sets the axis value for this input. Only works for input typed Custom. + + Name of input to modify. + Value to set. + + + + Sets the button value for this input. Only works for input typed Custom. + + Name of input to modify. + Value to set. + + + + Sets the tracker position for this input. Only works for input typed Custom. + + Name of input to modify. + Value to set. + + + + Sets the tracker rotation for this input. Only works for input typed Custom. + + Name of input to modify. + Value to set. + + + + Values to determine the type of input value to be expect from one entry of ClusterInput. + + + + + Device is an analog axis that provides continuous value represented by a float. + + + + + Device that return a binary result of pressed or not pressed. + + + + + A user customized input. + + + + + Device that provide position and orientation values. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterRendererModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterRendererModule.dll new file mode 100644 index 00000000..c127167e Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterRendererModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterRendererModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterRendererModule.xml new file mode 100644 index 00000000..c630ed86 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ClusterRendererModule.xml @@ -0,0 +1,28 @@ + + + + + UnityEngine.ClusterRendererModule + + + + A helper class that contains static method to inquire status of Unity Cluster. + + + + + Check whether the current instance is disconnected from the cluster network. + + + + + Check whether the current instance is a master node in the cluster network. + + + + + To acquire or set the node index of the current machine from the cluster network. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CoreModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CoreModule.dll new file mode 100644 index 00000000..b671d40d Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CoreModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CoreModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CoreModule.xml new file mode 100644 index 00000000..be86ea8f --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CoreModule.xml @@ -0,0 +1,56081 @@ + + + + + UnityEngine.CoreModule + + + + The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. + + + + + The order of the component in the component menu (lower is higher to the top). + + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + ActivityIndicator Style (Android Specific). + + + + + Do not show ActivityIndicator. + + + + + Large Inversed (android.R.attr.progressBarStyleLargeInverse). + + + + + Small Inversed (android.R.attr.progressBarStyleSmallInverse). + + + + + Large (android.R.attr.progressBarStyleLarge). + + + + + Small (android.R.attr.progressBarStyleSmall). + + + + + Store a collection of Keyframes that can be evaluated over time. + + + + + All keys defined in the animation curve. + + + + + The number of keys in the curve. (Read Only) + + + + + The behaviour of the animation after the last keyframe. + + + + + The behaviour of the animation before the first keyframe. + + + + + Add a new key to the curve. + + The time at which to add the key (horizontal axis in the curve graph). + The value for the key (vertical axis in the curve graph). + + The index of the added key, or -1 if the key could not be added. + + + + + Add a new key to the curve. + + The key to add to the curve. + + The index of the added key, or -1 if the key could not be added. + + + + + Creates a constant "curve" starting at timeStart, ending at timeEnd, and set to the value value. + + The start time for the constant curve. + The end time for the constant curve. + The value for the constant curve. + + The constant curve created from the specified values. + + + + + Creates an animation curve from an arbitrary number of keyframes. + + An array of Keyframes used to define the curve. + + + + Creates an empty animation curve. + + + + + Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the ease curve. + The start value for the ease curve. + The end time for the ease curve. + The end value for the ease curve. + + The ease-in and out curve generated from the specified values. + + + + + Evaluate the curve at time. + + The time within the curve you want to evaluate (the horizontal axis in the curve graph). + + The value of the curve, at the point in time specified. + + + + + A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the linear curve. + The start value for the linear curve. + The end time for the linear curve. + The end value for the linear curve. + + The linear curve created from the specified values. + + + + + Removes the keyframe at index and inserts key. + + The index of the key to move. + The key (with its new time) to insert. + + The index of the keyframe after moving it. + + + + + Removes a key. + + The index of the key to remove. + + + + Smooth the in and out tangents of the keyframe at index. + + The index of the keyframe to be smoothed. + The smoothing weight to apply to the keyframe's tangents. + + + + Retrieves the key at index. (Read Only) + + + + + Anisotropic filtering mode. + + + + + Disable anisotropic filtering for all textures. + + + + + Enable anisotropic filtering, as set for each texture. + + + + + Enable anisotropic filtering for all textures. + + + + + Interface to control XCode Frame Capture. + + + + + Begin Capture to the specified file. + + + + + + Begin Capture in XCode frame debugger. + + + + + Begin capture to the specified file at the beginning of the next frame, and end it at the end of the next frame. + + + + + + Begin capture to Xcode at the beginning of the next frame, and end it at the end of the next frame. + + + + + End Capture. + + + + + Is Capture destination supported. + + + + + + Destination of Frame Capture +This is a wrapper for MTLCaptureDestination. + + + + + Capture in XCode itself. + + + + + Capture to a GPU Trace document. + + + + + ReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later. + + + + + A Boolean that indicates whether ReplayKit broadcasting API is available (true means available) (Read Only). +Check the value of this property before making ReplayKit broadcasting API calls. On iOS versions prior to iOS 10, this property will have a value of false. + + + + + A string property that contains an URL used to redirect the user to an on-going or completed broadcast (Read Only). + + + + + Camera enabled status. True, if camera enabled; false otherwise. + + + + + Boolean property that indicates whether a broadcast is currently in progress (Read Only). + + + + + Boolean property that indicates whether a broadcast is currently paused (Read Only). + + + + + A boolean that indicates whether ReplayKit is currently displaying a preview controller. (Read Only) + + + + + A boolean that indicates whether ReplayKit is making a recording (where True means a recording is in progress). (Read Only) + + + + + A string value of the last error incurred by the ReplayKit: Either 'Failed to get Screen Recorder' or 'No recording available'. (Read Only) + + + + + Microphone enabled status. True, if microphone enabled; false otherwise. + + + + + A boolean value that indicates that a new recording is available for preview (where True means available). (Read Only) + + + + + A boolean that indicates whether the ReplayKit API is available (where True means available). (Read Only) + + + + + Function called at the completion of broadcast startup. + + This parameter will be true if the broadcast started successfully and false in the event of an error. + In the event of failure to start a broadcast, this parameter contains the associated error message. + + + + Discard the current recording. + + + A boolean value of True if the recording was discarded successfully or False if an error occurred. + + + + + Hide the camera preview view. + + + + + Pauses current broadcast. +Will pause currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Preview the current recording + + + A boolean value of True if the video preview window opened successfully or False if an error occurred. + + + + + Resumes current broadcast. +Will resume currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Shows camera preview at coordinates posX and posY. The preview is width by height in size. + + + + + + + + + Initiates and starts a new broadcast +When StartBroadcast is called, user is presented with a broadcast provider selection screen, and then a broadcast setup screen. Once it is finished, a broadcast will be started, and the callback will be invoked. +It will also be invoked in case of any error. + + + A callback for getting the status of broadcast initiation. + Enable or disable the microphone while broadcasting. Enabling the microphone allows you to include user commentary while broadcasting. The default value is false. + Enable or disable the camera while broadcasting. Enabling camera allows you to include user camera footage while broadcasting. The default value is false. To actually include camera footage in your broadcast, you also have to call ShowCameraPreviewAt as well to position the preview view. + + + + Start a new recording. + + Enable or disable the microphone while making a recording. Enabling the microphone allows you to include user commentary while recording. The default value is false. + Enable or disable the camera while making a recording. Enabling camera allows you to include user camera footage while recording. The default value is false. To actually include camera footage in your recording, you also have to call ShowCameraPreviewAt as well to position the preview view. + + A boolean value of True if recording started successfully or False if an error occurred. + + + + + Stops current broadcast. +Will terminate currently on-going broadcast. If no broadcast is in progress, does nothing. + + + + + Stop the current recording. + + + A boolean value of True if recording stopped successfully or False if an error occurred. + + + + + Access to application run-time data. + + + + + The URL of the document. For WebGL, this a web URL. For Android, iOS, or Universal Windows Platform (UWP) this is a deep link URL. (Read Only) + + + + + Priority of background loading thread. + + + + + Returns a GUID for this build (Read Only). + + + + + A unique cloud project identifier. It is unique for every project (Read Only). + + + + + Return application company name (Read Only). + + + + + Returns the path to the console log file, or an empty string if the current platform does not support log files. + + + + + Contains the path to the game data folder on the target device (Read Only). + + + + + This event is raised when an application running on Android, iOS, or the Universal Windows Platform (UWP) is activated using a deep link URL. + + The deep link URL that activated the application. + + + + Defines the delegate to use to register for events in which the focus gained or lost. + + + + + + Returns false if application is altered in any way after it was built. + + + + + Returns true if application integrity can be confirmed. + + + + + Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. + + + + + Returns the name of the store or package that installed the application (Read Only). + + + + + Returns application install mode (Read Only). + + + + + Returns the type of Internet reachability currently possible on the device. + + + + + Returns true when Unity is launched with the -batchmode flag from the command line (Read Only). + + + + + Is the current Runtime platform a known console platform. + + + + + Are we running inside the Unity editor? (Read Only) + + + + + Whether the player currently has focus. Read-only. + + + + + Is some level being loaded? (Read Only) (Obsolete). + + + + + Identifies whether the current Runtime platform is a known mobile platform. + + + + + Returns true when called in any kind of built Player, or when called in the Editor in Play Mode (Read Only). + + + + + Checks whether splash screen is being shown. + + + + + The total number of levels available (Read Only). + + + + + Note: This is now obsolete. Use SceneManager.GetActiveScene instead. (Read Only). + + + + + The name of the level that was last loaded (Read Only). + + + + + Event that is fired if a log message is received. + + + + + + Event that is fired if a log message is received. + + + + + + This event occurs when your app receives a low-memory notification from the device it is running on. This only occurs when your app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated. + +This event is supported on iOS, Android, and Universal Windows Platform (UWP). + +This event corresponds to the following callbacks on the different platforms: + +- iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning] + +- Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL) + +- UWP: MemoryManager.AppMemoryUsageIncreased (AppMemoryUsageLevel == OverLimit) + +Note: For UWP, this event will not occur on Desktop and only works on memory constrained devices, such as HoloLens and Xbox One. The OverLimit threshold specified by the OS in this case is so high it is not reasonably possible to reach it and trigger the event. + +Here is an example of handling the callback: + + + + + + Delegate method used to register for "Just Before Render" input updates for VR devices. + + + + + + (Read Only) Contains the path to a persistent data directory. + + + + + Returns the platform the game is running on (Read Only). + + + + + Returns application product name (Read Only). + + + + + Unity raises this event when the player application is quitting. + + + + + + Should the player be running when the application is in the background? + + + + + Returns application running in sandbox (Read Only). + + + + + Obsolete. Use Application.SetStackTraceLogType. + + + + + How many bytes have we downloaded from the main unity web stream (Read Only). + + + + + The path to the StreamingAssets folder (Read Only). + + + + + The language the user's operating system is running in. + + + + + Specifies the frame rate at which Unity tries to render your game. + + + + + Contains the path to a temporary data / cache directory (Read Only). + + + + + The version of the Unity runtime used to play the content. + + + + + Unity raises this event when Player is unloading. + + + + + + Returns application version number (Read Only). + + + + + Unity raises this event when the player application wants to quit. + + + + + + Indicates whether Unity's webplayer security model is enabled. + + + + + Delegate method for fetching advertising ID. + + Advertising ID. + Indicates whether user has chosen to limit ad tracking. + Error message. + + + + Cancels quitting the application. This is useful for showing a splash screen at the end of a game. + + + + + Can the streamed level be loaded? + + + + + + Can the streamed level be loaded? + + + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Calls a function in the web page that contains the WebGL Player. + + Name of the function to call. + Array of arguments passed in the call. + + + + Execution of a script function in the contained web page. + + The Javascript function to call. + + + + Returns an array of feature tags in use for this build. + + + + + Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + + How far has the download progressed? [0...1]. + + + + + + How far has the download progressed? [0...1]. + + + + + + Is Unity activated with the Pro license? + + + + + Check if the user has authorized use of the webcam or microphone in the Web Player. + + + + + + Returns true if the given object is part of the playing world either in any kind of built Player or in Play Mode. + + The object to test. + + True if the object is part of the playing world. + + + + + Note: This is now obsolete. Use SceneManager.LoadScene instead. + + The level to load. + The name of the level to load. + + + + Note: This is now obsolete. Use SceneManager.LoadScene instead. + + The level to load. + The name of the level to load. + + + + Loads a level additively. + + + + + + + Loads a level additively. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. + + + + + + + + This is the delegate function when a mobile device notifies of low memory. + + + + + Opens the URL specified, subject to the permissions and limitations of your app’s current platform and environment. This is handled in different ways depending on the nature of the URL, and with different security restrictions, depending on the runtime platform. + + The URL to open. + + + + Quits the player application. + + An optional exit code to return when the player application terminates on Windows, Mac and Linux. Defaults to 0. + + + + Request advertising ID for iOS and Windows Store. + + Delegate method. + + Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked. + + + + + Request authorization to use the webcam or microphone on iOS and WebGL. + + + + + + Set an array of feature tags for this build. + + + + + + Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + + + Unloads the Unity Player. + + + + + Unloads all GameObject associated with the given Scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the Scene in the PlayerSettings to unload. + Name of the Scene to Unload. + + Return true if the Scene is unloaded. + + + + + Unloads all GameObject associated with the given Scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the Scene in the PlayerSettings to unload. + Name of the Scene to Unload. + + Return true if the Scene is unloaded. + + + + + Application installation mode (Read Only). + + + + + Application installed via ad hoc distribution. + + + + + Application installed via developer build. + + + + + Application running in editor. + + + + + Application installed via enterprise distribution. + + + + + Application installed via online store. + + + + + Application install mode unknown. + + + + + Application sandbox type. + + + + + Application not running in a sandbox. + + + + + Application is running in broken sandbox. + + + + + Application is running in a sandbox. + + + + + Application sandbox type is unknown. + + + + + Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. + + + + + Constructor. + + + + + The Assert class contains assertion methods for setting invariants in the code. + + + + + Obsolete. Do not use. + + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert the values are approximately equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Asserts that the values are approximately not equal. + + Tolerance of approximation. + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Assert that the values are not equal. + + The assumed Assert value. + The exact Assert value. + The string used to describe the Assert. + Method to compare expected and actual arguments have the same value. + + + + Return true when the condition is false. Otherwise return false. + + true or false. + The string used to describe the result of the Assert. + + + + Return true when the condition is false. Otherwise return false. + + true or false. + The string used to describe the result of the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert that the value is not null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Assert the value is null. + + The Object or type being checked for. + The string used to describe the Assert. + + + + Asserts that the condition is true. + + The string used to describe the Assert. + true or false. + + + + Asserts that the condition is true. + + The string used to describe the Assert. + true or false. + + + + An exception that is thrown when an assertion fails. + + + + + A float comparer used by Assertions.Assert performing approximate comparison. + + + + + Default epsilon used by the comparer. + + + + + Default instance of a comparer class with deafult error epsilon and absolute error check. + + + + + Performs equality check with absolute error check. + + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + + + + + Performs equality check with relative error check. + + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + An extension class that serves as a wrapper for the Assert class. + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + Asynchronous operation coroutine. + + + + + Allow Scenes to be activated as soon as it is ready. + + + + + Event that is invoked upon operation completion. An event handler that is registered in the same frame as the call that creates it will be invoked next frame, even if the operation is able to complete synchronously. If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be called synchronously. + + Action<AsyncOperation> handler - function signature for completion event handler. + + + + Has the operation finished? (Read Only) + + + + + Priority lets you tweak in which order async operation calls will be performed. + + + + + What's the operation's progress. (Read Only) + + + + + Type of the imported(native) data. + + + + + Acc - not supported. + + + + + Aiff. + + + + + iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. + + + + + Impulse tracker. + + + + + Protracker / Fasttracker MOD. + + + + + MP2/MP3 MPEG. + + + + + Ogg vorbis. + + + + + ScreamTracker 3. + + + + + 3rd party / unknown plugin format. + + + + + VAG. + + + + + Microsoft WAV. + + + + + FastTracker 2 XM. + + + + + Xbox360 XMA. + + + + + Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery. + + + + + Device is plugged in and charging. + + + + + Device is unplugged and discharging. + + + + + Device is plugged in and the battery is full. + + + + + Device is plugged in, but is not charging. + + + + + The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value. + + + + + Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender. + + + + + The order, lowest to highest, that the Application.onBeforeRender event recievers will be called in. + + + + + When applied to methods, specifies the order called during Application.onBeforeRender events. + + The sorting order, sorted lowest to highest. + + + + Behaviours are Components that can be enabled or disabled. + + + + + Enabled Behaviours are Updated, disabled Behaviours are not. + + + + + Reports whether a GameObject and its associated Behaviour is active and enabled. + + + + + BillboardAsset describes how a billboard is rendered. + + + + + Height of the billboard that is below ground. + + + + + Height of the billboard. + + + + + Number of pre-rendered images that can be switched when the billboard is viewed from different angles. + + + + + Number of indices in the billboard mesh. + + + + + The material used for rendering. + + + + + Number of vertices in the billboard mesh. + + + + + Width of the billboard. + + + + + Constructs a new BillboardAsset. + + + + + Get the array of billboard image texture coordinate data. + + The list that receives the array. + + + + Get the array of billboard image texture coordinate data. + + The list that receives the array. + + + + Get the indices of the billboard mesh. + + The list that receives the array. + + + + Get the indices of the billboard mesh. + + The list that receives the array. + + + + Get the vertices of the billboard mesh. + + The list that receives the array. + + + + Get the vertices of the billboard mesh. + + The list that receives the array. + + + + Set the array of billboard image texture coordinate data. + + The array of data to set. + + + + Set the array of billboard image texture coordinate data. + + The array of data to set. + + + + Set the indices of the billboard mesh. + + The array of data to set. + + + + Set the indices of the billboard mesh. + + The array of data to set. + + + + Set the vertices of the billboard mesh. + + The array of data to set. + + + + Set the vertices of the billboard mesh. + + The array of data to set. + + + + Renders a billboard from a BillboardAsset. + + + + + The BillboardAsset to render. + + + + + Constructor. + + + + + The BitStream class represents seralized variables, packed into a stream. + + + + + Is the BitStream currently being read? (Read Only) + + + + + Is the BitStream currently being written? (Read Only) + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Describes 4 skinning bone weights that affect a vertex in a mesh. + + + + + Index of first bone. + + + + + Index of second bone. + + + + + Index of third bone. + + + + + Index of fourth bone. + + + + + Skinning weight for first bone. + + + + + Skinning weight for second bone. + + + + + Skinning weight for third bone. + + + + + Skinning weight for fourth bone. + + + + + Describes a bone weight that affects a vertex in a mesh. + + + + + Index of bone. + + + + + Skinning weight for bone. + + + + + Describes a single bounding sphere for use by a CullingGroup. + + + + + The position of the center of the BoundingSphere. + + + + + The radius of the BoundingSphere. + + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Represents an axis aligned bounding box. + + + + + The center of the bounding box. + + + + + The extents of the Bounding Box. This is always half of the size of the Bounds. + + + + + The maximal point of the box. This is always equal to center+extents. + + + + + The minimal point of the box. This is always equal to center-extents. + + + + + The total size of the box. This is always twice as large as the extents. + + + + + The closest point on the bounding box. + + Arbitrary point. + + The point on the bounding box or inside the bounding box. + + + + + Is point contained in the bounding box? + + + + + + Creates a new Bounds. + + The location of the origin of the Bounds. + The dimensions of the Bounds. + + + + Grows the Bounds to include the point. + + + + + + Grow the bounds to encapsulate the bounds. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Does ray intersect this bounding box? + + + + + + Does ray intersect this bounding box? + + + + + + + Does another bounding box intersect with this bounding box? + + + + + + Sets the bounds to the min and max value of the box. + + + + + + + The smallest squared distance between the point and this bounding box. + + + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Represents an axis aligned bounding box with all values as integers. + + + + + A BoundsInt.PositionCollection that contains all positions within the BoundsInt. + + + + + The center of the bounding box. + + + + + The maximal point of the box. + + + + + The minimal point of the box. + + + + + The position of the bounding box. + + + + + The total size of the box. + + + + + X value of the minimal point of the box. + + + + + The maximal x point of the box. + + + + + The minimal x point of the box. + + + + + Y value of the minimal point of the box. + + + + + The maximal y point of the box. + + + + + The minimal y point of the box. + + + + + Z value of the minimal point of the box. + + + + + The maximal z point of the box. + + + + + The minimal z point of the box. + + + + + Clamps the position and size of this bounding box to the given bounds. + + Bounds to clamp to. + + + + Is point contained in the bounding box? + + Point to check. + + Is point contained in the bounding box? + + + + + Is point contained in the bounding box? + + Point to check. + + Is point contained in the bounding box? + + + + + An iterator that allows you to iterate over all positions within the BoundsInt. + + + + + Current position of the enumerator. + + + + + Returns this as an iterator that allows you to iterate over all positions within the BoundsInt. + + + This BoundsInt.PositionEnumerator. + + + + + Moves the enumerator to the next position. + + + Whether the enumerator has successfully moved to the next position. + + + + + Resets this enumerator to its starting state. + + + + + Sets the bounds to the min and max value of the box. + + + + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for the bounds. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Data structure for cache. Please refer to See Also:Caching.AddCache for more information. + + + + + The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. + + + + + Returns the index of the cache in the cache list. + + + + + Allows you to specify the total number of bytes that can be allocated for the cache. + + + + + Returns the path of the cache. + + + + + Returns true if the cache is readonly. + + + + + Returns true if the cache is ready. + + + + + Returns the number of currently unused bytes in the cache. + + + + + Returns the used disk space in bytes. + + + + + Returns true if the cache is valid. + + + + + Removes all cached content in the cache that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + Returns True when cache clearing succeeded. + + + + + Removes all cached content in the cache that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + Returns True when cache clearing succeeded. + + + + + Data structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information. + + + + + Hash128 which is used as the version of the AssetBundle. + + + + + AssetBundle name which is used as the customized cache path. + + + + + The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle(). + + + + + Returns the cache count in the cache list. + + + + + Controls compression of cache data. Enabled by default. + + + + + Gets or sets the current cache in which AssetBundles should be cached. + + + + + Returns the default cache which is added by Unity internally. + + + + + Returns true if Caching system is ready for use. + + + + + Add a cache with the given path. + + Path to the cache folder. + + + + Removes all the cached versions of the given AssetBundle from the cache. + + The AssetBundle name. + + Returns true when cache clearing succeeded. + + + + + Removes all AssetBundle content that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + True when cache clearing succeeded, false if cache was in use. + + + + + Removes all AssetBundle content that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + True when cache clearing succeeded, false if cache was in use. + + + + + Removes the given version of the AssetBundle. + + The AssetBundle name. + Version needs to be cleaned. + + Returns true when cache clearing succeeded. Can return false if any cached bundle is in use. + + + + + Removes all the cached versions of the AssetBundle from the cache, except for the specified version. + + The AssetBundle name. + Version needs to be kept. + + Returns true when cache clearing succeeded. + + + + + Returns all paths of the cache in the cache list. + + List of all the cache paths. + + + + Returns the Cache at the given position in the cache list. + + Index of the cache to get. + + A reference to the Cache at the index specified. + + + + + Returns the Cache that has the given cache path. + + The cache path. + + A reference to the Cache with the given path. + + + + + Returns all cached versions of the given AssetBundle. + + The AssetBundle name. + List of all the cached version. + + + + Checks if an AssetBundle is cached. + + Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. + Version The version number of the AssetBundle to check for. Negative values are not allowed. + + + + True if an AssetBundle matching the url and version parameters has previously been loaded using UnityWebRequestAssetBundle.GetAssetBundle() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. + + + + + Bumps the timestamp of a cached file to be the current time. + + + + + + + Moves the source Cache after the destination Cache in the cache list. + + The Cache to move. + The Cache which should come before the source Cache in the cache list. + + + + Moves the source Cache before the destination Cache in the cache list. + + The Cache to move. + The Cache which should come after the source Cache in the cache list. + + + + Removes the Cache from cache list. + + The Cache to be removed. + + Returns true if the Cache is removed. + + + + + A Camera is a device through which the player views the world. + + + + + Gets the temporary RenderTexture target for this Camera. + + + + + The rendering path that is currently being used (Read Only). + + + + + Returns all enabled cameras in the Scene. + + + + + The number of cameras in the current Scene. + + + + + Dynamic Resolution Scaling. + + + + + High dynamic range rendering. + + + + + MSAA rendering. + + + + + Determines whether the stereo view matrices are suitable to allow for a single pass cull. + + + + + The aspect ratio (width divided by height). + + + + + The color with which the screen will be cleared. + + + + + Matrix that transforms from camera space to world space (Read Only). + + + + + Identifies what kind of camera this is, using the CameraType enum. + + + + + How the camera clears the background. + + + + + Should the camera clear the stencil buffer after the deferred light pass? + + + + + Number of command buffers set up on this camera (Read Only). + + + + + This is used to render parts of the Scene selectively. + + + + + Sets a custom matrix for the camera to use for all culling queries. + + + + + The camera we are currently rendering with, for low-level render control only (Read Only). + + + + + Camera's depth in the camera rendering order. + + + + + How and if camera generates a depth texture. + + + + + Mask to select which layers can trigger events on the camera. + + + + + The distance of the far clipping plane from the Camera, in world units. + + + + + The vertical field of view of the Camera, in degrees. + + + + + The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties. + + + + + Should camera rendering be forced into a RenderTexture. + + + + + There are two gates for a camera, the sensor gate and the resolution gate. The physical camera sensor gate is defined by the sensorSize property, the resolution gate is defined by the render target area. + + + + + High dynamic range rendering. + + + + + Per-layer culling distances. + + + + + How to perform per-layer culling for a Camera. + + + + + The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size. + + + + + The first enabled Camera component that is tagged "MainCamera" (Read Only). + + + + + The distance of the near clipping plane from the the Camera, in world units. + + + + + Get or set the raw projection matrix with no camera offset (no jittering). + + + + + Delegate that you can use to execute custom code after a Camera renders the scene. + + + + + Delegate that you can use to execute custom code before a Camera culls the scene. + + + + + Delegate that you can use to execute custom code before a Camera renders the scene. + + + + + Opaque object sorting mode. + + + + + Is the camera orthographic (true) or perspective (false)? + + + + + Camera's half-size when in orthographic mode. + + + + + Sets the culling mask used to determine which objects from which Scenes to draw. +See EditorSceneManager.SetSceneCullingMask. + + + + + How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). + + + + + Where on the screen is the camera rendered in pixel coordinates. + + + + + How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). + + + + + Get the view projection matrix used on the last frame. + + + + + Set a custom projection matrix. + + + + + Where on the screen is the camera rendered in normalized coordinates. + + + + + The rendering path that should be used, if possible. + + + + + How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). + + + + + How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). + + + + + If not null, the camera will only render the contents of the specified Scene. + + + + + The size of the camera sensor, expressed in millimeters. + + + + + Returns the eye that is currently rendering. +If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. + +If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. + +If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. + + + + + Distance to a point where virtual eyes converge. + + + + + Stereoscopic rendering. + + + + + Render only once and use resulting image for both eyes. + + + + + The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect. + + + + + Defines which eye of a VR display the Camera renders into. + + + + + Set the target display for this Camera. + + + + + Destination render texture. + + + + + An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. + + + + + Transparent object sorting mode. + + + + + Should the jittered matrix be used for transparency rendering? + + + + + Whether or not the Camera will use occlusion culling during rendering. + + + + + Enable usePhysicalProperties to use physical camera properties to compute the field of view and the frustum. + + + + + Get the world-space speed of the camera (Read Only). + + + + + Matrix that transforms from world to camera space. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + + + + Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. + + Normalized viewport coordinates to use for the frustum calculation. + Z-depth from the camera origin at which the corners will be calculated. + Camera eye projection matrix to use. + Output array for the frustum corner vectors. Cannot be null and length must be >= 4. + + + + Calculates and returns oblique near-plane projection matrix. + + Vector4 that describes a clip plane. + + Oblique near-plane projection matrix. + + + + + + Calculates the projection matrix from focal length, sensor size, lens shift, near plane distance, far plane distance, and Gate fit parameters. + To calculate the projection matrix without taking Gate fit into account, use Camera.GateFitMode.None . See Also: Camera.GateFitParameters + + + The calculated matrix. + Focal length in millimeters. + Sensor dimensions in Millimeters. + Lens offset relative to the sensor size. + Near plane distance. + Far plane distance. + Gate fit parameters to use. See Camera.GateFitParameters. + + + + Delegate type for camera callbacks. + + + + + + Makes this camera's settings match other camera. + + Copy camera settings to the other camera. + + + + Sets the non-jittered projection matrix, sourced from the VR SDK. + + Specifies the stereoscopic eye whose non-jittered projection matrix will be sourced from the VR SDK. + + + + + Enumerates which axis to use when expressing the value for the field of view. + The default value is Camera.FieldOfViewAxis.Vertical. + + + + + Specifies the field of view as horizontal. + + + + + Specifies the field of view as vertical. + + + + + Converts field of view to focal length. Use either sensor height and vertical field of view or sensor width and horizontal field of view. + + field of view in degrees. + Sensor size in millimeters. + + Focal length in millimeters. + + + + + Converts focal length to field of view. + + Focal length in millimeters. + Sensor size in millimeters. Use the sensor height to get the vertical field of view. Use the sensor width to get the horizontal field of view. + + field of view in degrees. + + + + + Enum used to specify how the sensor gate (sensor frame) defined by Camera.sensorSize fits into the resolution gate (render frame). + + + + + + Automatically selects a horizontal or vertical fit so that the sensor gate fits completely inside the resolution gate. + + + + + + + Fit the resolution gate horizontally within the sensor gate. + + + + + + + Stretch the sensor gate to fit exactly into the resolution gate. + + + + + + + Automatically selects a horizontal or vertical fit so that the render frame fits completely inside the resolution gate. + + + + + + + Fit the resolution gate vertically within the sensor gate. + + + + + + Wrapper for gate fit parameters + + + + + Aspect ratio of the resolution gate. + + + + + GateFitMode to use. See Camera.GateFitMode. + + + + + Wrapper for gate fit parameters. + + + + + + + Fills an array of Camera with the current cameras in the Scene, without allocating a new array. + + An array to be filled up with cameras currently in the Scene. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + + Retrieves the effective vertical field of view of the camera, including GateFit. + Fitting the sensor gate and the resolution gate has an impact on the final field of view. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio or if the camera is not in physical mode, then this method returns the same value as the fieldofview property. + + + + Returns the effective vertical field of view. + + + + + + Retrieves the effective lens offset of the camera, including GateFit. + Fitting the sensor gate and the resolution gate has an impact on the final obliqueness of the projection. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio, then this method returns the same value as the lenshift property. If the camera is not in physical mode, then this methods returns Vector2.zero. + + + + Returns the effective lens shift value. + + + + + Gets the non-jittered projection matrix of a specific left or right stereoscopic eye. + + Specifies the stereoscopic eye whose non-jittered projection matrix needs to be returned. + + The non-jittered projection matrix of the specified stereoscopic eye. + + + + + Gets the projection matrix of a specific left or right stereoscopic eye. + + Specifies the stereoscopic eye whose projection matrix needs to be returned. + + The projection matrix of the specified stereoscopic eye. + + + + + Gets the left or right view matrix of a specific stereoscopic eye. + + Specifies the stereoscopic eye whose view matrix needs to be returned. + + The view matrix of the specified stereoscopic eye. + + + + + Converts the horizontal field of view (FOV) to the vertical FOV, based on the value of the aspect ratio parameter. + + The horizontal FOV value in degrees. + The aspect ratio value used for the conversion + + + + + A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering. + +A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function. + +The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled. + + + + + Camera eye corresponding to stereoscopic rendering of the left eye. + + + + + Camera eye corresponding to non-stereoscopic rendering. + + + + + Camera eye corresponding to stereoscopic rendering of the right eye. + + + + + Remove all command buffers set on this camera. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Render the camera manually. + + + + + A request that can be used for making specific rendering requests. + + + + + Is this request properly formed. + + + + + The type of request. + + + + + Defines in which space render requests will be be outputted. + + + + + The result of the request. + + + + + Modes available for submitting when making a render request. + + + + + The render request outputs the materials albedo / base color. + + + + + The render request outputs a depth value. + + + + + The render request outputs the materials diffuse color. + + + + + The render request outputs the materials emission value. + + + + + The render request outputs an entity id. + + + + + The render outputs the materials metal value. + + + + + Default value for a request. + + + + + The render request outputs the per pixel normal. + + + + + The render request outputs an object InstanceID buffer. + + + + + The render request returns the material ambient occlusion buffer. + + + + + The render request returns the materials smoothness buffer. + + + + + The render request returns the materials specular color buffer. + + + + + The render request outputs the interpolated vertex normal. + + + + + The render request outputs a world position buffer. + + + + + Defines in which space render requests will be be outputted. + + + + + RenderRequests will be rendered in screenspace from the perspective of the camera. + + + + + RenderRequests will be outputted in UV 0 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 1 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 2 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 3 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 4 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 5 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 6 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 7 space of the rendered mesh. + + + + + RenderRequests will be outputted in UV 8 space of the rendered mesh. + + + + + Render into a static cubemap from this camera. + + The cube map to render to. + A bitmask which determines which of the six faces are rendered to. + + False if rendering fails, else true. + + + + + Render into a cubemap from this camera. + + A bitfield indicating which cubemap faces should be rendered into. + The texture to render to. + + False if rendering fails, else true. + + + + + Render one side of a stereoscopic 360-degree image into a cubemap from this camera. + + The texture to render to. + A bitfield indicating which cubemap faces should be rendered into. Set to the integer value 63 to render all faces. + A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for non-stereoscopic rendering. + + False if rendering fails, else true. + + + + + Render the camera with shader replacement. + + + + + + + Revert all camera parameters to default. + + + + + Revert the aspect ratio to the screen's aspect ratio. + + + + + Make culling queries reflect the camera's built in parameters. + + + + + Reset to the default field of view. + + + + + Make the projection reflect normal camera's parameters. + + + + + Remove shader replacement from camera. + + + + + Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes. + + + + + Reset the camera to using the Unity computed view matrices for all stereoscopic eyes. + + + + + Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera. + + + + + Make the rendering position reflect the camera's position in the Scene. + + + + + Returns a ray going from camera through a screen point. + + A 3D point, with the x and y coordinates containing a 2D screenspace point in pixels. The lower left pixel of the screen is (0,0). The upper right pixel of the screen is (screen width in pixels - 1, screen height in pixels - 1). Unity ignores the z coordinate. + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + Returns a ray going from camera through a screen point. + + A 3D point, with the x and y coordinates containing a 2D screenspace point in pixels. The lower left pixel of the screen is (0,0). The upper right pixel of the screen is (screen width in pixels - 1, screen height in pixels - 1). Unity ignores the z coordinate. + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + Transforms position from screen space into viewport space. + + + + + + Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy. + + A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). + By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR). + + The worldspace point created by converting the screen space point at the provided distance z from the camera plane. + + + + + Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy. + + A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). + By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR). + + The worldspace point created by converting the screen space point at the provided distance z from the camera plane. + + + + + Make the camera render with shader replacement. + + + + + + + Sets custom projection matrices for both the left and right stereoscopic eyes. + + Projection matrix for the stereoscopic left eye. + Projection matrix for the stereoscopic right eye. + + + + Sets a custom projection matrix for a specific stereoscopic eye. + + Specifies the stereoscopic eye whose projection matrix needs to be set. + The matrix to be set. + + + + Set custom view matrices for both eyes. + + View matrix for the stereo left eye. + View matrix for the stereo right eye. + + + + Sets a custom view matrix for a specific stereoscopic eye. + + Specifies the stereoscopic view matrix to set. + The matrix to be set. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Enum used to specify either the left or the right eye of a stereoscopic camera. + + + + + Specifies the target to be the left eye. + + + + + Specifies the target to be the right eye. + + + + + Submit a number of Camera.RenderRequests. + + Requests. + + + + Get culling parameters for a camera. + + Resultant culling parameters. + Generate single-pass stereo aware culling parameters. + + Flag indicating whether culling parameters are valid. + + + + + Get culling parameters for a camera. + + Resultant culling parameters. + Generate single-pass stereo aware culling parameters. + + Flag indicating whether culling parameters are valid. + + + + + Converts the vertical field of view (FOV) to the horizontal FOV, based on the value of the aspect ratio parameter. + + The vertical FOV value in degrees. + The aspect ratio value used for the conversion + + + + Returns a ray going from camera through a viewport point. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Returns a ray going from camera through a viewport point. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from viewport space into screen space. + + + + + + Transforms position from viewport space into world space. + + The 3d vector in Viewport space. + + The 3d vector in World space. + + + + + Transforms position from world space into screen space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into screen space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into viewport space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Transforms position from world space into viewport space. + + Optional argument that can be used to specify which eye transform to use. Default is Mono. + + + + + Values for Camera.clearFlags, determining what to clear when rendering a Camera. + + + + + Clear only the depth buffer. + + + + + Don't clear anything. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Describes different types of camera. + + + + + Used to indicate a regular in-game camera. + + + + + Used to indicate a camera that is used for rendering previews in the Editor. + + + + + Used to indicate a camera that is used for rendering reflection probes. + + + + + Used to indicate that a camera is used for rendering the Scene View in the Editor. + + + + + Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor. + + + + + Representation of RGBA colors. + + + + + Alpha component of the color (0 is transparent, 1 is opaque). + + + + + Blue component of the color. + + + + + Solid black. RGBA is (0, 0, 0, 1). + + + + + Solid blue. RGBA is (0, 0, 1, 1). + + + + + Completely transparent. RGBA is (0, 0, 0, 0). + + + + + Cyan. RGBA is (0, 1, 1, 1). + + + + + Green component of the color. + + + + + A version of the color that has had the gamma curve applied. + + + + + Gray. RGBA is (0.5, 0.5, 0.5, 1). + + + + + The grayscale value of the color. (Read Only) + + + + + Solid green. RGBA is (0, 1, 0, 1). + + + + + English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). + + + + + A linear value of an sRGB color. + + + + + Magenta. RGBA is (1, 0, 1, 1). + + + + + Returns the maximum color component value: Max(r,g,b). + + + + + Red component of the color. + + + + + Solid red. RGBA is (1, 0, 0, 1). + + + + + Solid white. RGBA is (1, 1, 1, 1). + + + + + Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! + + + + + Constructs a new Color with given r,g,b,a components. + + Red component. + Green component. + Blue component. + Alpha component. + + + + Constructs a new Color with given r,g,b components and sets a to 1. + + Red component. + Green component. + Blue component. + + + + Creates an RGB colour from HSV input. + + Hue [0..1]. + Saturation [0..1]. + Brightness value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + + + + + Creates an RGB colour from HSV input. + + Hue [0..1]. + Saturation [0..1]. + Brightness value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Linearly interpolates between colors a and b by t. + + Color a. + Color b. + Float for combining a and b. + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Divides color a by the float b. Each color component is scaled separately. + + + + + + + Subtracts color b from color a. Each component is subtracted separately. + + + + + + + Multiplies two colors together. Each component is multiplied separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Adds two colors together. Each component is added separately. + + + + + + + Calculates the hue, saturation and value of an RGB input color. + + An input color. + Output variable for hue. + Output variable for saturation. + Output variable for value. + + + + Access the r, g, b,a components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string of this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of RGBA colors in 32 bit format. + + + + + Alpha component of the color. + + + + + Blue component of the color. + + + + + Green component of the color. + + + + + Red component of the color. + + + + + Constructs a new Color32 with given r, g, b, a components. + + + + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Access the red (r), green (g), blue (b), and alpha (a) color components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this color. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Represents a color gamut. + + + + + sRGB color gamut. + + + + + Display-P3 color gamut. + + + + + DolbyHDR high dynamic range color gamut. + + + + + HDR10 high dynamic range color gamut. + + + + + Rec. 2020 color gamut. + + + + + Rec. 709 color gamut. + + + + + Color space for player settings. + + + + + Gamma color space. + + + + + Linear color space. + + + + + Uninitialized color space. + + + + + Attribute used to configure the usage of the ColorField and Color Picker for a color. + + + + + If set to true the Color is treated as a HDR color. + + + + + Maximum allowed HDR color component value when using the HDR Color Picker. + + + + + Maximum exposure value allowed in the HDR Color Picker. + + + + + Minimum allowed HDR color component value when using the Color Picker. + + + + + Minimum exposure value allowed in the HDR Color Picker. + + + + + If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker. + + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + A collection of common color functions. + + + + + Returns the color as a hexadecimal string in the format "RRGGBB". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Returns the color as a hexadecimal string in the format "RRGGBBAA". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Attempts to convert a html color string. + + Case insensitive html string to be converted into a color. + The converted color. + + True if the string was successfully converted else false. + + + + + Struct used to describe meshes to be combined using Mesh.CombineMeshes. + + + + + The baked lightmap UV scale and offset applied to the Mesh. + + + + + Mesh to combine. + + + + + The real-time lightmap UV scale and offset applied to the Mesh. + + + + + Sub-Mesh index of the Mesh. + + + + + Matrix to transform the Mesh with before combining. + + + + + Base class for everything attached to a GameObject. + + + + + The Animation attached to this GameObject. (Null if there is none attached). + + + + + The AudioSource attached to this GameObject. (Null if there is none attached). + + + + + The Camera attached to this GameObject. (Null if there is none attached). + + + + + The Collider attached to this GameObject. (Null if there is none attached). + + + + + The Collider2D component attached to the object. + + + + + The ConstantForce attached to this GameObject. (Null if there is none attached). + + + + + The game object this component is attached to. A component is always attached to a game object. + + + + + The HingeJoint attached to this GameObject. (Null if there is none attached). + + + + + The Light attached to this GameObject. (Null if there is none attached). + + + + + The NetworkView attached to this GameObject (Read Only). (null if there is none attached). + + + + + The ParticleSystem attached to this GameObject. (Null if there is none attached). + + + + + The Renderer attached to this GameObject. (Null if there is none attached). + + + + + The Rigidbody attached to this GameObject. (Null if there is none attached). + + + + + The Rigidbody2D that is attached to the Component's GameObject. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Checks the GameObject's tag against the defined tag. + + The tag to compare. + + Returns true if GameObject has same tag. Returns false otherwise. + + + + + Returns the component of type if the GameObject has one attached. + + The type of Component to retrieve. + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + + A Component of the matching type, otherwise null if no Component is found. + + + + + To improve the performance of your code, consider using GetComponent with a type instead of a string. + + The name of the type of Component to get. + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns the Component of type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? + + A Component of the matching type, otherwise null if no Component is found. + + + + + Returns all components of Type type in the GameObject. + + The type of Component to retrieve. + + + + Generic version of this method. + + + + + Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set. includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. Default is false. + + + + Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set. includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. Default is false. + + + + Generic version of this method. + + Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. + + A list of all found components matching the specified type. + + + + + Generic version of this method. + + + A list of all found components matching the specified type. + + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Should inactive Components be included in the found set? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Gets the component of the specified type, if it exists. + + The type of the component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Gets the component of the specified type, if it exists. + + The type of the component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + GPU data buffer, mostly for use with compute shaders. + + + + + Number of elements in the buffer (Read Only). + + + + + The debug label for the compute buffer (setter only). + + + + + Size of one element in the buffer (Read Only). + + + + + Begins a write operation to the buffer + + Offset in number of elements to which the write operation will occur + Maximum number of elements which will be written + + A NativeArray of size count + + + + + Copy counter value of append/consume buffer into another buffer. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + Usage mode of the buffer, default is ComputeBufferModeImmutable. + + + + Ends a write operation to the buffer + + Number of elements written to the buffer. Counted from the first element. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + + + + Partial read of data values from the buffer into an array. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the compute buffer from which elements are read. + The number of elements to retrieve. + + + + Retrieve a native (underlying graphics API) pointer to the buffer. + + + Pointer to the underlying graphics API buffer. + + + + + Returns true if this compute buffer is valid and false otherwise. + + + + + Release a Compute Buffer. + + + + + Sets counter value of append/consume buffer. + + Value of the append/consume counter. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + + Intended usage of the buffer. + + + + + Legacy mode, do not use. + + + + + Dynamic buffer. + + + + + Static buffer, only initial upload allowed by the CPU + + + + + Stream Out / Transform Feedback output buffer. Internal use only. + + + + + Dynamic, unsynchronized access to the buffer. + + + + + ComputeBuffer type. + + + + + Append-consume ComputeBuffer type. + + + + + ComputeBuffer that you can use as a constant buffer (uniform buffer). + + + + + ComputeBuffer with a counter. + + + + + Default ComputeBuffer type (structured buffer). + + + + + ComputeBuffer used for Graphics.DrawProceduralIndirect, ComputeShader.DispatchIndirect or Graphics.DrawMeshInstancedIndirect arguments. + + + + + Raw ComputeBuffer type (byte address buffer). + + + + + ComputeBuffer that you can use as a structured buffer. + + + + + Compute Shader asset. + + + + + An array containing the local shader keywords that are currently enabled for this compute shader. + + + + + The local keyword space of this compute shader. + + + + + An array containing names of the local shader keywords that are currently enabled for this compute shader. + + + + + Disables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Disables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Buffer with dispatch arguments. + The byte offset into the buffer, where the draw arguments start. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Buffer with dispatch arguments. + The byte offset into the buffer, where the draw arguments start. + + + + Enables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Enables a local shader keyword for this compute shader. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Find ComputeShader kernel index. + + Name of kernel function. + + The Kernel index, or logs a "FindKernel failed" error message if the kernel is not found. + + + + + Get kernel thread group sizes. + + Which kernel to query. A single compute shader asset can have multiple kernel entry points. + Thread group size in the X dimension. + Thread group size in the Y dimension. + Thread group size in the Z dimension. + + + + Checks whether a shader contains a given kernel. + + The name of the kernel to look for. + + True if the kernel is found, false otherwise. + + + + + Checks whether a local shader keyword is enabled for this compute shader. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if the given Rendering.LocalKeyword is enabled for this compute shader. Otherwise, returns false. + + + + + Checks whether a local shader keyword is enabled for this compute shader. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if the given Rendering.LocalKeyword is enabled for this compute shader. Otherwise, returns false. + + + + + Allows you to check whether the current end user device supports the features required to run the specified compute shader kernel. + + Which kernel to query. + + True if the specified compute kernel is able to run on the current end user device, false otherwise. + + + + + Set a bool parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a bool parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer to bind as constant buffer. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Set a float parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a float parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set an integer parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set an integer parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Sets the state of a local shader keyword for this compute shader. + + The Rendering.LocalKeyword keyword to enable or disable. + The desired keyword state. + + + + Set a Matrix parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture parameter from a global texture property. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. + + + + Set a texture parameter from a global texture property. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. + + + + Set a vector parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + The various test results the connection tester may return with. + + + + + The ContextMenu attribute allows you to add commands to the context menu. + + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Use this attribute to add a context menu to a field that calls a named method. + + + + + The name of the function that should be called. + + + + + The name of the context menu item. + + + + + Use this attribute to add a context menu to a field that calls a named method. + + The name of the context menu item. + The name of the function that should be called. + + + + MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions. + + + + + Holds data for a single application crash event and provides access to all gathered crash reports. + + + + + Returns last crash report, or null if no reports are available. + + + + + Returns all currently available reports in a new array. + + + + + Crash report data as formatted text. + + + + + Time, when the crash occured. + + + + + Remove report from available reports list. + + + + + Remove all reports from available reports list. + + + + + Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files. + + + + + The default file name used by newly created instances of this type. + + + + + The display name for this type shown in the Assets/Create menu. + + + + + The position of the menu item within the Assets/Create menu. + + + + + Class for handling cube maps, Use this to create or modify existing. + + + + + The mipmap level that the streaming system would load before memory budgets are applied. + + + + + The format of the pixel data in the texture (Read Only). + + + + + The mipmap level that is currently loaded by the streaming system. + + + + + The mipmap level that the mipmap streaming system is in the process of loading. + + + + + The mipmap level to load. + + + + + Determines whether mipmap streaming is enabled for this Texture. + + + + + Sets the relative priority for this Texture when reducing memory size to fit within the memory budget. + + + + + Actually apply all previous SetPixel and SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Resets the requestedMipmapLevel field. + + + + + Creates a Unity cubemap out of externally created native cubemap object. + + The width and height of each face of the cubemap should be the same. + Format of underlying cubemap object. + Does the cubemap have mipmaps? + Native cubemap texture object. + + + + + Create a new empty cubemap texture. + + Width/height of a cube face in pixels. + Pixel data format to be used for the Cubemap. + Should mipmaps be created? + + + + + + + Returns pixel color at coordinates (face, mip, x, y). + + The Cubemap face to reference. + Mip level to sample, must be in the range [0, mipCount[. + The X-axis pixel coordinate. + The Y-axis pixel coordinate. + + The pixel requested. + + + + + Returns pixel color at coordinates (face, mip, x, y). + + The Cubemap face to reference. + Mip level to sample, must be in the range [0, mipCount[. + The X-axis pixel coordinate. + The Y-axis pixel coordinate. + + The pixel requested. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The Cubemap face to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Checks to see whether the mipmap level set by requestedMipmapLevel has finished loading. + + + True if the mipmap level requested by requestedMipmapLevel has finished loading. + + + + + Sets pixel color at coordinates (face, x, y). + + Face of the Cubemap to set. + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to set, must be in the range [0, mipCount[. + + + + Sets pixel color at coordinates (face, x, y). + + Face of the Cubemap to set. + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to set, must be in the range [0, mipCount[. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Cubemap face to fill. + Index in the source array to start copying from (default 0). + Data array to initialize texture pixels with. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Cubemap face to fill. + Index in the source array to start copying from (default 0). + Data array to initialize texture pixels with. + + + + Sets pixel colors of a cubemap face. + + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. + + + + Sets pixel colors of a cubemap face. + + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. + + + + Performs smoothing of near edge regions. + + Pixel distance at edges over which to apply smoothing. + + + + Updates Unity cubemap to use different native cubemap texture object. + + Native cubemap texture object. + + + + Class for handling Cubemap arrays. + + + + + Number of cubemaps in the array (Read Only). + + + + + Texture format (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Create a new cubemap array. + + Number of elements in the cubemap array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Width of each cubemap face. + Format of the cubemaps. + Should mipmaps be generated ? + Amount of mipmaps to generate. + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The Cubemap face to reference. + The array slice to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face of a given slice. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given face of a given slice. The colors are represented by Color structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data for a given face of a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by lower-precision Color32 structs. + + + + + Retrieves a copy of the pixel color data for a given face of a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The cubemap face to read pixel data from. + The array element ("slice") to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by lower-precision Color32 structs. + + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + Cubemap face to fill. + Data array to initialize texture pixels with. + + + + Set pixel values from raw preformatted data. + + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + Cubemap face to fill. + Data array to initialize texture pixels with. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors in low precision (8 bits/channel) format. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors in low precision (8 bits/channel) format. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Cubemap face. + + + + + Left facing side (-x). + + + + + Downward facing side (-y). + + + + + Backward facing side (-z). + + + + + Right facing side (+x). + + + + + Upwards facing side (+y). + + + + + Forward facing side (+z). + + + + + Cubemap face is unknown or unspecified. + + + + + Describes a set of bounding spheres that should have their visibility and distances maintained. + + + + + Pauses culling group execution. + + + + + Sets the callback that will be called when a sphere's visibility and/or distance state has changed. + + + + + Locks the CullingGroup to a specific camera. + + + + + Create a CullingGroup. + + + + + Clean up all memory used by the CullingGroup immediately. + + + + + Erase a given bounding sphere by moving the final sphere on top of it. + + The index of the entry to erase. + + + + Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one. + + The index of the entry to erase. + An array of entries. + The number of entries in the array that are actually used. + + + + Get the current distance band index of a given sphere. + + The index of the sphere. + + The sphere's current distance band index. + + + + + Returns true if the bounding sphere at index is currently visible from any of the contributing cameras. + + The index of the bounding sphere. + + True if the sphere is visible; false if it is invisible. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + + An array of bounding distances. The distances should be sorted in increasing order. + + + + Sets the number of bounding spheres in the bounding spheres array that are actually being used. + + The number of bounding spheres being used. + + + + Sets the array of bounding sphere definitions that the CullingGroup should compute culling for. + + The BoundingSpheres to cull. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + This delegate is used for recieving a callback when a sphere's distance or visibility state has changed. + + A CullingGroupEvent that provides information about the sphere that has changed. + + + + Provides information about the current and previous states of one sphere in a CullingGroup. + + + + + The current distance band index of the sphere, after the most recent culling pass. + + + + + Did this sphere change from being visible to being invisible in the most recent culling pass? + + + + + Did this sphere change from being invisible to being visible in the most recent culling pass? + + + + + The index of the sphere that has changed. + + + + + Was the sphere considered visible by the most recent culling pass? + + + + + The distance band index of the sphere before the most recent culling pass. + + + + + Was the sphere visible before the most recent culling pass? + + + + + Cursor API for setting the cursor (mouse pointer). + + + + + Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all. + + + + + Determines whether the hardware pointer is visible or not. + + + + + Sets the mouse cursor to the given texture. + + + + + Specify a custom cursor that you wish to use as a cursor. + + The texture to use for the cursor. To use a texture, you must first import it with `Read/Write`enabled. Alternatively, you can use the default cursor import setting. If you created your cursor texture from code, it must be in RGBA32 format, have alphaIsTransparency enabled, and have no mip chain. To use the default cursor, set the texture to `Null`. + The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). + Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. + + + + How the cursor should behave. + + + + + Confine cursor to the game window. + + + + + Lock cursor to the center of the game window. + + + + + Cursor behavior is unmodified. + + + + + Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering. + + + + + Use hardware cursors on supported platforms. + + + + + Force the use of software cursors. + + + + + Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader. + + + + + The bit field that you can use to enable or disable update on each of the cubemap faces. The bit order from least to most significant bit is as follows: +X, -X, +Y, -Y, +Z, -Z. + + + + + When this parameter is set to true, Unity double-buffers the Custom Render Texture so that you can access it during its own update. + + + + + The color that Unity uses to initialize a Custom Render Texture. Unity ignores this parameter if an initializationMaterial is set. + + + + + The Material that Unity uses to initialize a Custom Render Texture. Initialization texture and color are ignored if you have set this parameter. + + + + + Determine how Unity initializes a texture. + + + + + Determine if Unity initializes the Custom Render Texture with a Texture and a Color or a Material. + + + + + The Texture that Unity uses to initialize a Custom Render Texture, multiplied by the initialization color. Unity ignores this parameter if an initializationMaterial is set. + + + + + The Material that Unity uses to initialize the content of a Custom Render Texture. + + + + + The Shader Pass Unity uses to update the Custom Render Texture. + + + + + Determine how Unity updates the Custom Render Texture. + + + + + The period in seconds that Unity updates real-time Custom Render Textures. A value of 0.0 means Unity updates real-time Custom Render Textures every frame. + + + + + The space in which Unity expresses update zones. You can set this to Normalized or Pixel space. + + + + + When this parameter is set to true, Unity wraps Update zones around the border of the Custom Render Texture. Otherwise, Unity clamps Update zones at the border of the Custom Render Texture. + + + + + Clear all Update Zones. + + + + + Create a new Custom Render Texture. + + + + + + + + + Create a new Custom Render Texture. + + + + + + + + + Create a new Custom Render Texture. + + + + + + + + + Updates the internal Render Texture that a Custom Render Texture uses for double buffering, so that it matches the size and format of the Custom Render Texture. + + + + + Gets the Render Texture that this Custom Render Texture uses for double buffering. + + + If CustomRenderTexture. doubleBuffered is true, this returns the Render Texture that this Custom Render Texture uses for double buffering. If CustomRenderTexture. doubleBuffered is false, this returns null. + + + + + Returns the list of Update Zones. + + Output list of Update Zones. + + + + Initializes the Custom Render Texture at the start of the next frame. Unity calls Initialise() before CustomRenderTexture.Update. + + + + + Setup the list of Update Zones for the Custom Render Texture. + + + + + + Triggers an update of the Custom Render Texture. + + Number of upate pass to perform. The default value of this count parameter is 1. + + + + Specify the source of a Custom Render Texture initialization. + + + + + Custom Render Texture is initalized with a Material. + + + + + Custom Render Texture is initialized by a Texture multiplied by a Color. + + + + + Custom Render Texture Manager. + + + + + Unity raises this event when CustomRenderTexture.Initialize is called. + + + + + + Unity raises this event when it loads a CustomRenderTexture. + + + + + + Unity raises this event when it unloads a CustomRenderTexture. + + + + + + Unity raises this event when CustomRenderTexture.Update is called. + + + + + + Populate the list in parameter with all currently loaded custom render textures. + + + + + + Frequency of update or initialization of a Custom Render Texture. + + + + + Initialization/Update will only occur when triggered by the script. + + + + + Initialization/Update will occur once at load time and then can be triggered again by script. + + + + + Initialization/Update will occur at every frame. + + + + + Structure describing an Update Zone. + + + + + If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped. + + + + + Shader Pass used to update the Custom Render Texture for this Update Zone. + + + + + Rotation of the Update Zone. + + + + + Position of the center of the Update Zone within the Custom Render Texture. + + + + + Size of the Update Zone. + + + + + Space in which coordinates are provided for Update Zones. + + + + + Coordinates are normalized. (0, 0) is top left and (1, 1) is bottom right. + + + + + Coordinates are expressed in pixels. (0, 0) is top left (width, height) is bottom right. + + + + + Base class for custom yield instructions to suspend coroutines. + + + + + Indicates if coroutine should be kept suspended. + + + + + The type for the number of bits to be used when an HDR display is active in each color channel of swap chain buffers. The bit count also defines the method Unity uses to render content to the display. + + + + + Unity will use R10G10B10A2 buffer format and Rec2020 primaries with ST2084 PQ encoding. + + + + + Unity will use R16G16B16A16 buffer format and Rec709 primaries with linear color (no encoding). + + + + + Class containing methods to ease debugging while developing a game. + + + + + Reports whether the development console is visible. The development console cannot be made to appear using: + + + + + In the Build Settings dialog there is a check box called "Development Build". + + + + + Get default debug logger. + + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs a formatted error message to the Unity console on failure. + + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. + + + + Assert a condition and logs a formatted error message to the Unity console on failure. + + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. + + + + Pauses the editor. + + + + + Clears errors from the developer console. + + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Populate an unmanaged buffer with the current managed call stack as a sequence of UTF-8 bytes, without allocating GC memory. Returns the number of bytes written into the buffer. + + Target buffer to receive the callstack text + Max number of bytes to write + Project folder path, to clean up path names + + + + Logs a message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an assertion message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an assertion message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted assertion message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted assertion message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + Object to which the message applies. + Runtime Exception. + + + + A variant of Debug.Log that logs an error message to the console. + + Object to which the message applies. + Runtime Exception. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + Type of message e.g. warn or error etc. + Option flags to treat the log message special. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Attribute used to make a float, int, or string variable in a script be delayed. + + + + + Attribute used to make a float, int, or string variable in a script be delayed. + + + + + Depth texture generation mode for Camera. + + + + + Generate a depth texture. + + + + + Generate a depth + normals texture. + + + + + Specifies whether motion vectors should be rendered (if possible). + + + + + Do not generate depth texture (Default). + + + + + Access to platform-specific application runtime data. + + + + + This has the same functionality as Application.absoluteURL. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.backgroundLoadingPriority. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.buildGUID. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.cloudProjectId. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.companyName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.consoleLogPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.dataPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.deepLinkActivated. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.focusChanged. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.genuine. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.genuineCheckAvailable. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.identifier. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.installerName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.installMode. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.internetReachability and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isBatchMode. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.isConsolePlatform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isEditor and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isFocused. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.isMobilePlatform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.isPlaying. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.logMessageReceived. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.logMessageReceivedThreaded. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.lowMemory and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as Application.onBeforeRender. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.persistentDataPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.platform and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.productName. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.quitting. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.runInBackground. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.sandboxType. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.streamingAssetsPath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.systemLanguage and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Application.targetFrameRate. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.temporaryCachePath. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.unityVersion. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.unloading. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.version. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Application.wantsToQuit. At the moment, the Device Simulator doesn't support simulation of this event. + + + + + + This has the same functionality as Application.CanStreamedLevelBeLoaded. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.CanStreamedLevelBeLoaded. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.GetBuildTags. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + This has the same functionality as Application.GetStackTraceLogType. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.HasProLicense. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + This has the same functionality as Application.HasUserAuthorization. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.IsPlaying. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.OpenURL. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.Quit. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.Quit. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.RequestAdvertisingIdentifierAsync. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.RequestUserAuthorization. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.SetBuildTags. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as Application.SetStackTraceLogType. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + + This has the same functionality as Application.Unload. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + Access platform-specific display information. + + + + + This has the same functionality as Screen.autorotateToLandscapeLeft and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToLandscapeRight and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToPortrait and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.autorotateToPortraitUpsideDown and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.brightness. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Screen.currentResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.cutouts and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.dpi and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.fullScreen and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.fullScreenMode and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.height and also mimics platform-specific behavior in the Unity Editor. + + + + + The Device Simulator doesn't simulate this property. + + + + + The Device Simulator doesn't simulate this property. + + + + + This has the same functionality as Screen.orientation and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.resolutions and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.safeArea and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as Screen.sleepTimeout. At the moment, the Device Simulator doesn't support simulation of this property. + + + + + This has the same functionality as Screen.width and also mimics platform-specific behavior in the Unity Editor. + + + + + The Device Simulator doesn't simulate this property. + + + + + + The Device Simulator doesn't simulate this method. + + The target display where the window should move to. + The position the window moves to. Relative to the top left corner of the specified display in pixels. + + Returns AsyncOperation that represents moving the window. + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + This has the same functionality as Screen.SetResolution and also mimics platform-specific behavior in the Unity Editor. + + + + + + + + + + Access platform-specific system and hardware information. + + + + + This has the same functionality as SystemInfo.batteryLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.batteryStatus and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.computeSubGroupSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.constantBufferOffsetAlignment and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.copyTextureSupport and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceModel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceName and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.deviceUniqueIdentifier and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceID and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceName and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVendor and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVendorID and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsDeviceVersion and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsMemorySize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsMultiThreaded and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsShaderLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.graphicsUVStartsAtTop and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasDynamicUniformArrayIndexingInFragmentShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasHiddenSurfaceRemovalOnGPU and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hasMipMaxLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.hdrDisplaySupportFlags and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxAnisotropyLevel and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsCompute and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsDomain and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsFragment and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsGeometry and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsHull and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeBufferInputsVertex and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeX and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeY and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxComputeWorkGroupSizeZ and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxCubemapSize and also mimics platform-specific behavior in the Unity Editor. + + + + + The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only). + + + + + This has the same functionality as SystemInfo.maxTexture3DSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxTextureArraySlices and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.maxTextureSize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.npotSupport and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.operatingSystem and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.operatingSystemFamily and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorFrequency and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.processorType and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.renderingThreadingMode and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportedRandomWriteTargetCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportedRenderTargetCount and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports2DArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports32bitsIndexBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports3DRenderTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supports3DTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAccelerometer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAnisotropicFilter and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAsyncCompute and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAsyncGPUReadback and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsAudio and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsCompressed3DTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsComputeShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsConservativeRaster and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsCubemapArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGeometryShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGpuRecorder and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGraphicsFence and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsGyroscope and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsHardwareQuadTopology and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsInstancing and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsLocationService and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMipStreaming and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMotionVectors and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampleAutoResolve and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampled2DArrayTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultisampledTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This property has the same functionality as SystemInfo.supportsMultisampleResolveDepth and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsMultiview and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRawShadowDepthSampling and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRayTracing and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsRenderTargetArrayIndexFromVertexShader and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSeparatedRenderTargetsBlend and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSetConstantBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsShadows and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsSparseTextures and also mimics platform-specific behavior in the Unity Editor. + + + + + This property has the same functionality as SystemInfo.supportsStoreAndResolveAction and also shows platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsTessellationShaders and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsTextureWrapMirrorOnce and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.supportsVibration and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.systemMemorySize and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.unsupportedIdentifier. + + + + + This has the same functionality as SystemInfo.usesLoadStoreActions and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.usesReversedZBuffer and also mimics platform-specific behavior in the Unity Editor. + + + + + This has the same functionality as SystemInfo.GetCompatibleFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + + This has the same functionality as SystemInfo.GetGraphicsFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.GetRenderTextureSupportedMSAASampleCount and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.IsFormatSupported and also mimics platform-specific behavior in the Unity Editor. + + + + + + + This has the same functionality as SystemInfo.SupportsBlendingOnRenderTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsRandomWriteOnRenderTextureFormat. At the moment, the Device Simulator doesn't support simulation of this method. + + + + + + This has the same functionality as SystemInfo.SupportsRenderTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsTextureFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + This has the same functionality as SystemInfo.SupportsVertexAttributeFormat and also mimics platform-specific behavior in the Unity Editor. + + + + + + + Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. + + + + + A stationary gaming console. + + + + + Desktop or laptop computer. + + + + + A handheld device like mobile phone or a tablet. + + + + + Device type is unknown. You should never see this in practice. + + + + + Specifies the category of crash to cause when calling ForceCrash(). + + + + + Cause a crash by calling the abort() function. + + + + + Cause a crash by performing an invalid memory access. + +The invalid memory access is performed on each platform as follows: + + + + + Cause a crash using Unity's native fatal error implementation. + + + + + Cause a crash by calling the abort() function within the Mono dynamic library. + + + + + Cause a crash by calling a pure virtual function to raise an exception. + + + + + A utility class that you can use for diagnostic purposes. + + + + + Manually causes an application crash in the specified category. + + + + + + Manually causes an assert that outputs the specified message to the log and registers an error. + + + + + + Manually causes a native error that outputs the specified message to the log and registers an error. + + + + + + Manually causes a warning that outputs the specified message to the log and registers an error. + + + + + + Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. + + + + + Provides access to a display / screen for rendering operations. + + + + + Gets the state of the display and returns true if the display is active and false if otherwise. + + + + + Get the Editors active GameView display target. + + + + + Color RenderBuffer. + + + + + Depth RenderBuffer. + + + + + The list of currently connected displays. + + + + + Main Display. + + + + + Vertical resolution that the display is rendering at. + + + + + Horizontal resolution that the display is rendering at. + + + + + True when the back buffer requires an intermediate texture to render. + + + + + True when doing a blit to the back buffer requires manual color space conversion. + + + + + Vertical native display resolution. + + + + + Horizontal native display resolution. + + + + + Activates an external display. For example, a secondary monitor connected to the system. + + + + + Windows platforms only. Activates an external display with a specific width, height and refresh rate. For example, a secondary monitor connected to the system. + + Windows platforms only. Width of the window to open. + Windows platforms only. Height of the window to open. + Refresh Rate of the window to open. + + + + Query relative mouse coordinates. + + Mouse Input Position as Coordinates. + + + + Windows platforms only. Sets rendering size and position on screen. + + Windows platforms only. The width of the window. + Windows platforms only. The height of the window. + Windows platforms only. The x position of the window. + Windows platforms only. The y position of the window. + + + + This method isn't supported. On Windows platforms, you can use Display.Activate or Display.SetParams instead. + + + + + + + Represents a connected display. + + + + + The display height in pixels. + + + + + Human-friendly display name. + + + + + The current refresh rate of the display. + + + + + The display width in pixels. + + + + + Specifies the work area rectangle of the display relative to the top left corner. For example, it excludes the area covered by the macOS Dock or the Windows Taskbar. + + + + + A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. + + + + + Add a RectTransform to be driven. + + The object to drive properties. + The RectTransform to be driven. + The properties to be driven. + + + + Clear the list of RectTransforms being driven. + + + + + Resume recording undo of driven RectTransforms. + + + + + Stop recording undo actions from driven RectTransforms. + + + + + An enumeration of transform properties that can be driven on a RectTransform by an object. + + + + + Selects all driven properties. + + + + + Selects driven property RectTransform.anchoredPosition. + + + + + Selects driven property RectTransform.anchoredPosition3D. + + + + + Selects driven property RectTransform.anchoredPosition.x. + + + + + Selects driven property RectTransform.anchoredPosition.y. + + + + + Selects driven property RectTransform.anchoredPosition3D.z. + + + + + Selects driven property combining AnchorMaxX and AnchorMaxY. + + + + + Selects driven property RectTransform.anchorMax.x. + + + + + Selects driven property RectTransform.anchorMax.y. + + + + + Selects driven property combining AnchorMinX and AnchorMinY. + + + + + Selects driven property RectTransform.anchorMin.x. + + + + + Selects driven property RectTransform.anchorMin.y. + + + + + Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY. + + + + + Deselects all driven properties. + + + + + Selects driven property combining PivotX and PivotY. + + + + + Selects driven property RectTransform.pivot.x. + + + + + Selects driven property RectTransform.pivot.y. + + + + + Selects driven property Transform.localRotation. + + + + + Selects driven property combining ScaleX, ScaleY && ScaleZ. + + + + + Selects driven property Transform.localScale.x. + + + + + Selects driven property Transform.localScale.y. + + + + + Selects driven property Transform.localScale.z. + + + + + Selects driven property combining SizeDeltaX and SizeDeltaY. + + + + + Selects driven property RectTransform.sizeDelta.x. + + + + + Selects driven property RectTransform.sizeDelta.y. + + + + + Allows to control the dynamic Global Illumination. + + + + + Allows for scaling the contribution coming from real-time & baked lightmaps. + +Note: this value can be set in the Lighting Window UI and it is serialized, that is not the case for other properties in this class. + + + + + Is precomputed Enlighten Realtime Global Illumination output converged? + + + + + The number of milliseconds that can be spent on material updates. + + + + + When enabled, new dynamic Global Illumination output is shown in each frame. + + + + + Determines the percentage change in lighting intensity that triggers Unity to recalculate the real-time lightmap. + + + + + Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. + + The Renderer that should get a new color. + The emissive Color. + + + + Allows overriding the distant environment lighting for Enlighten Realtime Global Illumination, without changing the Skybox Material. + + Array of float values to be used for Enlighten Realtime Global Illumination environment lighting. + + + + Schedules an update of the environment cubemap. + + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + The mode that a listener is operating in. + + + + + The listener will bind to one argument bool functions. + + + + + The listener will use the function binding specified by the event. + + + + + The listener will bind to one argument float functions. + + + + + The listener will bind to one argument int functions. + + + + + The listener will bind to one argument Object functions. + + + + + The listener will bind to one argument string functions. + + + + + The listener will bind to zero argument functions. + + + + + Zero argument delegate used by UnityEvents. + + + + + One argument delegate used by UnityEvents. + + + + + + Two argument delegate used by UnityEvents. + + + + + + + Three argument delegate used by UnityEvents. + + + + + + + + Four argument delegate used by UnityEvents. + + + + + + + + + A zero argument persistent callback that can be saved with the Scene. + + + + + Add a non persistent listener to the UnityEvent. + + Callback function. + + + + Constructor. + + + + + Invoke all registered callbacks (runtime and persistent). + + + + + Remove a non persistent listener from the UnityEvent. If you have added the same listener multiple times, this method will remove all occurrences of it. + + Callback function. + + + + One argument version of UnityEvent. + + + + + Two argument version of UnityEvent. + + + + + Three argument version of UnityEvent. + + + + + Four argument version of UnityEvent. + + + + + Abstract base class for UnityEvents. + + + + + Get the number of registered persistent listeners. + + + + + Returns the execution state of a persistent listener. + + Index of the listener to query. + + Execution state of the persistent listener. + + + + + Get the target method name of the listener at index index. + + Index of the listener to query. + + + + Get the target component of the listener at index index. + + Index of the listener to query. + + + + Given an object, function name, and a list of argument types; find the method that matches. + + Object to search for the method. + Function name to search for. + Argument types for the function. + + + + Given an object type, function name, and a list of argument types; find the method that matches. + + Object type to search for the method. + Function name to search for. + Argument types for the function. + + + + Remove all non-persisent (ie created from script) listeners from the event. + + + + + Modify the execution state of a persistent listener. + + Index of the listener to query. + State to set. + + + + Controls the scope of UnityEvent callbacks. + + + + + Callback is always issued. + + + + + Callback is not issued. + + + + + Callback is only issued in the Runtime and Editor playmode. + + + + + Add this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods. + + + + + Default constructor. + + + + + Add this attribute to a class to prevent creating a Preset from the instances of the class. + + + + + Makes instances of a script always execute, both as part of Play Mode and when editing. + + + + + Makes all instances of a script execute in Edit Mode. + + + + + Sets the method to use to compute the angular attenuation of spot lights. + + + + + No falloff inside inner angle then compute falloff using analytic formula. + + + + + Uses a lookup table to calculate falloff and does not support the inner angle. + + + + + A helper structure used to initialize a LightDataGI structure with cookie information. + + + + + The cookie texture's instance id projected by the light. + + + + + The uniform scale factor for downscaling cookies during lightmapping. Can be used as an optimization when full resolution cookies are not needed for indirect lighting. + + + + + The scale factors controlling how the directional light's cookie is projected into the scene. This parameter should be set to 1 for all other light types. + + + + + Returns a default initialized cookie helper struct. + + + + + A helper structure used to initialize a LightDataGI structure as a directional light. + + + + + The direct light color. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. Only relevant for cookie placement. + + + + + The penumbra width for soft shadows in radians. + + + + + The light's position. Only relevant for cookie placement. + + + + + True if the light casts shadows, otherwise False. + + + + + A helper structure used to initialize a LightDataGI structure as a disc light. + + + + + The direct light color. + + + + + The falloff model to use for baking the disc light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The radius of the disc light. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + Available falloff models for baking. + + + + + Inverse squared distance falloff model. + + + + + Inverse squared distance falloff model (without smooth range attenuation). + + + + + Quadratic falloff model. + + + + + Linear falloff model. + + + + + Falloff model is undefined. + + + + + The interop structure to pass light information to the light baking backends. There are helper structures for Directional, Point, Spot and Rectangle lights to correctly initialize this structure. + + + + + The color of the light. + + + + + The cone angle for spot lights. + + + + + The cookie texture's instance id projected by the light. + + + + + The uniform scale factor for downscaling cookies during lightmapping. Can be used as an optimization when full resolution cookies are not needed for indirect lighting. + + + + + The falloff model to use for baking point and spot lights. + + + + + The indirect color of the light. + + + + + The inner cone angle for spot lights. + + + + + The light's instanceID. + + + + + The lightmap mode for the light. + + + + + The orientation of the light. + + + + + The position of the light. + + + + + The range of the light. Unused for directional lights. + + + + + Set to 1 for shadow casting lights, 0 otherwise. + + + + + The light's sphere radius for point and spot lights, or the width for rectangle lights. + + + + + The height for rectangle lights. + + + + + The type of the light. + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize the struct with the parameters from the given light type. + + + + + + Initialize a light so that the baking backends ignore it. + + + + + + Utility class for converting Unity Lights to light types recognized by the baking backends. + + + + + Extracts informations from Lights. + + The lights baketype. + + Returns the light's light mode. + + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extract type specific information from Lights. + + The input light. + Extracts directional light information. + Extracts point light information. + Extracts spot light information. + Extracts rectangle light information. + + + + Extracts the indirect color from a light. + + + + + + Extracts the inner cone angle of spot lights. + + + + + + Interface to the light baking backends. + + + + + Get the currently set conversion delegate. + + + Returns the currently set conversion delegate. + + + + + Delegate called when converting lights into a form that the baking backends understand. + + The list of lights to be converted. + The output generated by the delegate function. Lights that should be skipped must be added to the output, initialized with InitNoBake on the LightDataGI structure. + + + + Resets the light conversion delegate to Unity's default conversion function. + + + + + Set a delegate that converts a list of lights to a list of LightDataGI structures that are passed to the baking backends. Must be reset by calling ResetDelegate again. + + + + + + The lightmode. A light can be real-time, mixed, baked or unknown. Unknown lights will be ignored by the baking backends. + + + + + The light is fully baked and has no real-time component. + + + + + The light is mixed. Mixed lights are interpreted based on the global light mode setting in the lighting window. + + + + + The light is real-time. No contribution will be baked in lightmaps or light probes. + + + + + The light should be ignored by the baking backends. + + + + + The light type. + + + + + An infinite directional light. + + + + + A light shaped like a disc emitting light into the hemisphere that it is facing. + + + + + A point light emitting light in all directions. + + + + + A light shaped like a rectangle emitting light into the hemisphere that it is facing. + + + + + A spot light emitting light in a direction with a cone shaped opening angle. + + + + + A box-shaped spot light. This type is only compatible with Scriptable Render Pipelines; it is not compatible with the built-in render pipeline. + + + + + A pyramid-shaped spot light. This type is only compatible with Scriptable Render Pipelines; it is not compatible with the built-in render pipeline. + + + + + Contains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value. + + + + + The blue color value in the range of 0.0 to 1.0. + + + + + The green color value in the range of 0.0 to 1.0. + + + + + The intensity value used to scale the red, green and blue values. + + + + + The red color value in the range of 0.0 to 1.0. + + + + + Returns a black color. + + + Returns a black color. + + + + + Converts a Light's color value to a normalized linear color value, automatically handling gamma conversion if necessary. + + Light color. + Light intensity. + + Returns the normalized linear color value. + + + + + A helper structure used to initialize a LightDataGI structure as a point light. + + + + + The direct light color. + + + + + The falloff model to use for baking the point light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The light's sphere radius, influencing soft shadows. + + + + + A helper structure used to initialize a LightDataGI structure as a rectangle light. + + + + + The direct light color. + + + + + The falloff model to use for baking the rectangular light. + + + + + The height of the rectangle light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The width of the rectangle light. + + + + + Experimental render settings features. + + + + + If enabled, ambient trilight will be sampled using the old radiance sampling method. + + + + + A helper structure used to initialize a LightDataGI structure as a spot light. + + + + + The angular falloff model to use for baking the spot light. + + + + + The direct light color. + + + + + The outer angle for the spot light. + + + + + The falloff model to use for baking the spot light. + + + + + The indirect light color. + + + + + The inner angle for the spot light. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + True if the light casts shadows, otherwise False. + + + + + The light's sphere radius, influencing soft shadows. + + + + + Use this Struct to help initialize a LightDataGI structure as a box-shaped spot light. + + + + + The direct light color. + + + + + The height of the box light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + Specifies whether the light casts shadows or not. This is true if the light does cast shadows and false otherwise. + + + + + The width of the box light. + + + + + Use this Struct to help initialize a LightDataGI structure as a pyramid-shaped spot light. + + + + + The opening angle of the shorter side of the pyramid light. + + + + + The aspect ratio for the pyramid shape. Values larger than 1 extend the width and values between 0 and 1 extend the height. + + + + + The direct light color. + + + + + The falloff model to use for baking the pyramid light. + + + + + The indirect light color. + + + + + The light's instanceID. + + + + + The lightmode. + + + + + The light's orientation. + + + + + The light's position. + + + + + The light's range. + + + + + Specifies whether the light casts shadows or not. This is true if the light does cast shadows and false otherwise. + + + + + An implementation of IPlayable that produces a Camera texture. + + + + + Creates a CameraPlayable in the PlayableGraph. + + The PlayableGraph object that will own the CameraPlayable. + Camera used to produce a texture in the PlayableGraph. + + A CameraPlayable linked to the PlayableGraph. + + + + + An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture output. + + + + + Creates a MaterialEffectPlayable in the PlayableGraph. + + The PlayableGraph object that will own the MaterialEffectPlayable. + Material used to modify linked texture playable inputs. + Shader pass index.(Note: -1 for all passes). + + A MaterialEffectPlayable linked to the PlayableGraph. + + + + + An implementation of IPlayable that allows mixing two textures. + + + + + Creates a TextureMixerPlayable in the PlayableGraph. + + The PlayableGraph object that will own the TextureMixerPlayable. + + A TextureMixerPlayable linked to the PlayableGraph. + + + + + A PlayableBinding that contains information representing a TexturePlayableOutput. + + + + + Creates a PlayableBinding that contains information representing a TexturePlayableOutput. + + A reference to a UnityEngine.Object that acts as a key for this binding. + The name of the TexturePlayableOutput. + + Returns a PlayableBinding that contains information that is used to create a TexturePlayableOutput. + + + + + An IPlayableOutput implementation that will be used to manipulate textures. + + + + + Returns an invalid TexturePlayableOutput. + + + + + + Use a default format to create either Textures or RenderTextures from scripts based on platform specific capability. + + + + + + Represents the default platform-specific depth stencil format. + + + + + Represents the default platform specific HDR format. + + + + + Represents the default platform-specific LDR format. If the project uses the linear rendering mode, the actual format is sRGB. If the project uses the gamma rendering mode, the actual format is UNorm. + + + + + Represents the default platform specific shadow format. + + + + + Represents the default platform specific video format. + + + + + The ExternalGPUProfiler API allows developers to programatically take GPU frame captures in conjunction with supported external GPU profilers. + +GPU frame captures can be used to both analyze performance and debug graphics related issues. + + + + + Begins the current GPU frame capture in the external GPU profiler. + + + + + Ends the current GPU frame capture in the external GPU profiler. + + + + + Returns true when a development build is launched by an external GPU profiler. + + + + + Use this format usages to figure out the capabilities of specific GraphicsFormat + + + + + Use this to blend on a rendertexture. + + + + + Use this to get pixel data from a texture. + + + + + Use this to sample textures with a linear filter. This is for regular texture sampling (non-shadow compare). Rentertextures created using ShadowSamplingMode.CompareDepths always support linear filtering on the comparison result. + + + + + Use this to perform resource load and store on a texture + + + + + Use this to create and render to a MSAA 2X rendertexture. + + + + + Use this to create and render to a MSAA 4X rendertexture. + + + + + Use this to create and render to a MSAA 8X rendertexture. + + + + + Use this to read back pixels data from a rendertexture. + + + + + Use this to create and render to a rendertexture. + + + + + Use this to create and sample textures. + + + + + Use this to set pixel data to a texture. + + + + + Use this to set pixel data to a texture using `SetPixels32`. + + + + + Use this to create sparse textures + + + + + Use this enumeration to create and render to the Stencil sub element of a RenderTexture. + + + + + Use this format to create either Textures or RenderTextures from scripts. + + + + + A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 1-bit A component in bit 15, a 5-bit R component in bits 10..14, a 5-bit G component in bits 5..9, and a 5-bit B component in bits 0..4. + + + + + A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. + + + + + A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A three-component, 32-bit packed unsigned floating-point format that has a 10-bit B component in bits 22..31, an 11-bit G component in bits 11..21, an 11-bit R component in bits 0..10. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit R component in bits 4..7, and a 4-bit A component in bits 0..3. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit R component in bits 1..5, and a 1-bit A component in bit 0. + + + + + A three-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit R component in bits 0..4. + + + + + A three-component, 24-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A three-component, 24-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. + + + + + A three-component, 24-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2 + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. + + + + + A four-component, 32-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit R component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. + + + + + A one-component, 16-bit unsigned normalized format that has a single 16-bit depth component. + + + + + A two-component, 32-bit format that has 24 unsigned normalized bits in the depth component and, optionally: 8 bits that are unused. + + + + + A two-component, 32-bit packed format that has 8 unsigned integer bits in the stencil component, and 24 unsigned normalized bits in the depth component. + + + + + A one-component, 32-bit signed floating-point format that has 32-bits in the depth component. + + + + + A two-component format that has 32 signed float bits in the depth component and 8 unsigned integer bits in the stencil component. There are optionally: 24-bits that are unused. + + + + + Automatic format used for Depth buffers (Platform dependent) + + + + + A three-component, 32-bit packed unsigned floating-point format that has a 5-bit shared exponent in bits 27..31, a 9-bit B component mantissa in bits 18..26, a 9-bit G component mantissa in bits 9..17, and a 9-bit R component mantissa in bits 0..8. + + + + + The format is not specified. + + + + + A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. + + + + + A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. + + + + + A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. + + + + + A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. + + + + + A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). + + + + + A one-component, 16-bit signed floating-point format that has a single 16-bit R component. + + + + + A one-component, 16-bit signed integer format that has a single 16-bit R component. + + + + + A one-component, 16-bit signed normalized format that has a single 16-bit R component. + + + + + A one-component, 16-bit unsigned integer format that has a single 16-bit R component. + + + + + A one-component, 16-bit unsigned normalized format that has a single 16-bit R component. + + + + + A two-component, 32-bit signed floating-point format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit signed integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit signed normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit unsigned integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A two-component, 32-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. + + + + + A three-component, 48-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A three-component, 48-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. + + + + + A four-component, 64-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A four-component, 64-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. + + + + + A one-component, 32-bit signed floating-point format that has a single 32-bit R component. + + + + + A one-component, 32-bit signed integer format that has a single 32-bit R component. + + + + + A one-component, 32-bit unsigned integer format that has a single 32-bit R component. + + + + + A two-component, 64-bit signed floating-point format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A two-component, 64-bit signed integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A two-component, 64-bit unsigned integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. + + + + + A three-component, 96-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A three-component, 96-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A three-component, 96-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. + + + + + A four-component, 128-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 128-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 128-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 4-bit R component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit B component in bits 4..7, and a 4-bit A component in bits 0..3. + + + + + A four-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit B component in bits 1..5, and a 1-bit A component in bit 0. + + + + + A three-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit B component in bits 0..4. + + + + + A one-component, 8-bit signed integer format that has a single 8-bit R component. + + + + + A one-component, 8-bit signed normalized format that has a single 8-bit R component. + + + + + A one-component, 8-bit unsigned normalized format that has a single 8-bit R component stored with sRGB nonlinear encoding. + + + + + A one-component, 8-bit unsigned integer format that has a single 8-bit R component. + + + + + A one-component, 8-bit unsigned normalized format that has a single 8-bit R component. + + + + + A two-component, 16-bit signed integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. + + + + + A two-component, 16-bit signed normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A two-component, 16-bit unsigned integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. + + + + + A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. + + + + + A three-component, 24-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. + + + + + A three-component, 24-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A three-component, 24-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. + + + + + A four-component, 32-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit B component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A four-component, 32-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. + + + + + A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. + + + + + A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha. + + + + + A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha. + + + + + A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed floating-point RGB texel data. + + + + + A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned floating-point RGB texel data. + + + + + A three-component, ETC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. + + + + + A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of float RGBA texel data. + + + + + A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data. + + + + + A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. + + + + + A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. + + + + + A three-component, block-compressed format (also known as BC1). Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has a 1 bit alpha channel. + + + + + A three-component, block-compressed format (also known as BC1). Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has a 1 bit alpha channel. + + + + + A four-component, block-compressed format (also known as BC2) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. + + + + + A four-component, block-compressed format (also known as BC2) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, block-compressed format (also known as BC3) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. + + + + + A four-component, block-compressed format (also known as BC3) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied. + + + + + A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values. + + + + + A one-component, 8-bit unsigned integer format that has 8-bits in the stencil component. + + + + + Automatic format used for Shadow buffer (Platform dependent) + + + + + Automatic format used for Video buffer (Platform dependent) + + + + + YUV 4:2:2 Video resource format. + + + + + Defines the required members for a Runtime Reflection Systems. + + + + + Update the reflection probes. + + + Whether a reflection probe was updated. + + + + + A data structure used to represent the Renderers in the Scene for GPU ray tracing. + + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Adds a ray tracing instance associated with a Renderer to this RayTracingAccelerationStructure. + + The Renderer to add to the RayTracingAccelerationStructure. + A bool array of any size that indicates whether or not to add a sub-mesh to the RayTracingAccelerationStructure. For a Renderer with multiple sub-meshes, if subMeshMask[i] = true, Unity adds the sub-mesh to the RayTracingAccelerationStructure. For a Renderer with only one sub-mesh, you may pass an uninitialized array as a default value. + A bool array of any size that indicates whether a given sub-mesh is transparent or opaque. For a Renderer with multiple sub-meshes, if subMeshTransparencyFlag[i] = true, Unity marks that sub-mesh as transparent. For a Renderer with only one sub-mesh, pass an array with a single initialized entry to indicate whether or not the one sub-mesh is transparent. +When a ray-triangle intersection test succeeds for a sub-meshes that is marked as transparent, the GPU invokes an any hit shader. + A bool that indicates whether front/back face culling for this ray tracing instance is enabled. The culling takes place when the GPU performs a ray-triangle intersection test. Culling is enabled (true) by default. + A bool that indicates whether to flip the way triangles face in this ray tracing instance. If this is set to true, front-facing triangles will become back-facing and vice versa. Set to false by default. + An 8-bit mask you can use to selectively intersect the ray tracing instance associated with the target Renderer with rays that only pass the mask. All rays are enabled (0xff) by default. + A GraphicsBuffer that defines a number of axis-aligned bounding boxes (AABBs). An AABB is defined by a list of bounds, written as floats in the following order: minX, minY, minZ, maxX, maxY, maxZ. + The number of axis-aligned bounding boxes defined in the given GraphicsBuffer. + The Material to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. + The object to world matrix to apply to an instance defined by axis-aligned bounding boxes in a GraphicsBuffer. This is optional, and takes the value of a Matrix4x4.identity by default. + A bool that indicates whether the Material applied to a GraphicsBuffer instance has cutoff transparency. + A bool that indicates whether Unity reuses the AABBs defined in the GraphicsBuffer without change. If the exact same bounds can be used across multiple acceleration structures or multiple frames, set this to true. This is false by default. + A list of flags that control the shader execution behaviour when a ray intersects a sub-mesh geometry. See RayTracingSubMeshFlags for additional information. + An optional instance ID value that can be accessed using InstanceID() HLSL function. + + + + Builds this RayTracingAccelerationStructure on the GPU. + + + + + + Builds this RayTracingAccelerationStructure on the GPU. + + + + + + Creates a RayTracingAccelerationStructure with the given RayTracingAccelerationStructure.RASSettings. + + Defines whether a RayTracingAccelerationStructure is updated by the user or the Engine, and whether to mask certain object layers or RayTracingModes. + + + + Creates a RayTracingAccelerationStructure with the given RayTracingAccelerationStructure.RASSettings. + + Defines whether a RayTracingAccelerationStructure is updated by the user or the Engine, and whether to mask certain object layers or RayTracingModes. + + + + Destroys this RayTracingAccelerationStructure. + + + + + Returns the number of ray tracing instances in the acceleration structure. + + + + + Returns the total size of this RayTracingAccelerationStructure on the GPU in bytes. + + + + + Defines whether Unity updates a RayTracingAccelerationStructure automatically, or if the user updates it manually via API. + + + + + Automatically populates and updates the RayTracingAccelerationStructure. + + + + + Gives user control over populating and updating the RayTracingAccelerationStructure. + + + + + Defines whether a RayTracingAccelerationStructure is updated by the user or by the Engine, and whether to mask certain object layers or RayTracingModes. + + + + + A 32-bit mask that controls which layers a GameObject must be on in order to be added to the RayTracingAccelerationStructure. + + + + + An enum that selects whether a RayTracingAccelerationStructure is automatically or manually updated. + + + + + An enum controlling which RayTracingModes a Renderer must have in order to be added to the RayTracingAccelerationStructure. + + + + + Creates a RayTracingAccelerationStructure.RASSettings from the given configuration. + + Chooses whether a RayTracingAccelerationStructure will be managed by the user or Unity Engine. + Filters Renderers to add to the RayTracingAccelerationStructure based on their RayTracingAccelerationStructure.RayTracingMode. + + + + + An enum controlling which RayTracingAccelerationStructure.RayTracingModes a Renderer must have in order to be added to the RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.DynamicGeometry set to the RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.DynamicTransform set to the RayTracingAccelerationStructure. + + + + + Add all Renderers to the RayTracingAccelerationStructure except for those with that have RayTracingMode.Off. + + + + + Disable adding Renderers to this RayTracingAccelerationStructure. + + + + + Only add Renderers with RayTracingMode.Static set to the RayTracingAccelerationStructure. + + + + + See Also: RayTracingAccelerationStructure.Dispose. + + + + + Removes a ray tracing instance associated with a Renderer from this RayTracingAccelerationStructure. + + The Renderer to remove from the RayTracingAccelerationStructure. + + + + Updates the transforms of all instances in this RayTracingAccelerationStructure. + + + + + Updates the instance ID of a ray tracing instance associated with the Renderer passed as argument. + + + + + + + Updates the instance mask of a ray tracing instance associated with the Renderer passed as argument. + + + + + + + Updates the transform of the instance associated with the Renderer passed as argument. + + + + + + Indicates how a Renderer is updated. + + + + + Renderers with this mode have animated geometry and update their Mesh and Transform. + + + + + Renderers with this mode update their Transform, but not their Mesh. + + + + + Renderers with this mode are not ray traced. + + + + + Renderers with this mode never update. + + + + + A shader for GPU ray tracing. + + + + + The maximum number of ray bounces this shader can trace (Read Only). + + + + + Dispatches this RayTracingShader. + + The name of the ray generation shader. + The width of the ray generation shader thread grid. + The height of the ray generation shader thread grid. + The depth of the ray generation shader thread grid. + Optional parameter used to setup camera-related built-in shader variables. + + + + Sets the value for RayTracingAccelerationStructure property of this RayTracingShader. + + The name of the RayTracingAccelerationStructure being set. + The ID of the RayTracingAccelerationStructure as given by Shader.PropertyToID. + The value to set the RayTracingAccelerationStructure to. + + + + Sets the value for RayTracingAccelerationStructure property of this RayTracingShader. + + The name of the RayTracingAccelerationStructure being set. + The ID of the RayTracingAccelerationStructure as given by Shader.PropertyToID. + The value to set the RayTracingAccelerationStructure to. + + + + Sets the value of a boolean uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The boolean value to set. + + + + Sets the value of a boolean uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The boolean value to set. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a ComputeBuffer or GraphicsBuffer to a RayTracingShader. + + The ID of the buffer name in shader code. Use Shader.PropertyToID to get this ID. + The name of the buffer in shader code. + The buffer to bind the named local resource to. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer. + + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets the value of a float uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float value to set. + + + + Sets the value of a float uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float value to set. + + + + Sets the values for a float array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float array to set. + + + + Sets the values for a float array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The float array to set. + + + + Sets the value of a int uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int value to set. + + + + Sets the value of a int uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int value to set. + + + + Sets the values for a int array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int array to set. + + + + Sets the values for a int array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The int array to set. + + + + Sets the value of a matrix uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix to set. + + + + Sets the value of a matrix uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix to set. + + + + Sets a matrix array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix array to set. + + + + Sets a matrix array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The matrix array to set. + + + + Selects which Shader Pass to use when executing ray/geometry intersection shaders. + + The Shader Pass to use when executing ray tracing shaders. + + + + Binds a texture resource. This can be a input or an output texture (UAV). + + The ID of the resource as given by Shader.PropertyToID. + The name of the texture being set. + The texture to bind the named local resource to. + + + + Binds a texture resource. This can be a input or an output texture (UAV). + + The ID of the resource as given by Shader.PropertyToID. + The name of the texture being set. + The texture to bind the named local resource to. + + + + Binds a global texture to a RayTracingShader. + + The ID of the texture as given by Shader.PropertyToID. + The name of the texture to bind. + The name of the global resource to bind to the RayTracingShader. + The ID of the global resource as given by Shader.PropertyToID. + + + + Binds a global texture to a RayTracingShader. + + The ID of the texture as given by Shader.PropertyToID. + The name of the texture to bind. + The name of the global resource to bind to the RayTracingShader. + The ID of the global resource as given by Shader.PropertyToID. + + + + Sets the value for a vector uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The vector to set. + + + + Sets the value for a vector uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The vector to set. + + + + Sets a vector array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The array of vectors to set. + + + + Sets a vector array uniform. + + The name of the property being set. + The ID of the property as given by Shader.PropertyToID. + The array of vectors to set. + + + + Flags that determine the behavior of a sub-mesh in a RayTracingAccelerationStructure. + + + + + When rays encounter this geometry, the geometry acts as though no any hit shader is present. The geometry is considered opaque. + + + + + Unity skips the sub-mesh when building a RayTracingAccelerationStructure. As a result, rays cast using TraceRay HLSL function will never intersect the sub-mesh. + + + + + The sub-mesh is provided as input to a RayTracingAccelerationStructure build operation. + + + + + This flag enables the guarantee that for a given ray-triangle pair, an any hit shader is invoked only once, potentially with some performance impact. + + + + + Empty implementation of IScriptableRuntimeReflectionSystem. + + + + + Update the reflection probes. + + + Whether a reflection probe was updated. + + + + + Global settings for the scriptable runtime reflection system. + + + + + The current scriptable runtime reflection system instance. + + + + + Prewarms shaders in a way that is supported by all graphics APIs. + + + + + Prewarms all shader variants for a given Shader, using a given rendering configuration. + + + + + + + Prewarms the shader variants for a given Shader that are in a given ShaderVariantCollection, using a given rendering configuration. + + + + + + + + The rendering configuration to use when prewarming shader variants. + + + + + The vertex data layout to use when prewarming shader variants. + + + + + Experimental render settings features. + + + + + UseRadianceAmbientProbe has been deprecated, please use UnityEngine.Experimental.GlobalIllumination.useRadianceAmbientProbe. + + + + + Object that is used to resolve references to an ExposedReference field. + + + + + Creates a type whos value is resolvable at runtime. + + + + + The default value, in case the value cannot be resolved. + + + + + The name of the ExposedReference. + + + + + Gets the value of the reference by resolving it given the ExposedPropertyResolver context object. + + The ExposedPropertyResolver context object. + + The resolved reference value. + + + + + Filtering mode for textures. Corresponds to the settings in a. + + + + + Bilinear filtering - texture samples are averaged. + + + + + Point filtering - texture pixels become blocky up close. + + + + + Trilinear filtering - texture samples are averaged and also blended between mipmap levels. + + + + + A flare asset. Read more about flares in the. + + + + + FlareLayer component. + + + + + Fog mode to use. + + + + + Exponential fog. + + + + + Exponential squared fog (default). + + + + + Linear fog. + + + + + Controls the from a script. + + + + + Queries whether the is enabled. + + + + + Struct containing basic FrameTimings and accompanying relevant data. + + + + + The CPU time for a given frame, in ms. + + + + + This is the CPU clock time at the point GPU finished rendering the frame and interrupted the CPU. + + + + + This is the CPU clock time at the point Present was called for the current frame. + + + + + The GPU time for a given frame, in ms. + + + + + This was the height scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. + + + + + This was the vsync mode for the given frame and the linked frame timings. + + + + + This was the width scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. + + + + + The FrameTimingManager allows the user to capture and access FrameTiming data for multiple frames. + + + + + This function triggers the FrameTimingManager to capture a snapshot of FrameTiming's data, that can then be accessed by the user. + + + + + This returns the frequency of CPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + CPU timer frequency for current platform. + + + + + This returns the frequency of GPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + GPU timer frequency for current platform. + + + + + Allows the user to access the currently captured FrameTimings. + + User supplies a desired number of frames they would like FrameTimings for. This should be equal to or less than the maximum FrameTimings the platform can capture. + An array of FrameTiming structs that is passed in by the user and will be filled with data as requested. It is the users job to make sure the array that is passed is large enough to hold the requested number of FrameTimings. + + Returns the number of FrameTimings it actually was able to get. This will always be equal to or less than the requested numFrames depending on availability of captured FrameTimings. + + + + + This returns the number of vsyncs per second on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + Number of vsyncs per second of the current platform. + + + + + This struct contains the view space coordinates of the near projection plane. + + + + + Position in view space of the bottom side of the near projection plane. + + + + + Position in view space of the left side of the near projection plane. + + + + + Position in view space of the right side of the near projection plane. + + + + + Position in view space of the top side of the near projection plane. + + + + + Z distance from the origin of view space to the far projection plane. + + + + + Z distance from the origin of view space to the near projection plane. + + + + + Sets the full-screen mode. See the description of each mode for information on platform compatibility. + + + + + Windows platforms only. Sets your application so it has sole full-screen use of a display. Unlike FullScreenMode.FullScreenWindow, this mode changes the operating system resolution of the display to match the application's chosen resolution. On platforms other than Windows, this mode falls back to FullScreenMode.FullScreenWindow. + + + + + All platforms. Sets your application window to the full-screen native display resolution, covering the whole screen. This full-screen mode is also known as 'borderless full screen'. Unity renders your application at the resolution set by a script, or the native display resolution if no resolution is set, and scales your application to fill the window. Unity adds black bars ('letterboxing') to the rendered output to match the display aspect ratio, to prevent content stretching. The operating system's overlay UI, such as input method editor (IME) window, displays on top of the full-screen window. + + + + + macOS platforms only. Sets your application window to the operating system's definition of maximized, which is a full-screen window with a hidden menu bar and dock. On platforms other than macOS, this mode falls back to FullScreenMode.FullScreenWindow. + + + + + Desktop platforms only. Sets your application to a standard, movable window that's not full screen. The size of the window depends on your application's resolution. + + + + + Describes options for displaying movie playback controls. + + + + + Do not display any controls, but cancel movie playback if input occurs. + + + + + Display the standard controls for controlling movie playback. + + + + + Do not display any controls. + + + + + Display minimal set of controls controlling movie playback. + + + + + Describes scaling modes for displaying movies. + + + + + Scale the movie until the movie fills the entire screen. + + + + + Scale the movie until one dimension fits on the screen exactly. + + + + + Scale the movie until both dimensions fit the screen exactly. + + + + + Do not scale the movie. + + + + + Base class for all entities in Unity Scenes. + + + + + Defines whether the GameObject is active in the Scene. + + + + + The local active state of this GameObject. (Read Only) + + + + + The Animation attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The AudioSource attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Camera attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Collider attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Collider2D component attached to this object. + + + + + The ConstantForce attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The HingeJoint attached to this GameObject (Read Only). (Null if there is none attached). + + + + + Gets and sets the GameObject's StaticEditorFlags. + + + + + The layer the GameObject is in. + + + + + The Light attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The NetworkView attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The ParticleSystem attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Renderer attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Rigidbody attached to this GameObject (Read Only). (Null if there is none attached). + + + + + The Rigidbody2D component attached to this GameObject. (Read Only) + + + + + Scene that the GameObject is part of. + + + + + Scene culling mask Unity uses to determine which scene to render the GameObject in. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. + + + + + Adds a component class named className to the game object. + + + + + + Adds a component class of type componentType to the game object. C# Users can use a generic version. + + + + + + Generic version of this method. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + + + + + + + + Is this game object tagged with tag ? + + The tag to compare. + + + + Creates a game object with a primitive mesh renderer and appropriate collider. + + The type of primitive object to create. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Finds a GameObject by name and returns it. + + + + + + Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found. + + The name of the tag to search GameObjects for. + + + + Returns one active GameObject tagged tag. Returns null if no GameObject was found. + + The tag to search for. + + + + Returns the component of Type type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Generic version of this method. + + + + + Returns the component with name type if the GameObject has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + A component of the matching type, if found. + + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + A component of the matching type, if found. + + + + + Generic version of this method. + + + + A component of the matching type, if found. + + + + + Generic version of this method. + + + + A component of the matching type, if found. + + + + + Retrieves the component of Type type in the GameObject or any of its parents. + + Type of component to find. + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Retrieves the component of Type type in the GameObject or any of its parents. + + Type of component to find. + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Generic version of this method. + + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Generic version of this method. + + + + Returns a component if a component matching the type is found. Returns null otherwise. + + + + + Returns all components of Type type in the GameObject. + + The type of component to retrieve. + + + + Generic version of this method. + + + + + Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved. + + The type of Component to retrieve. + List to receive the results. + + + + Returns all components of Type type in the GameObject into List results. + + List of type T to receive the results. + + + + Returns all components of Type type in the GameObject or any of its children children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its children children using depth first search. Works recursively. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Generic version of this method. + + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + + + + + Generic version of this method. + + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + + + + + Return all found Components into List results. + + List to receive found Components. + Should inactive GameObjects be included in the found set? + + + + Return all found Components into List results. + + List to receive found Components. + Should inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version of this method. + + Determines whether to include inactive components in the found set. + + + + Generic version of this method. + + Determines whether to include inactive components in the found set. + + + + Find Components in GameObject or parents, and return them in List results. + + Should inactive Components be included in the found set? + List holding the found Components. + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + ActivatesDeactivates the GameObject, depending on the given true or false/ value. + + Activate or deactivate the object, where true activates the GameObject and false deactivates the GameObject. + + + + Gets the component of the specified type, if it exists. + + The type of component to retrieve. + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Generic version of this method. + + The output argument that will contain the component or null. + + Returns true if the component is found, false otherwise. + + + + + Utility class for common geometric functions. + + + + + Calculates the bounding box from the given array of positions and the transformation matrix. + + An array that stores the location of 3d positions. + A matrix that changes the position, rotation and size of the bounds calculation. + + Calculates the axis-aligned bounding box. + + + + + Calculates frustum planes. + + The camera with the view frustum that you want to calculate planes from. + + The planes that form the camera's view frustum. + + + + + Calculates frustum planes. + + The camera with the view frustum that you want to calculate planes from. + An array of 6 Planes that will be overwritten with the calculated plane values. + + + + Calculates frustum planes. + + A matrix that transforms from world space to projection space, from which the planes will be calculated. + + The planes that enclose the projection space described by the matrix. + + + + + Calculates frustum planes. + + A matrix that transforms from world space to projection space, from which the planes will be calculated. + An array of 6 Planes that will be overwritten with the calculated plane values. + + + + Returns true if bounds are inside the plane array. + + + + + + + GeometryUtility.TryCreatePlaneFromPolygon creates a plane from the given list of vertices that define the polygon, as long as they do not characterize a straight line or zero area. + + An array of vertex positions that define the shape of a polygon. + A valid plane that goes through the vertices. + + Returns true on success, false if Unity did not create a plane from the vertices. + + + + + Gizmos are used to give visual debugging or setup aids in the Scene view. + + + + + Sets the color for the gizmos that will be drawn next. + + + + + Set a texture that contains the exposure correction for LightProbe gizmos. The value is sampled from the red channel in the middle of the texture. + + + + + Sets the Matrix4x4 that the Unity Editor uses to draw Gizmos. + + + + + Set a scale for Light Probe gizmos. This scale will be used to render the spherical harmonic preview spheres. + + + + + Draw a solid box with center and size. + + + + + + + Draw a camera frustum using the currently set Gizmos.matrix for its location and rotation. + + The apex of the truncated pyramid. + Vertical field of view (ie, the angle at the apex in degrees). + Distance of the frustum's far plane. + Distance of the frustum's near plane. + Width/height ratio. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the Scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw an icon at a position in the Scene view. + + + + + + + + Draw an icon at a position in the Scene view. + + + + + + + + Draws a line starting at from towards to. + + + + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a solid sphere with center and radius. + + + + + + + Draw a wireframe box with center and size. + + + + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe sphere with center and radius. + + + + + + + Low-level graphics library. + + + + + Select whether to invert the backface culling (true) or not (false). + + + + + Gets or sets the modelview matrix. + + + + + Controls whether Linear-to-sRGB color conversion is performed while rendering. + + + + + Should rendering be done in wireframe? + + + + + Begin drawing 3D primitives. + + Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. + + + + Clear the current render buffer. + + Should the depth buffer be cleared? + Should the color buffer be cleared? + The color to clear with, used only if clearColor is true. + The depth to clear the z-buffer with, used only if clearDepth is true. The valid +range is from 0 (near plane) to 1 (far plane). The value is graphics API agnostic: the abstraction layer will convert +the value to match the convention of the current graphics API. + + + + Clear the current render buffer with camera's skybox. + + Should the depth buffer be cleared? + Camera to get projection parameters and skybox from. + + + + Sets current vertex color. + + + + + + End drawing 3D primitives. + + + + + Sends queued-up commands in the driver's command buffer to the GPU. + + + + + Compute GPU projection matrix from camera's projection matrix. + + Source projection matrix. + Will this projection be used for rendering into a RenderTexture? + + Adjusted projection matrix for the current graphics API. + + + + + Invalidate the internally cached render state. + + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Mode for Begin: draw line strip. + + + + + Mode for Begin: draw lines. + + + + + Load an identity into the current model and view matrices. + + + + + Helper function to set up an orthograhic projection. + + + + + Setup a matrix for pixel-correct rendering. + + + + + Setup a matrix for pixel-correct rendering. + + + + + + + + + Load an arbitrary matrix to the current projection matrix. + + + + + + Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. + + + + + + + Sets current texture coordinate (x,y) for the actual texture unit. + + + + + + + + Sets current texture coordinate (x,y,z) to the actual texture unit. + + + + + + + + + Sets the current model matrix to the one specified. + + + + + + Restores the model, view and projection matrices off the top of the matrix stack. + + + + + Saves the model, view and projection matrices to the top of the matrix stack. + + + + + Mode for Begin: draw quads. + + + + + Resolves the render target for subsequent operations sampling from it. + + + + + Sets current texture coordinate (v.x,v.y,v.z) for all texture units. + + + + + + Sets current texture coordinate (x,y) for all texture units. + + + + + + + Sets current texture coordinate (x,y,z) for all texture units. + + + + + + + + Mode for Begin: draw triangle strip. + + + + + Mode for Begin: draw triangles. + + + + + Submit a vertex. + + + + + + Submit a vertex. + + + + + + + + Set the rendering viewport. + + + + + + Gradient used for animating colors. + + + + + All alpha keys defined in the gradient. + + + + + All color keys defined in the gradient. + + + + + Control how the gradient is evaluated. + + + + + Create a new Gradient object. + + + + + Calculate color at a given time. + + Time of the key (0 - 1). + + + + Setup Gradient with an array of color keys and alpha keys. + + Color keys of the gradient (maximum 8 color keys). + Alpha keys of the gradient (maximum 8 alpha keys). + + + + Alpha key used by Gradient. + + + + + Alpha channel of key. + + + + + Time of the key (0 - 1). + + + + + Gradient alpha key. + + Alpha of key (0 - 1). + Time of the key (0 - 1). + + + + Color key used by Gradient. + + + + + Color of key. + + + + + Time of the key (0 - 1). + + + + + Gradient color key. + + Color of key. + Time of the key (0 - 1). + + + + + Select how gradients will be evaluated. + + + + + Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color. + + + + + Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time. + + + + + Attribute used to configure the usage of the GradientField and Gradient Editor for a gradient. + + + + + The color space the Gradient uses. + + + + + If set to true the Gradient uses HDR colors. + + + + + Attribute for gradient fields. Used to configure the GUI for the Gradient Editor. + + Set to true if the colors should be treated as HDR colors (default value: false). + The colors should be treated as from this color space (default value: ColorSpace.Gamma). + + + + Raw interface to Unity's drawing functions. + + + + + Currently active color buffer (Read Only). + + + + + Returns the currently active color gamut. + + + + + Currently active depth/stencil buffer (Read Only). + + + + + The GraphicsTier for the current device. + + + + + The minimum OpenGL ES version. The value is specified in PlayerSettings. + + + + + True when rendering over native UI is enabled in Player Settings (readonly). + + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + The texture array destination slice to blit to. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + The texture array destination slice to blit to. + + + + Clear random write targets for level pixel shaders. + + + + + This function provides an efficient way to convert between textures of different formats and dimensions. +The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + True if the call succeeded. + + + + + This function provides an efficient way to convert between textures of different formats and dimensions. +The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + True if the call succeeded. + + + + + Copies the contents of one GraphicsBuffer into another. + + The source buffer. + The destination buffer. + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use Graphics.CreateGraphicsFence. + + + + + + Creates a GraphicsFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. + + The type of GraphicsFence to create. Currently the only supported value is GraphicsFenceType.AsyncQueueSynchronization. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. + + Returns a new GraphicsFence. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + the mesh is drawn on. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + LightProbeUsage for the mesh. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draws the same mesh multiple times using GPU instancing. +This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Determines whether the Meshes should cast shadows. + Determines whether the Meshes should receive shadows. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. + LightProbeUsage for the instances. + + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + The transformation matrix of the mesh (combines position, rotation and other transformations). + Subset of the mesh to draw. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU, with an index buffer. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Instance count to render. + Index count to render. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Material to use. + The bounding volume surrounding the instances you intend to draw. + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Determines whether the mesh can cast shadows. + Determines whether the mesh can receive shadows. + to use. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index buffer used to submit vertices to the GPU. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + + + + Draws procedural geometry on the GPU. + + Topology of the procedural geometry. + Index count to render. + Instance count to render. + Index buffer used to submit vertices to the GPU. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Execute a command buffer. + + The buffer to execute. + + + + Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. + + The CommandBuffer to be executed. + Describes the desired async compute queue the supplied CommandBuffer should be executed on. + + + + Renders a mesh with given rendering parameters. + + The parameters Unity uses to render the mesh. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The transformation matrix Unity uses to transform the mesh from object to world space. + The previous frame transformation matrix Unity uses to calculate motion vectors for the mesh. + + + + Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer. + + The parameters Unity uses to render the mesh. + The Mesh to render. + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawIndexedArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a mesh using GPU instancing. + + The parameters Unity uses to render the mesh instances. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The array of instance data used to render the instances. + The number of instances to render. When this argument is -1 (default), Unity renders all the instances from the startInstance to the end of the instanceData array. + The first instance in the instanceData to render. + + + + Renders multiple instances of a Mesh using GPU instancing and a custom shader. + + The parameters Unity uses to render the Mesh primitives. + The Mesh to render. + The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0. + The number of instances to render. + + + + Renders non-indexed primitives with GPU instancing and a custom shader. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + The number of vertices per instance. + The number of instances to render. + + + + Renders indexed primitives with GPU instancing and a custom shader. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + The index buffer for the rendered primitives. + The number of indices per instance. + The first index in the indexBuffer. + The number of instances to render. + + + + Renders indexed primitives with GPU instancing and a custom shader with rendering command arguments from commandBuffer. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + Index buffer for the rendered primitives. + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawIndexedArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Renders primitives with GPU instancing and a custom shader using rendering command arguments from commandBuffer. + + The parameters Unity uses to render the primitives. + Primitive topology (for example, triangles or lines). + A command buffer that provides rendering command arguments (see GraphicsBuffer.IndirectDrawArgs). + The number of rendering commands to execute in the commandBuffer. + The first command to execute in the commandBuffer. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer or texture to set as the write target. + Whether to leave the append/consume counter value unchanged. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + This functionality is deprecated, and should no longer be used. Please use Graphics.WaitOnAsyncGraphicsFence. + + + + + + + GPU graphics data buffer, for working with geometry or compute shader data. + + + + + Number of elements in the buffer (Read Only). + + + + + The debug label for the graphics buffer (setter only). + + + + + Size of one element in the buffer (Read Only). + + + + + Usage target, which specifies the intended usage of this GraphicsBuffer (Read Only). + + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Copy the counter value of a GraphicsBuffer into another buffer. + + The source GraphicsBuffer. + The destination GraphicsBuffer. + The destination buffer offset in bytes. + + + + Create a Graphics Buffer. + + Select whether this buffer can be used as a vertex or index buffer. + Number of elements in the buffer. + Size of one element in the buffer. For index buffers, this must be either 2 or 4 bytes. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the buffer from which elements are read. + The number of elements to retrieve. + + + + Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the buffer from which elements are read. + The number of elements to retrieve. + + + + Retrieve a native (underlying graphics API) pointer to the buffer. + + + Pointer to the underlying graphics API buffer. + + + + + Defines the data layout for non-indexed indirect render calls. + + + + + The number of instances to render. + + + + + The size of the struct in bytes. + + + + + The first instance to render. + + + + + The first vertex to render. + + + + + The number of vertices per instance. + + + + + Defines the data layout for indexed indirect render calls. + + + + + The index to add to values fetched from the index buffer. + + + + + The number of vertex indices per instance. + + + + + The number of instances to render. + + + + + The size of the struct in bytes. + + + + + The first index to use in the index buffer of the rendering call. + + + + + The first instance to render. + + + + + Returns true if this graphics buffer is valid, or false otherwise. + + + + + Release a Graphics Buffer. + + + + + Sets counter value of append/consume buffer. + + Value of the append/consume counter. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the graphics buffer. + The number of elements to copy. + The first element index in the graphics buffer to receive the data. + + + + + The intended usage of a GraphicsBuffer. + + + + + GraphicsBuffer can be used as an append-consume buffer. + + + + + GraphicsBuffer can be used as a constant buffer (uniform buffer). + + + + + GraphicsBuffer can be used as a destination for CopyBuffer. + + + + + GraphicsBuffer can be used as a source for CopyBuffer. + + + + + GraphicsBuffer with an internal counter. + + + + + GraphicsBuffer can be used as an index buffer. + + + + + GraphicsBuffer can be used as an indirect argument buffer for indirect draws and dispatches. + + + + + GraphicsBuffer can be used as a raw byte-address buffer. + + + + + GraphicsBuffer can be used as a structured buffer. + + + + + GraphicsBuffer can be used as a vertex buffer. + + + + + Interface into functionality unique to handheld devices. + + + + + Determines whether or not a 32-bit display buffer will be used. + + + + + Gets the current activity indicator style. + + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Sets the desired activity indicator style. + + + + + + Sets the desired activity indicator style. + + + + + + Starts os activity indicator. + + + + + Stops os activity indicator. + + + + + Triggers device vibration. + + + + + Represents a 128-bit hash value. + + + + + Returns true is the hash value is valid. (Read Only) + + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input data and combine with the current hash value. + + Input value. + + + + Hash new input string and combine with the current hash value. + + Input data string. Note that Unity interprets the string as UTF-8 data, even if internally in C# strings are UTF-16. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash new input data array and combine with the current hash value. + + Input data array. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash a slice of new input data array and combine with the current hash value. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + + + Hash new input data and combine with the current hash value. + + Raw data pointer, usually used with C# stackalloc data. + Data size in bytes. + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input value. + + The 128-bit hash. + + + + + Compute a hash of input data string. + + Input data string. Note that Unity interprets the string as UTF-8 data, even if internally in C# strings are UTF-16. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Input data array. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of a slice of input data. + + Input data array. + The first element in the data to start hashing from. + Number of array elements to hash. + + The 128-bit hash. + + + + + Compute a hash of input data. + + Raw data pointer, usually used with C# stackalloc data. + Data size in bytes. + + The 128-bit hash. + + + + + Directly initialize a Hash128 with a 128-bit value. + + First 32 bits of hash value. + Second 32 bits of hash value. + Third 32 bits of hash value. + Fourth 32 bits of hash value. + First 64 bits of hash value. + Second 64 bits of hash value. + + + + Directly initialize a Hash128 with a 128-bit value. + + First 32 bits of hash value. + Second 32 bits of hash value. + Third 32 bits of hash value. + Fourth 32 bits of hash value. + First 64 bits of hash value. + Second 64 bits of hash value. + + + + Convert a hex-encoded string into Hash128 value. + + A hexadecimal-encoded hash string. + + The 128-bit hash. + + + + + Convert a Hash128 to string. + + + + + Utilities to compute hashes with unsafe code. + + + + + Compute a 128 bit hash based on a data. + + Pointer to the data to hash. + The number of bytes to hash. + A pointer to store the low 64 bits of the computed hash. + A pointer to store the high 64 bits of the computed hash. + A pointer to the Hash128 to updated with the computed hash. + + + + Compute a 128 bit hash based on a data. + + Pointer to the data to hash. + The number of bytes to hash. + A pointer to store the low 64 bits of the computed hash. + A pointer to store the high 64 bits of the computed hash. + A pointer to the Hash128 to updated with the computed hash. + + + + Utilities to compute hashes. + + + + + Append inHash in outHash. + + Hash to append. + Hash that will be updated. + + + + Compute a 128 bit hash based on a value. the type of the value must be a value type. + + A reference to the value to hash. + A reference to the Hash128 to updated with the computed hash. + + + + Compute a 128 bit hash based on a value. the type of the value must be a value type. + + A reference to the value to hash. + A reference to the Hash128 to updated with the computed hash. + + + + Compute a Hash128 of a Matrix4x4. + + The Matrix4x4 to hash. + The computed hash. + + + + Compute a Hash128 of a Vector3. + + The Vector3 to hash. + The computed hash. + + + + A set of flags that describe the level of HDR display support available on the system. + + + + + Flag used to denote if the system supports automatic tonemapping to HDR displays. + + + + + Flag used to denote that support for HDR displays is not available on the system. + + + + + Flag used to denote that the system can change whether output is performed in HDR or SDR ranges at runtime when connected to an HDR display. + + + + + Flag used to denote that support for HDR displays is available on the system. + + + + + Provides access to HDR display settings and information. + + + + + Describes whether HDR output is currently active on the display. It is true if this is the case, and @@false@ otherwise. + + + + + Describes whether Unity performs HDR tonemapping automatically. + + + + + Describes whether HDR is currently available on your primary display and that you have HDR enabled in your Unity Project. It is true if this is the case, and false otherwise. + + + + + The ColorGamut used to output to the active HDR display. + + + + + The list of currently connected displays with possible HDR availability. + + + + + The RenderTextureFormat of the display buffer for the active HDR display. + + + + + The Experimental.Rendering.GraphicsFormat of the display buffer for the active HDR display. + + + + + The HDROutputSettings for the main display. + + + + + Maximum input luminance at which gradation is preserved even when the entire screen is bright. + + + + + Maximum input luminance at which gradation is preserved when 10% of the screen is bright. + + + + + Minimum input luminance at which gradation is identifiable. + + + + + The base luminance of a white paper surface in nits or candela per square meter (cd/m2). + + + + + Describes whether the user has requested to change the HDR Output Mode. It is true if this is the case, and false otherwise. + + + + + Use this function to request a change in the HDR Output Mode and in the value of HDROutputSettings.active. + + Indicates whether HDR should be enabled. + + + + Sets the base luminance of a white paper surface in nits or candela per square meter (cd/m2). + + The brightness of paper white in nits. + + + + Use this PropertyAttribute to add a header above some fields in the Inspector. + + + + + The header text. + + + + + Add a header above some fields in the Inspector. + + The header text. + + + + Provide a custom documentation URL for a class. + + + + + Initialize the HelpURL attribute with a documentation url. + + The custom documentation URL for this class. + + + + The documentation URL specified for this class. + + + + + Bit mask that controls object destruction, saving and visibility in inspectors. + + + + + The object will not be saved to the Scene. It will not be destroyed when a new Scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. + + + + + The object will not be saved when building a player. + + + + + The object will not be saved to the Scene in the editor. + + + + + The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + The GameObject is not shown in the Hierarchy, not saved to Scenes, and not unloaded by Resources.UnloadUnusedAssets. + + + + + The object will not appear in the hierarchy. + + + + + It is not possible to view it in the inspector. + + + + + A normal, visible object. This is the default. + + + + + The object is not editable in the Inspector. + + + + + Makes a variable not show up in the inspector but be serialized. + + + + + This is the data structure for holding individual host information. + + + + + A miscellaneous comment (can hold data). + + + + + Currently connected players. + + + + + The name of the game (like John Doe's Game). + + + + + The type of the game (like "MyUniqueGameType"). + + + + + The GUID of the host, needed when connecting with NAT punchthrough. + + + + + Server IP address. + + + + + Does the server require a password? + + + + + Maximum players limit. + + + + + Server port. + + + + + Does this server require NAT punchthrough? + + + + + Attribute to specify an icon for a MonoBehaviour or ScriptableObject. + + + + + A project-relative path to a texture. + + + + + Create an IconAttribute with a path to an icon. + + A project-relative path to a texture. + + + + Interface for objects used as resolvers on ExposedReferences. + + + + + Remove a value for the given reference. + + Identifier of the ExposedReference. + + + + Retrieves a value for the given identifier. + + Identifier of the ExposedReference. + Is the identifier valid? + + The value stored in the table. + + + + + Assigns a value for an ExposedReference. + + Identifier of the ExposedReference. + The value to assigned to the ExposedReference. + + + + Interface for custom logger implementation. + + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Check logging is enabled based on the LogType. + + + + Retrun true in case logs of LogType will be logged otherwise returns false. + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + A variant of ILogger.Log that logs an error message. + + + + + + + + A variant of ILogger.Log that logs an error message. + + + + + + + + A variant of ILogger.Log that logs an exception message. + + + + + + Logs a formatted message. + + + + + + + + A variant of Logger.Log that logs an warning message. + + + + + + + + A variant of Logger.Log that logs an warning message. + + + + + + + + Interface for custom log handler implementation. + + + + + A variant of ILogHandler.LogFormat that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + Any Image Effect with this attribute will be rendered after Dynamic Resolution stage. + + + + + Any Image Effect with this attribute can be rendered into the Scene view camera. + + + + + Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. + + + + + When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. + + + + + Use this attribute when image effects are implemented using Command Buffers. + + + + + Use this attribute on enum value declarations to change the display name shown in the Inspector. + + + + + Name to display in the Inspector. + + + + + Specify a display name for an enum value. + + The name to display. + + + + ActivityIndicator Style (iOS Specific). + + + + + Do not show ActivityIndicator. + + + + + The standard gray style of indicator (UIActivityIndicatorViewStyleGray). + + + + + The standard white style of indicator (UIActivityIndicatorViewStyleWhite). + + + + + The large white style of indicator (UIActivityIndicatorViewStyleWhiteLarge). + + + + + ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS. + + + + + Banner layout. + + + + + Checks if banner contents are loaded. + + + + + The position of the banner view. + + + + + The size of the banner view. + + + + + Banner visibility. Initially banner is not visible. + + + + + Will be fired when banner ad failed to load. + + + + + Will be fired when banner was clicked. + + + + + Will be fired when banner loaded new ad. + + + + + Creates a banner view with given type and auto-layout params. + + + + + + + Checks if the banner type is available (e.g. MediumRect is available only starting with ios6). + + + + + + Specifies how banner should be layed out on screen. + + + + + Traditional Banner: align to screen bottom. + + + + + Rect Banner: align to screen bottom, placing at the center. + + + + + Rect Banner: place in bottom-left corner. + + + + + Rect Banner: place in bottom-right corner. + + + + + Rect Banner: place exactly at screen center. + + + + + Rect Banner: align to screen left, placing at the center. + + + + + Rect Banner: align to screen right, placing at the center. + + + + + Completely manual positioning. + + + + + Traditional Banner: align to screen top. + + + + + Rect Banner: align to screen top, placing at the center. + + + + + Rect Banner: place in top-left corner. + + + + + Rect Banner: place in top-right corner. + + + + + The type of the banner view. + + + + + Traditional Banner (it takes full screen width). + + + + + Rect Banner (300x250). + + + + + ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad. + + + + + Checks if InterstitialAd is available (it is available on iPad since iOS 4.3, and on iPhone since iOS 7.0). + + + + + Has the interstitial ad object downloaded an advertisement? (Read Only) + + + + + Creates an interstitial ad. + + + + + + Creates an interstitial ad. + + + + + + Will be called when ad is ready to be shown. + + + + + Will be called when user viewed ad contents: i.e. they went past the initial screen. Please note that it is impossible to determine if they clicked on any links in ad sequences that follows the initial screen. + + + + + Reload advertisement. + + + + + Shows full-screen advertisement to user. + + + + + Specify calendar types. + + + + + Identifies the Buddhist calendar. + + + + + Identifies the Chinese calendar. + + + + + Identifies the Gregorian calendar. + + + + + Identifies the Hebrew calendar. + + + + + Identifies the Indian calendar. + + + + + Identifies the Islamic calendar. + + + + + Identifies the Islamic civil calendar. + + + + + Identifies the ISO8601. + + + + + Identifies the Japanese calendar. + + + + + Identifies the Persian calendar. + + + + + Identifies the Republic of China (Taiwan) calendar. + + + + + Specify calendrical units. + + + + + Specifies the day unit. + + + + + Specifies the era unit. + + + + + Specifies the hour unit. + + + + + Specifies the minute unit. + + + + + Specifies the month unit. + + + + + Specifies the quarter of the calendar. + + + + + Specifies the second unit. + + + + + Specifies the week unit. + + + + + Specifies the weekday unit. + + + + + Specifies the ordinal weekday unit. + + + + + Specifies the year unit. + + + + + Interface into iOS specific functionality. + + + + + Advertising ID. + + + + + Is advertising tracking enabled. + + + + + Defer system gestures until the second swipe on specific edges. + + + + + The generation of the device. (Read Only) + + + + + Specifies whether the home button should be hidden in the iOS build of this application. + + + + + Specifies whether app built for iOS is running on Mac. + + + + + Indicates whether Low Power Mode is enabled on the device. + + + + + iOS version. + + + + + Vendor ID. + + + + + Indicates whether the screen may be dimmed lower than the hardware is normally capable of by emulating it in software. + + + + + Request App Store rating and review from the user. + + + Value indicating whether the underlying API is available or not. False indicates that the iOS version isn't recent enough or that the StoreKit framework is not linked with the app. + + + + + Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. + + + + + + Set file flag to be excluded from iCloud/iTunes backup. + + + + + + iOS device generation. + + + + + iPad, first generation. + + + + + iPad, second generation. + + + + + iPad, third generation. + + + + + iPad, fourth generation. + + + + + iPad, fifth generation. + + + + + iPad, sixth generation. + + + + + iPad, seventh generation. + + + + + iPad, eighth generation. + + + + + iPad, ninth generation. + + + + + iPad Air. + + + + + iPad Air 2. + + + + + iPad Air, third generation. + + + + + iPad Air, fourth generation. + + + + + iPad Air, fifth generation. + + + + + iPad Mini, first generation. + + + + + iPad Mini, second generation. + + + + + iPad Mini, third generation. + + + + + iPad Mini, fourth generation. + + + + + iPad Mini, fifth generation. + + + + + iPad Mini, sixth generation. + + + + + iPad Pro 9.7", first generation. + + + + + iPad Pro 10.5", second generation 10" iPad. + + + + + iPad Pro 11", first generation. + + + + + iPad Pro 11", second generation. + + + + + iPad Pro 11", third generation. + + + + + iPad Pro 12.9", first generation. + + + + + iPad Pro 12.9", second generation. + + + + + iPad Pro 12.9", third generation. + + + + + iPad Pro 12.9", fourth generation. + + + + + iPad Pro 12.9", fifth generation. + + + + + Yet unknown iPad. + + + + + iPhone, first generation. + + + + + iPhone 11. + + + + + iPhone 11 Pro. + + + + + iPhone 11 Pro Max. + + + + + iPhone 12. + + + + + iPhone 12 Mini. + + + + + iPhone 12 Pro. + + + + + iPhone 12 Pro Max. + + + + + iPhone 13. + + + + + iPhone 13 Mini. + + + + + iPhone 13 Pro. + + + + + iPhone 13 Pro Max. + + + + + iPhone 14. + + + + + iPhone 14 Plus. + + + + + iPhone 14 Pro. + + + + + iPhone 14 Pro Max. + + + + + iPhone, second generation. + + + + + iPhone, third generation. + + + + + iPhone, fourth generation. + + + + + iPhone, fifth generation. + + + + + iPhone5. + + + + + iPhone 5C. + + + + + iPhone 5S. + + + + + iPhone 6. + + + + + iPhone 6 plus. + + + + + iPhone 6S. + + + + + iPhone 6S Plus. + + + + + iPhone 7. + + + + + iPhone 7 Plus. + + + + + iPhone 8. + + + + + iPhone 8 Plus. + + + + + iPhone SE, first generation. + + + + + iPhone SE, second generation. + + + + + iPhone SE, third generation. + + + + + Yet unknown iPhone. + + + + + iPhone X. + + + + + iPhone XR. + + + + + iPhone XS. + + + + + iPhone XSMax. + + + + + iPod Touch, first generation. + + + + + iPod Touch, second generation. + + + + + iPod Touch, third generation. + + + + + iPod Touch, fourth generation. + + + + + iPod Touch, fifth generation. + + + + + iPod Touch, sixth generation. + + + + + iPod Touch, seventh generation. + + + + + Yet unknown iPod Touch. + + + + + iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhoneiPadiPod Touch. + + + + + The title of the action button or slider. + + + + + The message displayed in the notification alert. + + + + + Identifies the image used as the launch image when the user taps the action button. + + + + + A short description of the reason for the alert. + + + + + The number to display as the application's icon badge. + + + + + The default system sound. (Read Only) + + + + + The date and time when the system should deliver the notification. + + + + + A boolean value that controls whether the alert action is visible or not. + + + + + The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification. + + + + + The calendar interval at which to reschedule the notification. + + + + + The name of the sound file to play when an alert is displayed. + + + + + The time zone of the notification's fire date. + + + + + A dictionary for passing custom information to the notified application. + + + + + Creates a new local notification. + + + + + NotificationServices is only available on iPhoneiPadiPod Touch. + + + + + Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + + + + + Enabled local and remote notification types. + + + + + The number of received local notifications. (Read Only) + + + + + The list of objects representing received local notifications. (Read Only) + + + + + Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + + + + + The number of received remote notifications. (Read Only) + + + + + The list of objects representing received remote notifications. (Read Only) + + + + + All currently scheduled local notifications. + + + + + Cancels the delivery of all scheduled local notifications. + + + + + Cancels the delivery of the specified scheduled local notification. + + + + + + Discards of all received local notifications. + + + + + Discards of all received remote notifications. + + + + + Returns an object representing a specific local notification. (Read Only) + + + + + + Returns an object representing a specific remote notification. (Read Only) + + + + + + Presents a local notification immediately. + + + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + + Notification types to register for. + Specify true to also register for remote notifications. + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + + Notification types to register for. + Specify true to also register for remote notifications. + + + + Schedules a local notification. + + + + + + Unregister for remote notifications. + + + + + Specifies local and remote notification types. + + + + + Notification is an alert message. + + + + + Notification is a badge shown above the application's icon. + + + + + No notification types specified. + + + + + Notification is an alert sound. + + + + + On Demand Resources API. + + + + + Indicates whether player was built with "Use On Demand Resources" player setting enabled. + + + + + Creates an On Demand Resources (ODR) request. + + Tags for On Demand Resources that should be included in the request. + + Object representing ODR request. + + + + + Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine. + + + + + Returns an error after operation is complete. + + + + + Sets the priority for request. + + + + + Release all resources kept alive by On Demand Resources (ODR) request. + + + + + Gets file system's path to the resource available in On Demand Resources (ODR) request. + + Resource name. + + + + RemoteNotification is only available on iPhoneiPadiPod Touch. + + + + + The message displayed in the notification alert. (Read Only) + + + + + A short description of the reason for the alert. (Read Only) + + + + + The number to display as the application's icon badge. (Read Only) + + + + + A boolean value that controls whether the alert action is visible or not. (Read Only) + + + + + The name of the sound file to play when an alert is displayed. (Read Only) + + + + + A dictionary for passing custom information to the notified application. (Read Only) + + + + + Bit-mask used to control the deferring of system gestures on iOS. + + + + + Identifies all screen edges. + + + + + Identifies bottom screen edge. + + + + + Identifies left screen edge. + + + + + Disables gesture deferring on all edges. + + + + + Identifies right screen edge. + + + + + Identifies top screen edge. + + + + + Interface to receive callbacks upon serialization and deserialization. + + + + + Implement this method to receive a callback after Unity deserializes your object. + + + + + Implement this method to receive a callback before Unity serializes your object. + + + + + Parallel-for-transform jobs allow you to perform the same independent operation for each position, rotation and scale of all the transforms passed into the job. + + + + + Implement this method to perform work against a specific iteration index and transform. + + The index of the Parallel-for-transform loop at which to perform work. + The position, rotation and scale of the transforms passed into the job. + + + + Extension methods for IJobParallelForTransform. + + + + + Run an IJobParallelForTransform job with read-only access to the transform data. This method makes the job run on the calling thread instead of spreading it out over multiple threads. + + The TransformAccessArray to run this job on. + The job to run. + + + + Schedule an IJobParallelForTransform job with read-write access to the transform data. This method parallelizes access to transforms in different hierarchies. Transforms with a shared root object are always processed on the same thread. + + The job to schedule. + The TransformAccessArray to run this job on. + A JobHandle containing any jobs that must finish executing before this job begins. (Combine multiple jobs with JobHandle.CombineDependencies). Use dependencies to ensure that two jobs reading or writing to the same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Schedule an IJobParallelForTransform job with read-only access to the transform data. This method provides better parallelization because it can read all transforms in parallel instead of just parallelizing over different hierarchies. + + The job to schedule. + The TransformAccessArray to run this job on. + Granularity in which workstealing is performed. A value of 32 means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + A JobHandle containing any jobs that must finish executing before this job begins. (Combine multiple jobs with JobHandle.CombineDependencies). Use dependencies to ensure that two jobs reading or writing to the same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Position, rotation and scale of an object. + + + + + Use this to determine whether this instance refers to a valid Transform. + + + + + The position of the transform relative to the parent. + + + + + The rotation of the transform relative to the parent transform's rotation. + + + + + The scale of the transform relative to the parent. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + The position of the transform in world space. + + + + + The rotation of the transform in world space stored as a Quaternion. + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Gets the position and rotation of the transform in local space (that is, relative to its parent transform). + + + + + + + Gets the position and rotation of the transform in world space. + + + + + + + Sets the position and rotation of the transform in local space (that is, relative to its parent transform). + + + + + + + Sets the world space position and rotation of the transform. + + + + + + + TransformAccessArray. + + + + + Returns array capacity. + + + + + isCreated. + + + + + Length. + + + + + Add. + + Transform. + + + + Allocate. + + Capacity. + Desired job count. + TransformAccessArray. + + + + Constructor. + + Transforms. + Desired job count. + Capacity. + + + + Constructor. + + Transforms. + Desired job count. + Capacity. + + + + Dispose. + + + + + Remove item at index. + + Index. + + + + Set transforms. + + Transforms. + + + + Array indexer. + + + + + Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. + + + + + 'a' key. + + + + + The '0' key on the top of the alphanumeric keyboard. + + + + + The '1' key on the top of the alphanumeric keyboard. + + + + + The '2' key on the top of the alphanumeric keyboard. + + + + + The '3' key on the top of the alphanumeric keyboard. + + + + + The '4' key on the top of the alphanumeric keyboard. + + + + + The '5' key on the top of the alphanumeric keyboard. + + + + + The '6' key on the top of the alphanumeric keyboard. + + + + + The '7' key on the top of the alphanumeric keyboard. + + + + + The '8' key on the top of the alphanumeric keyboard. + + + + + The '9' key on the top of the alphanumeric keyboard. + + + + + Alt Gr key. + + + + + Ampersand key '&'. + + + + + Asterisk key '*'. + + + + + At key '@'. + + + + + 'b' key. + + + + + Back quote key '`'. + + + + + Backslash key '\'. + + + + + The backspace key. + + + + + Break key. + + + + + 'c' key. + + + + + Capslock key. + + + + + Caret key '^'. + + + + + The Clear key. + + + + + Colon ':' key. + + + + + Comma ',' key. + + + + + 'd' key. + + + + + The forward delete key. + + + + + Dollar sign key '$'. + + + + + Double quote key '"'. + + + + + Down arrow key. + + + + + 'e' key. + + + + + End key. + + + + + Equals '=' key. + + + + + Escape key. + + + + + Exclamation mark key '!'. + + + + + 'f' key. + + + + + F1 function key. + + + + + F10 function key. + + + + + F11 function key. + + + + + F12 function key. + + + + + F13 function key. + + + + + F14 function key. + + + + + F15 function key. + + + + + F2 function key. + + + + + F3 function key. + + + + + F4 function key. + + + + + F5 function key. + + + + + F6 function key. + + + + + F7 function key. + + + + + F8 function key. + + + + + F9 function key. + + + + + 'g' key. + + + + + Greater than '>' key. + + + + + 'h' key. + + + + + Hash key '#'. + + + + + Help key. + + + + + Home key. + + + + + 'i' key. + + + + + Insert key key. + + + + + 'j' key. + + + + + Button 0 on first joystick. + + + + + Button 1 on first joystick. + + + + + Button 10 on first joystick. + + + + + Button 11 on first joystick. + + + + + Button 12 on first joystick. + + + + + Button 13 on first joystick. + + + + + Button 14 on first joystick. + + + + + Button 15 on first joystick. + + + + + Button 16 on first joystick. + + + + + Button 17 on first joystick. + + + + + Button 18 on first joystick. + + + + + Button 19 on first joystick. + + + + + Button 2 on first joystick. + + + + + Button 3 on first joystick. + + + + + Button 4 on first joystick. + + + + + Button 5 on first joystick. + + + + + Button 6 on first joystick. + + + + + Button 7 on first joystick. + + + + + Button 8 on first joystick. + + + + + Button 9 on first joystick. + + + + + Button 0 on second joystick. + + + + + Button 1 on second joystick. + + + + + Button 10 on second joystick. + + + + + Button 11 on second joystick. + + + + + Button 12 on second joystick. + + + + + Button 13 on second joystick. + + + + + Button 14 on second joystick. + + + + + Button 15 on second joystick. + + + + + Button 16 on second joystick. + + + + + Button 17 on second joystick. + + + + + Button 18 on second joystick. + + + + + Button 19 on second joystick. + + + + + Button 2 on second joystick. + + + + + Button 3 on second joystick. + + + + + Button 4 on second joystick. + + + + + Button 5 on second joystick. + + + + + Button 6 on second joystick. + + + + + Button 7 on second joystick. + + + + + Button 8 on second joystick. + + + + + Button 9 on second joystick. + + + + + Button 0 on third joystick. + + + + + Button 1 on third joystick. + + + + + Button 10 on third joystick. + + + + + Button 11 on third joystick. + + + + + Button 12 on third joystick. + + + + + Button 13 on third joystick. + + + + + Button 14 on third joystick. + + + + + Button 15 on third joystick. + + + + + Button 16 on third joystick. + + + + + Button 17 on third joystick. + + + + + Button 18 on third joystick. + + + + + Button 19 on third joystick. + + + + + Button 2 on third joystick. + + + + + Button 3 on third joystick. + + + + + Button 4 on third joystick. + + + + + Button 5 on third joystick. + + + + + Button 6 on third joystick. + + + + + Button 7 on third joystick. + + + + + Button 8 on third joystick. + + + + + Button 9 on third joystick. + + + + + Button 0 on forth joystick. + + + + + Button 1 on forth joystick. + + + + + Button 10 on forth joystick. + + + + + Button 11 on forth joystick. + + + + + Button 12 on forth joystick. + + + + + Button 13 on forth joystick. + + + + + Button 14 on forth joystick. + + + + + Button 15 on forth joystick. + + + + + Button 16 on forth joystick. + + + + + Button 17 on forth joystick. + + + + + Button 18 on forth joystick. + + + + + Button 19 on forth joystick. + + + + + Button 2 on forth joystick. + + + + + Button 3 on forth joystick. + + + + + Button 4 on forth joystick. + + + + + Button 5 on forth joystick. + + + + + Button 6 on forth joystick. + + + + + Button 7 on forth joystick. + + + + + Button 8 on forth joystick. + + + + + Button 9 on forth joystick. + + + + + Button 0 on fifth joystick. + + + + + Button 1 on fifth joystick. + + + + + Button 10 on fifth joystick. + + + + + Button 11 on fifth joystick. + + + + + Button 12 on fifth joystick. + + + + + Button 13 on fifth joystick. + + + + + Button 14 on fifth joystick. + + + + + Button 15 on fifth joystick. + + + + + Button 16 on fifth joystick. + + + + + Button 17 on fifth joystick. + + + + + Button 18 on fifth joystick. + + + + + Button 19 on fifth joystick. + + + + + Button 2 on fifth joystick. + + + + + Button 3 on fifth joystick. + + + + + Button 4 on fifth joystick. + + + + + Button 5 on fifth joystick. + + + + + Button 6 on fifth joystick. + + + + + Button 7 on fifth joystick. + + + + + Button 8 on fifth joystick. + + + + + Button 9 on fifth joystick. + + + + + Button 0 on sixth joystick. + + + + + Button 1 on sixth joystick. + + + + + Button 10 on sixth joystick. + + + + + Button 11 on sixth joystick. + + + + + Button 12 on sixth joystick. + + + + + Button 13 on sixth joystick. + + + + + Button 14 on sixth joystick. + + + + + Button 15 on sixth joystick. + + + + + Button 16 on sixth joystick. + + + + + Button 17 on sixth joystick. + + + + + Button 18 on sixth joystick. + + + + + Button 19 on sixth joystick. + + + + + Button 2 on sixth joystick. + + + + + Button 3 on sixth joystick. + + + + + Button 4 on sixth joystick. + + + + + Button 5 on sixth joystick. + + + + + Button 6 on sixth joystick. + + + + + Button 7 on sixth joystick. + + + + + Button 8 on sixth joystick. + + + + + Button 9 on sixth joystick. + + + + + Button 0 on seventh joystick. + + + + + Button 1 on seventh joystick. + + + + + Button 10 on seventh joystick. + + + + + Button 11 on seventh joystick. + + + + + Button 12 on seventh joystick. + + + + + Button 13 on seventh joystick. + + + + + Button 14 on seventh joystick. + + + + + Button 15 on seventh joystick. + + + + + Button 16 on seventh joystick. + + + + + Button 17 on seventh joystick. + + + + + Button 18 on seventh joystick. + + + + + Button 19 on seventh joystick. + + + + + Button 2 on seventh joystick. + + + + + Button 3 on seventh joystick. + + + + + Button 4 on seventh joystick. + + + + + Button 5 on seventh joystick. + + + + + Button 6 on seventh joystick. + + + + + Button 7 on seventh joystick. + + + + + Button 8 on seventh joystick. + + + + + Button 9 on seventh joystick. + + + + + Button 0 on eighth joystick. + + + + + Button 1 on eighth joystick. + + + + + Button 10 on eighth joystick. + + + + + Button 11 on eighth joystick. + + + + + Button 12 on eighth joystick. + + + + + Button 13 on eighth joystick. + + + + + Button 14 on eighth joystick. + + + + + Button 15 on eighth joystick. + + + + + Button 16 on eighth joystick. + + + + + Button 17 on eighth joystick. + + + + + Button 18 on eighth joystick. + + + + + Button 19 on eighth joystick. + + + + + Button 2 on eighth joystick. + + + + + Button 3 on eighth joystick. + + + + + Button 4 on eighth joystick. + + + + + Button 5 on eighth joystick. + + + + + Button 6 on eighth joystick. + + + + + Button 7 on eighth joystick. + + + + + Button 8 on eighth joystick. + + + + + Button 9 on eighth joystick. + + + + + Button 0 on any joystick. + + + + + Button 1 on any joystick. + + + + + Button 10 on any joystick. + + + + + Button 11 on any joystick. + + + + + Button 12 on any joystick. + + + + + Button 13 on any joystick. + + + + + Button 14 on any joystick. + + + + + Button 15 on any joystick. + + + + + Button 16 on any joystick. + + + + + Button 17 on any joystick. + + + + + Button 18 on any joystick. + + + + + Button 19 on any joystick. + + + + + Button 2 on any joystick. + + + + + Button 3 on any joystick. + + + + + Button 4 on any joystick. + + + + + Button 5 on any joystick. + + + + + Button 6 on any joystick. + + + + + Button 7 on any joystick. + + + + + Button 8 on any joystick. + + + + + Button 9 on any joystick. + + + + + 'k' key. + + + + + Numeric keypad 0. + + + + + Numeric keypad 1. + + + + + Numeric keypad 2. + + + + + Numeric keypad 3. + + + + + Numeric keypad 4. + + + + + Numeric keypad 5. + + + + + Numeric keypad 6. + + + + + Numeric keypad 7. + + + + + Numeric keypad 8. + + + + + Numeric keypad 9. + + + + + Numeric keypad '/'. + + + + + Numeric keypad Enter. + + + + + Numeric keypad '='. + + + + + Numeric keypad '-'. + + + + + Numeric keypad '*'. + + + + + Numeric keypad '.'. + + + + + Numeric keypad '+'. + + + + + 'l' key. + + + + + Left Alt key. + + + + + Left Command key. + + + + + Left arrow key. + + + + + Left square bracket key '['. + + + + + Left Command key. + + + + + Left Control key. + + + + + Left curly bracket key '{'. + + + + + Maps to left Windows key or left Command key if physical keys are enabled in Input Manager settings, otherwise maps to left Command key only. + + + + + Left Parenthesis key '('. + + + + + Left shift key. + + + + + Left Windows key. + + + + + Less than '<' key. + + + + + 'm' key. + + + + + Menu key. + + + + + Minus '-' key. + + + + + The Left (or primary) mouse button. + + + + + Right mouse button (or secondary mouse button). + + + + + Middle mouse button (or third button). + + + + + Additional (fourth) mouse button. + + + + + Additional (fifth) mouse button. + + + + + Additional (or sixth) mouse button. + + + + + Additional (or seventh) mouse button. + + + + + 'n' key. + + + + + Not assigned (never returned as the result of a keystroke). + + + + + Numlock key. + + + + + 'o' key. + + + + + 'p' key. + + + + + Page down. + + + + + Page up. + + + + + Pause on PC machines. + + + + + Percent '%' key. + + + + + Period '.' key. + + + + + Pipe '|' key. + + + + + Plus key '+'. + + + + + Print key. + + + + + 'q' key. + + + + + Question mark '?' key. + + + + + Quote key '. + + + + + 'r' key. + + + + + Return key. + + + + + Right Alt key. + + + + + Right Command key. + + + + + Right arrow key. + + + + + Right square bracket key ']'. + + + + + Right Command key. + + + + + Right Control key. + + + + + Right curly bracket key '}'. + + + + + Maps to right Windows key or right Command key if physical keys are enabled in Input Manager settings, otherwise maps to right Command key only. + + + + + Right Parenthesis key ')'. + + + + + Right shift key. + + + + + Right Windows key. + + + + + 's' key. + + + + + Scroll lock key. + + + + + Semicolon ';' key. + + + + + Slash '/' key. + + + + + Space key. + + + + + Sys Req key. + + + + + 't' key. + + + + + The tab key. + + + + + Tilde '~' key. + + + + + 'u' key. + + + + + Underscore '_' key. + + + + + Up arrow key. + + + + + 'v' key. + + + + + 'w' key. + + + + + 'x' key. + + + + + 'y' key. + + + + + 'z' key. + + + + + A single keyframe that can be injected into an animation curve. + + + + + Sets the incoming tangent for this key. The incoming tangent affects the slope of the curve from the previous key to this key. + + + + + Sets the incoming weight for this key. The incoming weight affects the slope of the curve from the previous key to this key. + + + + + Sets the outgoing tangent for this key. The outgoing tangent affects the slope of the curve from this key to the next key. + + + + + Sets the outgoing weight for this key. The outgoing weight affects the slope of the curve from this key to the next key. + + + + + TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead. + + + + + The time of the keyframe. + + + + + The value of the curve at keyframe. + + + + + Weighted mode for the keyframe. + + + + + Create a keyframe. + + + + + + + Create a keyframe. + + + + + + + + + Create a keyframe. + + + + + + + + + + + Specifies Layers to use in a Physics.Raycast. + + + + + Converts a layer mask value to an integer value. + + + + + Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them. + + List of layer names to convert to a layer mask. + + The layer mask created from the layerNames. + + + + + Implicitly converts an integer to a LayerMask. + + + + + + Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the. + + + + + + Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the. + + + + + + Serializable lazy reference to a UnityEngine.Object contained in an asset file. + + + + + Accessor to the referenced asset. + + + + + Returns the instance id to the referenced asset. + + + + + Convenience property that checks whether the reference is broken: refers to an object that is either not available or not loadable. + + + + + Determines if an asset is being targeted, regardless of whether the asset is available for loading. + + + + + Construct a new LazyLoadReference. + + The asset reference. + The asset instance ID. + + + + Construct a new LazyLoadReference. + + The asset reference. + The asset instance ID. + + + + Implicit conversion from instance ID to LazyLoadReference. + + The asset instance ID. + + + + Implicit conversion from asset reference to LazyLoadReference. + + The asset reference. + + + + Script interface for a. + + + + + The strength of the flare. + + + + + The color of the flare. + + + + + The fade speed of the flare. + + + + + The to use. + + + + + Script interface for. + + + + + The size of the area light (Editor only). + + + + + This property describes the output of the last Global Illumination bake. + + + + + The multiplier that defines the strength of the bounce lighting. + + + + + Bounding sphere used to override the regular light bounding sphere during culling. + + + + + The color of the light. + + + + + + The color temperature of the light. + Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. A candle light is 1800K and a soft warm light bulb is 2700K. + If you want to use colorTemperature, GraphicsSettings.lightsUseLinearIntensity and Light.useColorTemperature has to be enabled. + See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.useColorTemperature. + + + + + + Number of command buffers set up on this light (Read Only). + + + + + The cookie texture projected by the light. + + + + + The size of a directional light's cookie. + + + + + This is used to light certain objects in the Scene selectively. + + + + + The to use for this light. + + + + + The angle of the light's spotlight inner cone in degrees. + + + + + The Intensity of a light is multiplied with the Light color. + + + + + Is the light contribution already stored in lightmaps and/or lightprobes (Read Only). Obsolete; replaced by Light-lightmapBakeType. + + + + + Per-light, per-layer shadow culling distances. Directional lights only. + + + + + This property describes what part of a light's contribution can be baked (Editor only). + + + + + Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers. + + + + + The range of the light. + + + + + Determines which rendering LayerMask this Light affects. + + + + + How to render the light. + + + + + Controls the amount of artificial softening applied to the edges of shadows cast by directional lights. + + + + + Shadow mapping constant bias. + + + + + The custom resolution of the shadow map. + + + + + Matrix that overrides the regular light projection matrix during shadow culling. Unity uses this matrix if you set Light.useShadowMatrixOverride to true. + + + + + Near plane value to use for shadow frustums. + + + + + Shadow mapping normal-based bias. + + + + + Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light. + + + + + The resolution of the shadow map. + + + + + How this light casts shadows + + + + + Strength of light's shadows. + + + + + This property describes the shape of the spot light. Only Scriptable Render Pipelines use this property; the built-in renderer does not support it. + + + + + The angle of the light's spotlight cone in degrees. + + + + + The type of the light. + + + + + Set to true to override light bounding sphere for culling. + + + + + Set to true to use the color temperature. + + + + + Set to true to enable custom matrix for culling during shadows. + + + + + Whether to cull shadows for this Light when the Light is outside of the view frustum. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + A mask specifying which shadow passes to execute the buffer for. + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + A mask specifying which shadow passes to execute the buffer for. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + A mask specifying which shadow passes to execute the buffer for. + + + + Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. + + The point during the graphics processing at which this command buffer should commence on the GPU. + The buffer to execute. + The desired async compute queue type to execute the buffer on. + A mask specifying which shadow passes to execute the buffer for. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + Remove all command buffers set on this light. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Revert all light parameters to default. + + + + + Sets a light dirty to notify the light baking backends to update their internal light representation (Editor only). + + + + + Struct describing the result of a Global Illumination bake for a given light. + + + + + Is the light contribution already stored in lightmaps and/or lightprobes? + + + + + This property describes what part of a light's contribution was baked. + + + + + In case of a LightmapBakeType.Mixed light, describes what Mixed mode was used to bake the light, irrelevant otherwise. + + + + + In case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1. + + + + + In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1. + + + + + An object containing settings for precomputing lighting data, that Unity can serialize as a. + + + + + The intensity of surface albedo throughout the Scene when considered in lighting calculations. This value influences the energy of light at each bounce. (Editor only). + + + + + Whether to apply ambient occlusion to lightmaps. (Editor only). + + + + + Determines the degree to which direct lighting is considered when calculating ambient occlusion in lightmaps. (Editor only). + + + + + Sets the contrast of ambient occlusion that Unity applies to indirect lighting in lightmaps. (Editor only). + + + + + The distance that a ray travels before Unity considers it to be unoccluded when calculating ambient occlusion in lightmaps. (Editor only). + + + + + Whether the Unity Editor automatically precomputes lighting data when the Scene data changes. (Editor only). + + + + + Whether to enable the Baked Global Illumination system for this Scene. + + + + + This property is now obsolete. Use LightingSettings.maxBounces. + + + + + Whether to compress the lightmap textures that the Progressive Lightmapper generates. (Editor only) + + + + + Determines the type of denoising that the Progressive Lightmapper applies to ambient occlusion in lightmaps. (Editor only). + + + + + Determines the denoiser that the Progressive Lightmapper applies to direct lighting. (Editor only). + + + + + Determines the denoiser that the Progressive Lightmapper applies to indirect lighting. (Editor only). + + + + + Determines whether the lightmapper should generate directional or non-directional lightmaps. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses for direct lighting calculations. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses when sampling indirect lighting from the skybox. (Editor only). + + + + + Whether the Progressive Lightmapper exports machine learning training data to the Project folder when it performs the bake. ( Editor only). + + + + + Whether the Progressive Lightmapper extracts Ambient Occlusion to a separate lightmap. (Editor only). + + + + + Specifies the threshold the Progressive Lightmapper uses to filter direct light stored in the lightmap when using the A-Trous filter. (Editor only). + + + + + Specifies the threshold the Progressive Lightmapper uses to filter the indirect lighting component of the lightmap when using the A-Trous filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper uses to filter the ambient occlusion component in the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper uses to filter the direct lighting component of the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the radius the Progressive Lightmapper used to filter the indirect lighting component of the lightmap when using Gaussian filter. (Editor only). + + + + + Specifies the method used by the Progressive Lightmapper to reduce noise in lightmaps. (Editor only). + + + + + Specifies the filter type that the Progressive Lightmapper uses for ambient occlusion. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for ambient occlusion. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for the direct lighting. (Editor only). + + + + + Specifies the filter kernel that the Progressive Lightmapper uses for indirect lighting. (Editor only). + + + + + Specifies whether the Editor calculates the final global illumination light bounce at the same resolution as the baked lightmap. + + + + + Controls whether a denoising filter is applied to the final gather output. + + + + + Controls the number of rays emitted for every final gather point. A final gather point is a lightmap texel in the final, composited lightmap. (Editor only). + + + + + Defines the number of texels that Enlighten Realtime Global Illumination uses per world unit when calculating indirect lighting. (Editor only). + + + + + Specifies the number of samples the Progressive Lightmapper uses for indirect lighting calculations. (Editor only). + + + + + Multiplies the intensity of of indirect lighting in lightmaps. (Editor only). + + + + + The level of compression the Editor uses for lightmaps. + + + + + The maximum size in pixels of an individual lightmap texture. (Editor only). + + + + + Sets the distance (in texels) between separate UV tiles in lightmaps. (Editor only). + + + + + Determines which backend to use for baking lightmaps in the Baked Global Illumination system. (Editor only). + + + + + Defines the number of texels to use per world unit when generating lightmaps. + + + + + Specifies the number of samples to use for Light Probes relative to the number of samples for lightmap texels. (Editor only). + + + + + Stores the maximum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) + + + + + Stores the minimum number of bounces the Progressive Lightmapper computes for indirect lighting. (Editor only) + + + + + Sets the MixedLightingMode that Unity uses for all Mixed Lights in the Scene. (Editor only). + + + + + Whether the Progressive Lightmapper prioritizes baking visible texels within the frustum of the Scene view. (Editor only). + + + + + Determines the lightmap that Unity stores environment lighting in. + + + + + Whether to enable the Enlighten Realtime Global Illumination system for this Scene. + + + + + This property is now obsolete. Use LightingSettings.minBounces. + + + + + Determines the name of the destination folder for the exported textures. (Editor only). + + + + + The available denoisers for the Progressive Lightmapper. + + + + + Use this to disable denoising for the lightmap. + + + + + Intel Open Image Denoiser. + + + + + NVIDIA Optix Denoiser. + + + + + RadeonPro Denoiser. + + + + + The available filtering modes for the Progressive Lightmapper. + + + + + When enabled, you can configure the filtering settings for the Progressive Lightmapper. When disabled, the default filtering settings apply. + + + + + The filtering is configured automatically. + + + + + No filtering. + + + + + The available filter kernels for the Progressive Lightmapper. + + + + + When enabled, the lightmap uses an A-Trous filter. + + + + + When enabled, the lightmap uses a Gaussian filter. + + + + + When enabled, the lightmap uses no filtering. + + + + + Backends available for baking lighting. + + + + + Backend for baking lighting with Enlighten Baked Global Illumination, based on the Enlighten radiosity middleware. + + + + + Backend for baking lighting using the CPU. Uses a progressive path tracing algorithm. + + + + + Backend for baking lighting using the GPU. Uses a progressive path tracing algorithm. + + + + + Enum describing what part of a light contribution can be baked. + + + + + Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes. + + + + + Mixed lights allow a mix of real-time and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects. + + + + + Real-time lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes.. + + + + + A set of options for the level of compression the Editor uses for lightmaps. + + + + + Compresses lightmaps in a high-quality format. Requires more memory and storage than Normal Quality, but provides better visual results. + + + + + Compresses lightmaps in a low-quality format. This may use less memory and storage than Normal Quality, but can also introduce visual artifacts. + + + + + Does not compress lightmaps. + + + + + Compresses lightmaps in a medium-quality format. Provides better visual results better than Low Quality but not as good as High Quality. This is a good trade-off between memory usage and visual quality. + + + + + Data of a lightmap. + + + + + Lightmap storing color of incoming light. + + + + + Lightmap storing dominant direction of incoming light. + + + + + Texture storing occlusion mask per light (ShadowMask, up to four lights). + + + + + Stores lightmaps of the Scene. + + + + + Lightmap array. + + + + + NonDirectional or CombinedDirectional Specular lightmaps rendering mode. + + + + + Baked Light Probe data. + + + + + Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. + + + + + Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps. + + + + + Light intensity (no directional information), encoded as 1 lightmap. + + + + + Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps. + + + + + Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy + + + + + Directional rendering mode. + + + + + Dual lightmap rendering mode. + + + + + Single, traditional lightmap rendering mode. + + + + + Light Probe Group. + + + + + Removes ringing from probes if enabled. + + + + + Editor only function to access and modify probe positions. + + + + + The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects. + + + + + The bounding box mode for generating the 3D grid of interpolated Light Probes. + + + + + The world-space bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + The texture data format used by the Light Probe Proxy Volume 3D texture. + + + + + The 3D grid resolution on the x-axis. + + + + + The 3D grid resolution on the y-axis. + + + + + The 3D grid resolution on the z-axis. + + + + + Checks if Light Probe Proxy Volumes are supported. + + + + + The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + Interpolated Light Probe density. + + + + + The mode in which the interpolated Light Probe positions are generated. + + + + + Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color. + + + + + Sets the way the Light Probe Proxy Volume refreshes. + + + + + The resolution mode for generating the grid of interpolated Light Probes. + + + + + The size of the bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + The bounding box mode for generating a grid of interpolated Light Probes. + + + + + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space. + + + + + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space. + + + + + A custom local-space bounding box is used. The user is able to edit the bounding box. + + + + + The texture data format used by the Light Probe Proxy Volume 3D texture. + + + + + A 32-bit floating-point format is used for the Light Probe Proxy Volume 3D texture. + + + + + A 16-bit half floating-point format is used for the Light Probe Proxy Volume 3D texture. + + + + + The mode in which the interpolated Light Probe positions are generated. + + + + + Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells. + + + + + Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells. + + + + + An enum describing the Quality option used by the Light Probe Proxy Volume component. + + + + + This option will use only two SH coefficients bands: L0 and L1. The coefficients are sampled from the Light Probe Proxy Volume 3D Texture. Using this option might increase the draw call batch sizes by not having to change the L2 coefficients per Renderer. + + + + + This option will use L0 and L1 SH coefficients from the Light Probe Proxy Volume 3D Texture. The L2 coefficients are constant per Renderer. By having to provide the L2 coefficients, draw call batches might be broken. + + + + + An enum that describes how Unity refreshes a Light Probe Proxy Volume in the Player. + + + + + Automatically updates the Light Probe Proxy Volume when its volume or configuration changes or when light probe data changes. + + + + + Updates the Light Probe Proxy Volume every frame. + + + + + Never updates the Light Probe Proxy Volume automatically. + + + + + The resolution mode for generating a grid of interpolated Light Probes. + + + + + The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2. + + + + + The custom mode allows you to specify the 3D grid resolution. + + + + + Triggers an update of the Light Probe Proxy Volume. + + + + + Stores light probe data for all currently loaded Scenes. + + + + + Coefficients of baked light probes. + + + + + The number of cells space is divided into (Read Only). + + + + + The number of light probes (Read Only). + + + + + An event which is called when the number of currently loaded light probes changes due to additive scene loading or unloading. + + + + + + Positions of the baked light probes (Read Only). + + + + + Event which is called after LightProbes.Tetrahedralize or LightProbes.TetrahedralizeAsync has finished computing a tetrahedralization. + + + + + + Calculate light probes and occlusion probes at the given world space positions. + + The array of world space positions used to evaluate the probes. + The array where the resulting light probes are written to. + The array where the resulting occlusion probes are written to. + + + + Calculate light probes and occlusion probes at the given world space positions. + + The array of world space positions used to evaluate the probes. + The array where the resulting light probes are written to. + The array where the resulting occlusion probes are written to. + + + + Returns an interpolated probe for the given position for both real-time and baked light probes combined. + + + + + + + + Synchronously tetrahedralize the currently loaded LightProbe positions. + + + + + Asynchronously tetrahedralize all currently loaded LightProbe positions. + + + + + How the Light is rendered. + + + + + Automatically choose the render mode. + + + + + Force the Light to be a pixel light. + + + + + Force the Light to be a vertex light. + + + + + Allows mixed lights to control shadow caster culling when Shadowmasks are present. + + + + + Use the global Shadowmask Mode from the quality settings. + + + + + Render all shadow casters into the shadow map. This corresponds with the distance Shadowmask mode. + + + + + Render only non-lightmapped objects into the shadow map. This corresponds with the Shadowmask mode. + + + + + Shadow casting options for a Light. + + + + + Cast "hard" shadows (with no shadow filtering). + + + + + Do not cast shadows (default). + + + + + Cast "soft" shadows (with 4x PCF filtering). + + + + + Describes the shape of a spot light. + + + + + The shape of the spot light resembles a box oriented along the ray direction. + + + + + The shape of the spot light resembles a cone. This is the default shape for spot lights. + + + + + The shape of the spotlight resembles a pyramid or frustum. You can use this to simulate a screening or barn door effect on a normal spotlight. + + + + + The type of a Light. + + + + + The light is a directional light. + + + + + The light is a disc shaped area light. It affects only baked lightmaps and lightprobes. + + + + + The light is a point light. + + + + + The light is a rectangle shaped area light. It affects only baked lightmaps and lightprobes. + + + + + The light is a spot light. + + + + + Control the direction lines face, when using the LineRenderer or TrailRenderer. + + + + + Lines face the direction of the Transform Component. + + + + + Lines face the Z axis of the Transform Component. + + + + + Lines face the camera. + + + + + The line renderer is used to draw free-floating lines in 3D space. + + + + + Select whether the line will face the camera, or the orientation of the Transform Component. + + + + + Set the color gradient describing the color of the line at various points along its length. + + + + + Set the color at the end of the line. + + + + + Set the width at the end of the line. + + + + + Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Connect the start and end positions of the line together to form a continuous loop. + + + + + Set this to a value greater than 0, to get rounded corners on each end of the line. + + + + + Set this to a value greater than 0, to get rounded corners between each segment of the line. + + + + + Set the number of line segments. + + + + + Set/get the number of vertices. + + + + + Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment. + + + + + Set the color at the start of the line. + + + + + Set the width at the start of the line. + + + + + Choose whether the U coordinate of the line texture is tiled or stretched. + + + + + If enabled, the lines are defined in world space. + + + + + Set the curve describing the width of the line at various points along its length. + + + + + Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. + + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of LineRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the line. + The camera used for determining which way camera-space lines will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Get the position of a vertex in the line. + + The index of the position to retrieve. + + The position at the specified index in the array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least positionCount in size. + + How many positions were actually stored in the output array. + + + + + Set the line color at the start and at the end. + + + + + + + Set the position of a vertex in the line. + + Which position to set. + The new position. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the number of line segments. + + + + + + Set the line width at the start and at the end. + + + + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + + + + Choose how textures are applied to Lines and Trails. + + + + + Map the texture once along the entire length of the line, assuming all vertices are evenly spaced. + + + + + Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale. + + + + + Map the texture once along the entire length of the line. + + + + + Repeat the texture along the line, based on its length in world units. To set the tiling rate, use Material.SetTextureScale. + + + + + A collection of common line functions. + + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Structure for building a LOD for passing to the SetLODs function. + + + + + Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated. + + + + + List of renderers for this LOD level. + + + + + The screen relative height to use for the transition [0-1]. + + + + + Construct a LOD. + + The screen relative height to use for the transition [0-1]. + An array of renderers to use for this LOD level. + + + + The LOD (level of detail) fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. + + + + + Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD. + + + + + Indicates the LOD fading is turned off. + + + + + By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: + + +* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. + + +* For the last mesh LOD and the billboard LOD, the cross-fade mode is used. + + + + + LODGroup lets you group multiple Renderers into LOD levels. + + + + + Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. + + + + + The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. + + + + + Allows you to enable or disable the LODGroup. + + + + + The LOD fade mode used. + + + + + The local reference point against which the LOD distance is calculated. + + + + + The number of LOD levels. + + + + + The size of the LOD object in local space. + + + + + + + The LOD level to use. Passing index < 0 will return to standard LOD processing. + + + + Returns the array of LODs. + + + The LOD array. + + + + + Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). + + + + + Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. + + The LODs to use for this group. + + + + Initializes a new instance of the Logger. + + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Create a custom Logger. + + Pass in default log handler or custom log handler. + + + + Check logging is enabled based on the LogType. + + The type of the log message. + + Retrun true in case logs of LogType will be logged otherwise returns false. + + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an error message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an error message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + A variant of Logger.Log that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + A variant of Logger.Log that logs an warning message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an warning message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Option flags for specifying special treatment of a log message. + + + + + Normal log message. + + + + + The log message will not have a stacktrace appended automatically. + + + + + The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback. + + + + + LogType used for Asserts. (These could also indicate an error inside Unity itself.) + + + + + LogType used for Errors. + + + + + LogType used for Exceptions. + + + + + LogType used for regular log messages. + + + + + LogType used for Warnings. + + + + + The class representing the player loop in Unity. + + + + + Returns the current update order of all engine systems in Unity. + + + + + Returns the default update order of all engine systems in Unity. + + + + + Set a new custom update order of all engine systems in Unity. + + + + + + The representation of a single system being updated by the player loop in Unity. + + + + + The loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. + + + + + A list of sub systems which run as part of this item in the player loop. + + + + + This property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler. + + + + + A managed delegate. You can set this to create a new C# entrypoint in the player loop. + + + + + A native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. + + + + + This attribute provides a way to declaratively define a Lumin platform level requirement that is automatically added to the manifest at build time. + + + + + Minimum platform level that is required. + + + + + + This attribute provides a way to declaratively define a Lumin privilege requirement that is automatically added to the manifest at build time. + + + + + Privilege identifer to request + + + + + + The Master Server is used to make matchmaking between servers and clients easy. + + + + + Report this machine as a dedicated server. + + + + + The IP address of the master server. + + + + + The connection port of the master server. + + + + + Set the minimum update rate for master server host information update. + + + + + Clear the host list which was received by MasterServer.PollHostList. + + + + + Check for the latest host list received by using MasterServer.RequestHostList. + + + + + Register this server on the master server. + + + + + + + + Register this server on the master server. + + + + + + + + Request a host list from the master server. + + + + + + Unregister this server from the master server. + + + + + Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent. + + + + + The material class. + + + + + The main color of the Material. + + + + + Gets and sets whether the Double Sided Global Illumination setting is enabled for this material. + + + + + An array containing the local shader keywords that are currently enabled for this material. + + + + + Gets and sets whether GPU instancing is enabled for this material. + + + + + Defines how the material should interact with lightmaps and lightprobes. + + + + + The main texture. + + + + + The offset of the main texture. + + + + + The scale of the main texture. + + + + + How many passes are in this material (Read Only). + + + + + Render queue of this material. + + + + + The shader used by the material. + + + + + An array containing names of the local shader keywords that are currently enabled for this material. + + + + + Computes a CRC hash value from the content of the material. + + + + + Copy properties from other material into this material. + + + + + + + + + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Disables a local shader keyword for this material. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Disables a local shader keyword for this material. + + The Rendering.LocalKeyword to disable. + The name of the Rendering.LocalKeyword to disable. + + + + Enables a local shader keyword for this material. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Enables a local shader keyword for this material. + + The Rendering.LocalKeyword to enable. + The name of the Rendering.LocalKeyword to enable. + + + + Returns the index of the pass passName. + + + + + + Get a named color value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color array. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color array. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a named color array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Fetch a named color array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Get a named float value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named float value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named float array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named float array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named float array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Fetch a named float array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named integer value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named integer value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix value from the shader. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix value from the shader. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named matrix array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named matrix array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Fetch a named matrix array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Returns the name of the shader pass at index pass. + + + + + + Checks whether a given Shader pass is enabled on this Material. + + Shader pass name (case insensitive). + + True if the Shader pass is enabled. + + + + + Get the value of material's shader tag. + + + + + + + + Get the value of material's shader tag. + + + + + + + + Get a named texture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named texture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement offset of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement offset of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Return the name IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + + + + Return the name IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + IDs of all texture properties exposed on this material. + + + + + Returns the names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + + + + Returns the names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + Names of all texture properties exposed on this material. + + + + + Gets the placement scale of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement scale of texture propertyName. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named vector array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named vector array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Fetch a named vector array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ComputeBuffer property with the given name. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Color property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Color property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a ConstantBuffer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Float property with the given name. This also works with the Float Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has an Integer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has an Integer property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Matrix property with the given name. This also works with the Matrix Array property. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Texture property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Texture property with the given name. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks if the ShaderLab file assigned to the Material has a Vector property with the given name. This also works with the Vector Array property. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if the ShaderLab file assigned to the Material has this property. + + + + + Checks whether a local shader keyword is enabled for this material. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if a Rendering.LocalKeyword with the given name is enabled for this material. + + + + + Checks whether a local shader keyword is enabled for this material. + + The Rendering.LocalKeyword to check. + The name of the Rendering.LocalKeyword to check. + + Returns true if a Rendering.LocalKeyword with the given name is enabled for this material. + + + + + Interpolate properties between two materials. + + + + + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a named buffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer or GraphicsBuffer value to set. + + + + Sets a color value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_Color". + Color value to set. + + + + Sets a color value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_Color". + Color value to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material. + + The name of the constant buffer to override. + The ComputeBuffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a named float value. + + Property name ID, use Shader.PropertyToID to get it. + Float value to set. + Property name, e.g. "_Glossiness". + + + + Sets a named float value. + + Property name ID, use Shader.PropertyToID to get it. + Float value to set. + Property name, e.g. "_Glossiness". + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets a named integer value. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets a named integer value. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets the state of a local shader keyword for this material. + + The Rendering.LocalKeyword to enable or disable. + The desired keyword state. + + + + Sets a named matrix for the shader. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_CubemapRotation". + Matrix value to set. + + + + Sets a named matrix for the shader. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_CubemapRotation". + Matrix value to set. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets an override tag/value on the material. + + Name of the tag to set. + Name of the value to set. Empty string to clear the override flag. + + + + Activate the given pass for rendering. + + Shader pass number to setup. + + If false is returned, no rendering should be done. + + + + + Enables or disables a Shader pass on a per-Material level. + + Shader pass name (case insensitive). + Flag indicating whether this Shader pass should be enabled. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets the placement offset of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, for example: "_MainTex". + Texture placement offset. + + + + Sets the placement offset of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, for example: "_MainTex". + Texture placement offset. + + + + Sets the placement scale of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture placement scale. + + + + Sets the placement scale of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture placement scale. + + + + Sets a named vector value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_WaveAndDistance". + Vector value to set. + + + + Sets a named vector value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_WaveAndDistance". + Vector value to set. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + How the material interacts with lightmaps and lightprobes. + + + + + Helper Mask to be used to query the enum only based on whether Enlighten Realtime Global Illumination or baked GI is set, ignoring all other bits. + + + + + The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes. + + + + + The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black. + + + + + The emissive lighting does not affect Global Illumination at all. + + + + + The emissive lighting will affect Enlighten Realtime Global Illumination. It emits lighting into real-time lightmaps and real-time Light Probes. + + + + + A block of material values to apply. + + + + + Is the material property block empty? (Read Only) + + + + + Clear material property values. + + + + + This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering. + + The array of probe occlusion values to copy from. + + + + This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering. + + The array of probe occlusion values to copy from. + + + + This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering. + + The array of probe occlusion values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering. + + The array of probe occlusion values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering. + + The array of SH values to copy from. + + + + This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering. + + The array of SH values to copy from. + + + + This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering. + + The array of SH values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering. + + The array of SH values to copy from. + The index of the first element in the source array to copy from. + The index of the first element in the destination MaterialPropertyBlock array to copy to. + The number of elements to copy. + + + + Get a color from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a color from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a float array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a float array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a float array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetFloat or GetInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get an integer from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get an integer from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a matrix array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a matrix array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a matrix array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a texture from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a texture from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a vector array from the property block. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a vector array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a vector array from the property block into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Checks if MaterialPropertyBlock has the ComputeBuffer property with the given name or name ID. To set the property, use SetBuffer. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ComputeBuffer property with the given name or name ID. To set the property, use SetBuffer. + + The name ID of the property. Use Shader.PropertyToID to get this ID. + The name of the property. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Color property with the given name or name ID. To set the property, use SetColor. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ConstantBuffer property with the given name or name ID. To set the property, use SetConstantBuffer. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the ConstantBuffer property with the given name or name ID. To set the property, use SetConstantBuffer. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Float property with the given name or name ID. To set the property, use SetFloat. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Float property with the given name or name ID. To set the property, use SetFloat. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + This method is deprecated. Use HasFloat or HasInteger instead. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Integer property with the given name or name ID. To set the property, use SetInteger. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Integer property with the given name or name ID. To set the property, use SetInteger. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Matrix property with the given name or name ID. This also works with the Matrix Array property. To set the property, use SetMatrix. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Matrix property with the given name or name ID. This also works with the Matrix Array property. To set the property, use SetMatrix. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the property with the given name or name ID. To set the property, use one of the Set methods for MaterialPropertyBlock. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the property with the given name or name ID. To set the property, use one of the Set methods for MaterialPropertyBlock. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Texture property with the given name or name ID. To set the property, use SetTexture. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Texture property with the given name or name ID. To set the property, use SetTexture. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Vector property with the given name or name ID. This also works with the Vector Array property. To set the property, use SetVector. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Checks if MaterialPropertyBlock has the Vector property with the given name or name ID. This also works with the Vector Array property. To set the property, use SetVector. + + The name of the property. + The name ID of the property. Use Shader.PropertyToID to get this ID. + + Returns true if MaterialPropertyBlock has this property. + + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a buffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer or GraphicsBuffer to set. + + + + Set a color property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. + + + + Set a color property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the MaterialPropertyBlock. + + The name of the constant buffer to override. + The buffer to override the constant buffer values with. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + The shader property ID of the constant buffer to override. + + + + Set a float property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. + + + + Set a float property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The int value to set. + + + + This method is deprecated. Use SetFloat or SetInteger instead. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The int value to set. + + + + Adds a property to the block. If an integer property with the given name already exists, the old value is replaced. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The integer value to set. + + + + Adds a property to the block. If an integer property with the given name already exists, the old value is replaced. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The integer value to set. + + + + Set a matrix property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. + + + + Set a matrix property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Set a vector property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. + + + + Set a vector property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + Set a vector array property. + + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + The name of the property. + + + + A collection of common math functions. + + + + + Returns the absolute value of f. + + + + + + Returns the absolute value of value. + + + + + + Returns the arc-cosine of f - the angle in radians whose cosine is f. + + + + + + Compares two floating point values and returns true if they are similar. + + + + + + + Returns the arc-sine of f - the angle in radians whose sine is f. + + + + + + Returns the arc-tangent of f - the angle in radians whose tangent is f. + + + + + + Returns the angle in radians whose Tan is y/x. + + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Clamps the given value between the given minimum float and maximum float values. Returns the given value if it is within the minimum and maximum range. + + The floating point value to restrict inside the range defined by the minimum and maximum values. + The minimum floating point value to compare against. + The maximum floating point value to compare against. + + The float result between the minimum and maximum values. + + + + + Clamps the given value between a range defined by the given minimum integer and maximum integer values. Returns the given value if it is within min and max. + + The integer point value to restrict inside the min-to-max range. + The minimum integer point value to compare against. + The maximum integer point value to compare against. + + The int result between min and max values. + + + + + Clamps value between 0 and 1 and returns value. + + + + + + Returns the closest power of two value. + + + + + + Convert a color temperature in Kelvin to RGB color. + + Temperature in Kelvin. Range 1000 to 40000 Kelvin. + + Correlated Color Temperature as floating point RGB color. + + + + + Returns the cosine of angle f. + + The input angle, in radians. + + The return value between -1 and 1. + + + + + Degrees-to-radians conversion constant (Read Only). + + + + + Calculates the shortest difference between two given angles given in degrees. + + + + + + + A tiny floating point value (Read Only). + + + + + Returns e raised to the specified power. + + + + + + Encode a floating point value into a 16-bit representation. + + The floating point value to convert. + + The converted half-precision float, stored in a 16-bit unsigned integer. + + + + + Returns the largest integer smaller than or equal to f. + + + + + + Returns the largest integer smaller to or equal to f. + + + + + + Converts the given value from gamma (sRGB) to linear color space. + + + + + + Convert a half precision float to a 32-bit floating point value. + + The half precision value to convert. + + The decoded 32-bit float. + + + + + A representation of positive infinity (Read Only). + + + + + Determines where a value lies between two points. + + The start of the range. + The end of the range. + The point within the range you want to calculate. + + A value between zero and one, representing where the "value" parameter falls within the range defined by a and b. + + + + + Returns true if the value is power of two. + + + + + + Linearly interpolates between a and b by t. + + The start value. + The end value. + The interpolation value between the two floats. + + The interpolated float result between the two float values. + + + + + Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + Linearly interpolates between a and b by t with no limit to t. + + The start value. + The end value. + The interpolation between the two floats. + + The float value as a result from the linear interpolation. + + + + + Converts the given value from linear to gamma (sRGB) color space. + + + + + + Returns the logarithm of a specified number in a specified base. + + + + + + + Returns the natural (base e) logarithm of a specified number. + + + + + + Returns the base 10 logarithm of a specified number. + + + + + + Returns largest of two or more values. + + + + + + + + Returns largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Moves a value current towards target. + + The current value. + The value to move towards. + The maximum change that should be applied to the value. + + + + Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + A representation of negative infinity (Read Only). + + + + + Returns the next power of two that is equal to, or greater than, the argument. + + + + + + Generate 2D Perlin noise. + + X-coordinate of sample point. + Y-coordinate of sample point. + + Value between 0.0 and 1.0. (Return value might be slightly below 0.0 or beyond 1.0.) + + + + + The well-known 3.14159265358979... value (Read Only). + + + + + PingPong returns a value that will increment and decrement between the value 0 and length. + + + + + + + Returns f raised to power p. + + + + + + + Radians-to-degrees conversion constant (Read Only). + + + + + Loops the value t, so that it is never larger than length and never smaller than 0. + + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns the sign of f. + + + + + + Returns the sine of angle f. + + The input angle, in radians. + + The return value between -1 and +1. + + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Interpolates between min and max with smoothing at the limits. + + + + + + + + Returns square root of f. + + + + + + Returns the tangent of angle f in radians. + + + + + + A standard 4x4 transformation matrix. + + + + + This property takes a projection matrix and returns the six plane coordinates that define a projection frustum. + + + + + The determinant of the matrix. (Read Only) + + + + + Returns the identity matrix (Read Only). + + + + + The inverse of this matrix. (Read Only) + + + + + Checks whether this is an identity matrix. (Read Only) + + + + + Attempts to get a scale value from the matrix. (Read Only) + + + + + Attempts to get a rotation quaternion from this matrix. + + + + + Returns the transpose of this matrix (Read Only). + + + + + Returns a matrix with all elements set to zero (Read Only). + + + + + This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. + + The X coordinate of the left side of the near projection plane in view space. + The X coordinate of the right side of the near projection plane in view space. + The Y coordinate of the bottom side of the near projection plane in view space. + The Y coordinate of the top side of the near projection plane in view space. + Z distance to the near plane from the origin in view space. + Z distance to the far plane from the origin in view space. + Frustum planes struct that contains the view space coordinates of that define a viewing frustum. + + + A projection matrix with a viewing frustum defined by the plane coordinates passed in. + + + + + This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. + + The X coordinate of the left side of the near projection plane in view space. + The X coordinate of the right side of the near projection plane in view space. + The Y coordinate of the bottom side of the near projection plane in view space. + The Y coordinate of the top side of the near projection plane in view space. + Z distance to the near plane from the origin in view space. + Z distance to the far plane from the origin in view space. + Frustum planes struct that contains the view space coordinates of that define a viewing frustum. + + + A projection matrix with a viewing frustum defined by the plane coordinates passed in. + + + + + Get a column of the matrix. + + + + + + Get position vector from the matrix. + + + + + Returns a row of the matrix. + + + + + + Computes the inverse of a 3D affine matrix. + + Input matrix to invert. + The result of the inversion. Equal to the input matrix if the function fails. + + Returns true and a valid result if the function succeeds, false and a copy of the input matrix if the function fails. + + + + + Create a "look at" matrix. + + The source point. + The target point. + The vector describing the up direction (typically Vector3.up). + + The resulting transformation matrix. + + + + + Transforms a position by this matrix (generic). + + + + + + Transforms a position by this matrix (fast). + + + + + + Transforms a direction by this matrix. + + + + + + Multiplies two matrices. + + + + + + + Transforms a Vector4 by a matrix. + + + + + + + Create an orthogonal projection matrix. + + Left-side x-coordinate. + Right-side x-coordinate. + Bottom y-coordinate. + Top y-coordinate. + Near depth clipping plane value. + Far depth clipping plane value. + + The projection matrix. + + + + + Create a perspective projection matrix. + + Vertical field-of-view in degrees. + Aspect ratio (width divided by height). + Near depth clipping plane value. + Far depth clipping plane value. + + The projection matrix. + + + + + Creates a rotation matrix. + + + + + + Creates a scaling matrix. + + + + + + Sets a column of the matrix. + + + + + + + Sets a row of the matrix. + + + + + + + Sets this matrix to a translation, rotation and scaling matrix. + + + + + + + + Access element at [row, column]. + + + + + Access element at sequential index (0..15 inclusive). + + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this matrix. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a plane that is transformed in space. + + + + + + Creates a translation matrix. + + + + + + Creates a translation, rotation and scaling matrix. + + + + + + + + Checks if this matrix is a valid transform matrix. + + + + + A class that allows you to create or modify meshes. + + + + + The bind poses. The bind pose at each index refers to the bone with the same index. + + + + + Returns BlendShape count on this mesh. + + + + + The BoneWeight for each vertex in the Mesh, which represents 4 bones per vertex. + + + + + The bounding volume of the Mesh. + + + + + Vertex colors of the Mesh. + + + + + Vertex colors of the Mesh. + + + + + The intended target usage of the Mesh GPU index buffer. + + + + + Format of the mesh index buffer data. + + + + + Returns true if the Mesh is read/write enabled, or false if it is not. + + + + + The normals of the Mesh. + + + + + The number of sub-meshes inside the Mesh object. + + + + + The tangents of the Mesh. + + + + + An array containing all triangles in the Mesh. + + + + + The texture coordinates (UVs) in the first channel. + + + + + The texture coordinates (UVs) in the second channel. + + + + + The texture coordinates (UVs) in the third channel. + + + + + The texture coordinates (UVs) in the fourth channel. + + + + + The texture coordinates (UVs) in the fifth channel. + + + + + The texture coordinates (UVs) in the sixth channel. + + + + + The texture coordinates (UVs) in the seventh channel. + + + + + The texture coordinates (UVs) in the eighth channel. + + + + + Returns the number of vertex attributes that the mesh has. (Read Only) + + + + + Gets the number of vertex buffers present in the Mesh. (Read Only) + + + + + The intended target usage of the Mesh GPU vertex buffer. + + + + + Returns the number of vertices in the Mesh (Read Only). + + + + + Returns a copy of the vertex positions or assigns a new vertex positions array. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Gets a snapshot of Mesh data for read-only access. + + The input mesh. + The input meshes. + + Returns a MeshDataArray containing read-only MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Adds a new blend shape frame. + + Name of the blend shape to add a frame to. + Weight for the frame being added. + Delta vertices for the frame being added. + Delta normals for the frame being added. + Delta tangents for the frame being added. + + + + Allocates data structures for Mesh creation using C# Jobs. + + The amount of meshes that will be created. + + Returns a MeshDataArray containing writeable MeshData structs. See Mesh.MeshDataArray and Mesh.MeshData. + + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Applies data defined in MeshData structs to Mesh objects. + + The mesh data array, see Mesh.MeshDataArray. + The destination Mesh. Mesh data array must be of size 1. + The destination Meshes. Must match the size of mesh data array. + The mesh data update flags, see MeshUpdateFlags. + + + + Clears all vertex data and all triangle indices. + + True if the existing Mesh data layout should be preserved. + + + + Clears all vertex data and all triangle indices. + + True if the existing Mesh data layout should be preserved. + + + + Clears all blend shapes from Mesh. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Creates an empty Mesh. + + + + + Gets the bone weights for the Mesh. + + + Returns all non-zero bone weights for the Mesh, in vertex index order. + + + + + Gets the base vertex index of the given sub-mesh. + + The sub-mesh index. See subMeshCount. + + The offset applied to all vertex indices of this sub-mesh. + + + + + Gets the bind poses of the Mesh. + + A list of bind poses to populate. + + + + Returns the frame count for a blend shape. + + The shape index to get frame count from. + + + + Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame. + + The shape index of the frame. + The frame index to get the weight from. + Delta vertices output array for the frame being retreived. + Delta normals output array for the frame being retreived. + Delta tangents output array for the frame being retreived. + + + + Returns the weight of a blend shape frame. + + The shape index of the frame. + The frame index to get the weight from. + + + + Returns index of BlendShape by given name. + + + + + + Returns name of BlendShape by given index. + + + + + + The number of non-zero bone weights for each vertex. + + + Returns the number of non-zero bone weights for each vertex. + + + + + Gets the bone weights for the Mesh. + + A list of BoneWeight structs to populate. + + + + Gets the vertex colors of the Mesh. + + A list of vertex colors to populate. + + + + Gets the vertex colors of the Mesh. + + A list of vertex colors to populate. + + + + Retrieves a GraphicsBuffer to the GPU index buffer. + + + The mesh index buffer as a GraphicsBuffer. + + + + + Gets the index count of the given sub-mesh. + + + + + + Gets the starting index location within the Mesh's index buffer, for the given sub-mesh. + + + + + + Fetches the index list for the specified sub-mesh. + + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + Array with face indices. + + + + + Fetches the index list for the specified sub-mesh. + + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + Array with face indices. + + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access. + + A list of indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Retrieves a native (underlying graphics API) pointer to the index buffer. + + + Pointer to the underlying graphics API index buffer. + + + + + Retrieves a native (underlying graphics API) pointer to the vertex buffer. + + Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount. + + Pointer to the underlying graphics API vertex buffer. + + + + + Gets the vertex normals of the Mesh. + + A list of vertex normals to populate. + + + + Get information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + + Sub-mesh data. + + + + + Gets the tangents of the Mesh. + + A list of tangents to populate. + + + + Gets the topology of a sub-mesh. + + + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + Fetches the triangle list for the specified sub-mesh on this object. + + A list of vertex indices to populate. + The sub-mesh index. See subMeshCount. + True (default value) will apply base vertex offset to returned indices. + + + + The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera. + + UV set index to return the UV distibution metric for. 0 for first. + + Average of triangle area / uv area. + + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Gets the texture coordinates (UVs) stored in a given channel. + + The UV channel, in [0..7] range. + A list to populate with the UVs. + + + + Returns information about a vertex attribute based on its index. + + The vertex attribute index (0 to vertexAttributeCount-1). + + Information about the vertex attribute. + + + + + Get dimension of a specific vertex data attribute on this Mesh. + + Vertex data attribute to check for. + + Dimensionality of the data attribute, or zero if it is not present. + + + + + Get format of a specific vertex data attribute on this Mesh. + + Vertex data attribute to check for. + + Format of the data attribute. + + + + + Get offset within a vertex buffer stream of a specific vertex data attribute on this Mesh. + + The vertex data attribute to check for. + + The byte offset within a atream of the data attribute, or -1 if it is not present. + + + + + Get information about vertex attributes of a Mesh. + + + Array of vertex attribute information. + + + + + Get information about vertex attributes of a Mesh, without memory allocations. + + Collection of vertex attributes to receive the results. + + The number of vertex attributes returned in the attributes container. + + + + + Get information about vertex attributes of a Mesh, without memory allocations. + + Collection of vertex attributes to receive the results. + + The number of vertex attributes returned in the attributes container. + + + + + Gets the vertex buffer stream index of a specific vertex data attribute on this Mesh. + + The vertex data attribute to check for. + + Stream index of the data attribute, or -1 if it is not present. + + + + + Retrieves a GraphicsBuffer that provides direct acces to the GPU vertex buffer. + + Vertex data stream index to get the buffer for. + + The mesh vertex buffer as a GraphicsBuffer. + + + + + Get vertex buffer stream stride in bytes. + + Vertex data stream index to check for. + + Vertex data size in bytes in this stream, or zero if the stream is not present. + + + + + Gets the vertex positions of the Mesh. + + A list of vertex positions to populate. + + + + Checks if a specific vertex data attribute exists on this Mesh. + + Vertex data attribute to check for. + + Returns true if the data attribute is present in the mesh. + + + + + Optimize mesh for frequent updates. + + + + + Notify Renderer components of mesh geometry change. + + + + + A struct containing Mesh data for C# Job System access. + + + + + Gets the format of the index buffer data in the MeshData. (Read Only) + + + + + The number of sub-meshes in the MeshData. + + + + + Gets the number of vertex buffers in the MeshData. (Read Only) + + + + + Gets the number of vertices in the MeshData. (Read Only) + + + + + Populates an array with the vertex colors from the MeshData. + + The destination vertex colors array. + + + + Populates an array with the vertex colors from the MeshData. + + The destination vertex colors array. + + + + Gets raw data from the index buffer of the MeshData. + + + Returns a NativeArray containing the index buffer data. + + + + + Populates an array with the indices for a given sub-mesh from the MeshData. + + The destination indices array. + The index of the sub-mesh to get the indices for. See Mesh.MeshData.subMeshCount|subMeshCount. + If true, Unity will apply base vertex offset to the returned indices. The default value is true. + + + + Populates an array with the indices for a given sub-mesh from the MeshData. + + The destination indices array. + The index of the sub-mesh to get the indices for. See Mesh.MeshData.subMeshCount|subMeshCount. + If true, Unity will apply base vertex offset to the returned indices. The default value is true. + + + + Populates an array with the vertex normals from the MeshData. + + The destination vertex normals array. + + + + Gets data about a given sub-mesh in the MeshData. + + The index of the sub-mesh. See Mesh.MeshData.subMeshCount|subMeshCount. If you specify an out of range index, Unity throws an exception. + + Returns sub-mesh data. + + + + + Populates an array with the vertex tangents from the MeshData. + + The destination vertex tangents array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Populates an array with the UVs from the MeshData. + + The UV channel, in [0..7] range. + The destination texture coordinates array. + + + + Gets the dimension of a given vertex attribute in the MeshData. + + The vertex attribute to get the dimension of. + + Returns the dimension of the vertex attribute. Returns 0 if the vertex attribute is not present. + + + + + Gets the format of a given vertex attribute in the MeshData. + + The vertex attribute to check the format of. + + Returns the format of the given vertex attribute. + + + + + Gets the offset within a vertex buffer stream of a given vertex data attribute on this MeshData. + + The vertex data attribute to check for. + + The byte offset within a atream of the data attribute, or -1 if it is not present. + + + + + Get the vertex buffer stream index of a specific vertex data attribute on this MeshData. + + The vertex data attribute to check for. + + Stream index of the data attribute, or -1 if it is not present. + + + + + Get the vertex buffer stream stride in bytes. + + The vertex data stream index to check for. + + Vertex data size in bytes in this stream, or zero if the stream is not present. + + + + + Gets raw data for a given vertex buffer stream format in the MeshData. + + The vertex buffer stream to get data for. The default value is 0. + + Returns a NativeArray containing the vertex buffer data. + + + + + Populates an array with the vertex positions from the MeshData. + + The destination vertex positions array. + + + + Checks if a given vertex attribute exists in the MeshData. + + The vertex attribute to check for. + + Returns true if the data attribute is present in the Mesh. Returns false if it is not. + + + + + Sets the index buffer size and format of the Mesh that Unity creates from the MeshData. + + The size of the index buffer. + The format of the indices. + + + + Sets the data for a sub-mesh of the Mesh that Unity creates from the MeshData. + + The index of the sub-mesh to set data for. See Mesh.MeshData.subMeshCount|subMeshCount. If you specify an out of range index, Unity throws an exception. + Sub-mesh data. + Flags controlling the function behavior. See MeshUpdateFlags. + + + + Sets the vertex buffer size and layout of the Mesh that Unity creates from the MeshData. + + The number of vertices in the Mesh. + Layout of the vertex data: which attributes are present, their data types and so on. + + + + Sets the vertex buffer size and layout of the Mesh that Unity creates from the MeshData. + + The number of vertices in the Mesh. + Layout of the vertex data: which attributes are present, their data types and so on. + + + + An array of Mesh data snapshots for C# Job System access. + + + + + Use this method to dispose of the MeshDataArray struct. + + + + + Number of Mesh data elements in the MeshDataArray. + + + + + Access MeshDataArray element by an index. + + + + + Optimizes the Mesh data to improve rendering performance. + + + + + Optimizes the geometry of the Mesh to improve rendering performance. + + + + + Optimizes the vertices of the Mesh to improve rendering performance. + + + + + Recalculate the bounding volume of the Mesh from the vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculate the bounding volume of the Mesh from the vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the normals of the Mesh from the triangles and vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the normals of the Mesh from the triangles and vertices. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the tangents of the Mesh from the normals and texture coordinates. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the tangents of the Mesh from the normals and texture coordinates. + + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Recalculates the UV distribution metric of the Mesh from the vertices and uv coordinates. + + The UV set index to set the UV distibution metric for. Use 0 for first index. + The minimum UV area to consider. The default value is 1e-9f. + + + + Recalculates the UV distribution metrics of the Mesh from the vertices and uv coordinates. + + The minimum UV area to consider. The default value is 1e-9f. + + + + Sets the bone weights for the Mesh. + + Bone count for each vertex in the Mesh. + BoneWeight1 structs for each vertex, sorted by vertex index. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Set the per-vertex colors of the Mesh. + + Per-vertex colors. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the per-vertex colors of the Mesh, using a part of the input array. + + Per-vertex colors. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the index buffer of the Mesh. + + Index buffer data array. + The first element in the data to copy from. + The first element in the mesh index buffer to receive the data. + Count of indices to copy. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the index buffer size and format. + + Size of index buffer. + Format of the indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer for the sub-mesh. + + The array of indices that define the mesh faces. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Sets the index buffer of a sub-mesh, using a part of the input array. + + The array of indices that define the mesh faces. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all vertex indices. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex normals of the Mesh, using a part of the input array. + + Per-vertex normals. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + Sub-mesh data. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the information about a sub-mesh of the Mesh. + + Sub-mesh index. See subMeshCount. Out of range indices throw an exception. + Sub-mesh data. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets information defining all sub-meshes in this Mesh, replacing any existing sub-meshes. + + An array or list of sub-mesh data descriptors. + Index of the first element to take from the array or list in desc. + Number of elements to take from the array or list in desc. + (Optional) Flags controlling the function behavior, see MeshUpdateFlags. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the tangents of the Mesh, using a part of the input array. + + Per-vertex tangents. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-mesh. + + The list of indices that define the triangles. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list of the Mesh, using a part of the input array. + + The list of indices that define the triangles. + Index of the first element to take from the input array. + Number of elements to take from the input array. + The sub-mesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the texture coordinates (UVs) stored in a given channel. + + The channel, in [0..7] range. + The UV data to set. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the UVs of the Mesh, using a part of the input array. + + The UV channel, in [0..7] range. + UVs to set for the given index. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the data of the vertex buffer of the Mesh. + + Vertex data array. + The first element in the data to copy from. + The first element in mesh vertex buffer to receive the data. + Number of vertices to copy. + Vertex buffer stream to set data for (default 0). + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex buffer size and layout. + + The number of vertices in the Mesh. + Layout of the vertex data -- which attributes are present, their data types and so on. + + + + Sets the vertex buffer size and layout. + + The number of vertices in the Mesh. + Layout of the vertex data -- which attributes are present, their data types and so on. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Assigns a new vertex positions array. + + Per-vertex positions. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Sets the vertex positions of the Mesh, using a part of the input array. + + Per-vertex positions. + Index of the first element to take from the input array. + Number of elements to take from the input array. + Flags controlling the function behavior, see MeshUpdateFlags. + + + + Upload previously done Mesh modifications to the graphics API. + + Frees up system memory copy of mesh data when set to true. + + + + A class to access the Mesh of the. + + + + + Returns the instantiated Mesh assigned to the mesh filter. + + + + + Returns the shared mesh of the mesh filter. + + + + + Renders meshes inserted by the MeshFilter or TextMesh. + + + + + Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. + + + + + Vertex attributes that override the primary mesh when the MeshRenderer uses lightmaps in the Realtime Global Illumination system. + + + + + Determines how the object will receive global illumination. (Editor only) + + + + + Specifies the relative lightmap resolution of this object. (Editor only) + + + + + When enabled, seams in baked lightmaps will get smoothed. (Editor only) + + + + + Index of the first sub-mesh to use from the Mesh associated with this MeshRenderer (Read Only). + + + + + Topology of Mesh faces. + + + + + Mesh is made from lines. + + + + + Mesh is a line strip. + + + + + Mesh is made from points. + + + + + Mesh is made from quads. + + + + + Mesh is made from triangles. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific minimum value. + + + + + The minimum allowed value. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific minimum value. + + The minimum allowed value. + + + + Enum describing what lighting mode to be used with Mixed lights. + + + + + Mixed lights provide real-time direct lighting while indirect light is baked into lightmaps and light probes. + + + + + Mixed lights provide real-time direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probe occlusion get generated for baked shadows. The Shadowmask Mode used at run time can be set in the Quality Settings panel. + + + + + Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive real-time direct lighting and cast shadows on static objects using the main directional light in the Scene. + + + + + MonoBehaviour is the base class from which every Unity script derives. + + + + + Logs message to the Unity Console (identical to Debug.Log). + + + + + + Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). + + + + + Disabling this lets you skip the GUI layout phase. + + + + + Cancels all Invoke calls on this MonoBehaviour. + + + + + Cancels all Invoke calls with name methodName on this behaviour. + + + + + + Invokes the method methodName in time seconds. + + + + + + + Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. + + + + + + + + Is any invoke on methodName pending? + + + + + + Is any invoke pending on this MonoBehaviour? + + + + + Starts a Coroutine. + + + + + + Starts a coroutine named methodName. + + + + + + + Starts a coroutine named methodName. + + + + + + + Stops all coroutines running on this behaviour. + + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + The type of motion vectors that should be generated. + + + + + Use only camera movement to track motion. + + + + + Do not track motion. Motion vectors will be 0. + + + + + Use a specific pass (if required) to track motion. + + + + + Attribute to make a string be edited with a multi-line textfield. + + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + The network class is at the heart of the network implementation and provides the core functions. + + + + + All connected players. + + + + + The IP address of the connection tester used in Network.TestConnection. + + + + + The port of the connection tester used in Network.TestConnection. + + + + + Set the password for the server (for incoming connections). + + + + + Returns true if your peer type is client. + + + + + Enable or disable the processing of network messages. + + + + + Returns true if your peer type is server. + + + + + Set the log level for network messages (default is Off). + + + + + Set the maximum amount of connections/players allowed. + + + + + Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. + + + + + The IP address of the NAT punchthrough facilitator. + + + + + The port of the NAT punchthrough facilitator. + + + + + The status of the peer type, i.e. if it is disconnected, connecting, server or client. + + + + + Get the local NetworkPlayer instance. + + + + + The IP address of the proxy server. + + + + + Set the proxy server password. + + + + + The port of the proxy server. + + + + + The default send rate of network updates for all Network Views. + + + + + Get the current network time (seconds). + + + + + Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. + + + + + Query for the next available network view ID number and allocate it (reserve). + + + + + Close the connection to another system. + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Destroy the object associated with this view ID across the network. + + + + + + Destroy the object across the network. + + + + + + Destroy all the objects based on view IDs belonging to this player. + + + + + + Close all open connections and shuts down the network interface. + + + + + + Close all open connections and shuts down the network interface. + + + + + + The last average ping time to the given player in milliseconds. + + + + + + The last ping time to the given player in milliseconds. + + + + + + Check if this machine has a public IP address. + + + + + Initializes security layer. + + + + + Initialize the server. + + + + + + + + Initialize the server. + + + + + + + + Network instantiate a Prefab. + + + + + + + + + Remove all RPC functions which belong to this player ID. + + + + + + Remove all RPC functions which belong to this player ID and were sent based on the given group. + + + + + + + Remove the RPC function calls accociated with this view ID number. + + + + + + Remove all RPC functions which belong to given group number. + + + + + + Set the level prefix which will then be prefixed to all network ViewID numbers. + + + + + + Enable or disables the reception of messages in a specific group number from a specific player. + + + + + + + + Enables or disables transmission of messages and RPC calls on a specific network group number. + + + + + + + Enable or disable transmission of messages and RPC calls based on target network player as well as the network group. + + + + + + + + Test this machines network connection. + + + + + + Test this machines network connection. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate. + + + + + The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer. + + + + + The type of the connected target. + + + + + The connected target is an Editor. + + + + + No target is connected, this is only possible in a Player. + + + + + The connected target is a Player. + + + + + The state of an Editor-to-Player or Editor-to-Editor connection to be used in Networking.PlayerConnection.PlayerConnectionGUI.ConnectionTargetSelectionDropdown or Networking.PlayerConnection.PlayerConnectionGUILayout.ConnectionTargetSelectionDropdown. + + + + + Supplies the type of the established connection, as in whether the target is a Player or an Editor. + + + + + The name of the connected target. + + + + + Arguments passed to Action callbacks registered in PlayerConnection. + + + + + Data that is received. + + + + + The Player ID that the data is received from. + + + + + Used for handling the network connection from the Player to the Editor. + + + + + Returns a singleton instance of a PlayerConnection. + + + + + Returns true when the Editor is connected to the Player. + + + + + Blocks the calling thread until either a message with the specified messageId is received or the specified time-out elapses. + + The type ID of the message that is sent to the Editor. + The time-out specified in milliseconds. + + Returns true when the message is received and false if the call timed out. + + + + + This disconnects all of the active connections. + + + + + Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor. +This ID must be the same as for messages sent from EditorConnection.Send(). + + The message ID that should cause the Action callback to be executed when received. + Action that is executed when a message with ID messageId is received by the Editor. +The callback includes the data that is sent from the Player, and the Player ID. +The Player ID is always 1, because only one Editor can be connected. + + + + Registers a callback that is invoked when the Editor connects to the Player. + + The action that is called when the Player connects to the Editor, with the Player ID of the Editor. + + + + Registers a callback to be called when Editor disconnects. + + The Action that is called when a Player disconnects from the Editor. + + + + Sends data to the Editor. + + The type ID of the message that is sent to the Editor. + + + + + Attempt to sends data to the Editor. + + The type ID of the message that is sent to the Editor. + + + Returns true when the Player sends data successfully, and false when there is no space in the socket ring buffer or sending fails. + + + + + Deregisters a message listener. + + Message ID associated with the callback that you wish to deregister. + The associated callback function you wish to deregister. + + + + Unregisters the connection callback. + + + + + + Unregisters the disconnection callback. + + + + + + Describes different levels of log information the network layer supports. + + + + + This data structure contains information on a message just received from the network. + + + + + The NetworkView who sent this message. + + + + + The player who sent this network message (owner). + + + + + The time stamp when the Message was sent in seconds. + + + + + Describes the status of the network interface peer type as returned by Network.peerType. + + + + + The NetworkPlayer is a data structure with which you can locate another player over the network. + + + + + Returns the external IP address of the network interface. + + + + + Returns the external port of the network interface. + + + + + The GUID for this player, used when connecting with NAT punchthrough. + + + + + The IP address of this player. + + + + + The port of this player. + + + + + Describes network reachability options. + + + + + Network is not reachable. + + + + + Network is reachable via carrier data network. + + + + + Network is reachable via WiFi or cable. + + + + + Different types of synchronization for the NetworkView component. + + + + + The network view is the binding material of multiplayer games. + + + + + The network group number of this network view. + + + + + Is the network view controlled by this object? + + + + + The component the network view is observing. + + + + + The NetworkPlayer who owns this network view. + + + + + The type of NetworkStateSynchronization set for this network view. + + + + + The ViewID of this network view. + + + + + Call a RPC function on all connected peers. + + + + + + + + Call a RPC function on a specific player. + + + + + + + + The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. + + + + + True if instantiated by me. + + + + + The NetworkPlayer who owns the NetworkView. Could be the server. + + + + + Represents an invalid network view ID. + + + + + Disables reordering of an array or list in the Inspector window. + + + + + NPOT Texture2D|textures support. + + + + + Full NPOT support. + + + + + NPOT textures are not supported. Will be upscaled/padded at loading time. + + + + + Limited NPOT support: no mipmaps and clamp TextureWrapMode|wrap mode will be forced. + + + + + Base class for all objects Unity can reference. + + + + + Should the object be hidden, saved with the Scene or modifiable by the user? + + + + + The name of the object. + + + + + Removes a GameObject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Removes a GameObject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destroyed. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destroyed. + + + + Do not destroy the target Object when loading a new Scene. + + An Object not destroyed on Scene change. + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + + Object The first active loaded object that matches the specified type. It returns null if no Object matches the type. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Gets a list of all loaded objects of Type type. + + The type of object to find. + If true, components attached to inactive GameObjects are also included. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type. + + The type of object to find. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type, including assets. + + The type of object or asset to find. + + The array of objects and assets found matching the type specified. + + + + + Gets the instance ID of the object. + + + Returns the instance ID of the object. When used to call the origin object, this method returns a positive value. When used to call the instance object, this method returns a negative value. + + + + + Does the object exist? + + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + When you assign a parent Object, pass true to position the new object directly in world space. Pass false to set the Object’s position relative to its new parent. + + The instantiated clone. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the <a href=" https:docs.microsoft.comen-usdotnetcsharpprogramming-guidegenericsgeneric-methods">Generic Functions</a> page for more details. + + Object of type T that you want to clone. + + + + + + Object of type T. + + + + + Compares two object references to see if they refer to the same object. + + The first Object. + The Object to compare against the first. + + + + Compares if two objects refer to a different object. + + + + + + + Returns the name of the object. + + + The name returned by ToString. + + + + + OcclusionArea is an area in which occlusion culling is performed. + + + + + Center of the occlusion area relative to the transform. + + + + + Size that the occlusion area will have. + + + + + The portal for dynamically changing occlusion at runtime. + + + + + Gets / sets the portal's open state. + + + + + Enumeration for SystemInfo.operatingSystemFamily. + + + + + Linux operating system family. + + + + + macOS operating system family. + + + + + Returned for operating systems that do not fall into any other category. + + + + + Windows operating system family. + + + + + Ping any given IP address (given in dot notation). + + + + + The IP target of the ping. + + + + + Has the ping function completed? + + + + + This property contains the ping time result after isDone returns true. + + + + + Perform a ping to the supplied target IP address. + + + + + + Representation of a plane in 3D space. + + + + + The distance measured from the Plane to the origin, along the Plane's normal. + + + + + Returns a copy of the plane that faces in the opposite direction. + + + + + Normal vector of the plane. + + + + + For a given point returns the closest point on the plane. + + The point to project onto the plane. + + A point on the plane that is closest to point. + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + + Makes the plane face in the opposite direction. + + + + + Returns a signed distance from plane to point. + + + + + + Is a point on the positive side of the plane? + + + + + + Intersects a ray with the plane. + + + + + + + Are two points on the same side of the plane? + + + + + + + Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane. + + First point in clockwise order. + Second point in clockwise order. + Third point in clockwise order. + + + + Sets a plane using a point that lies within it along with a normal to orient it. + + The plane's normal vector. + A point that lies on the plane. + + + + Returns a copy of the given plane that is moved in space by the given translation. + + The plane to move in space. + The offset in space to move the plane with. + + The translated plane. + + + + + Moves the plane in space by the translation vector. + + The offset in space to move the plane with. + + + + Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type. + + + + + Describes that the information flowing in and out of the Playable is of Animation type. + + + + + Describes that the information flowing in and out of the Playable is of Audio type. + + + + + Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence. + + + + + Describes that the information flowing in and out of the Playable is of type Texture. + + + + + Defines what time source is used to update a Director graph. + + + + + Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio. + + + + + Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused. + + + + + Update mode is manual. You need to manually call PlayableGraph.Evaluate with your own deltaTime. This can be useful for graphs that are completely disconnected from the rest of the game. For example, localized bullet time. + + + + + Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused. + + + + + Wrap mode for Playables. + + + + + Hold the last frame when the playable time reaches it's duration. + + + + + Loop back to zero time and continue playing. + + + + + Do not keep playing when the time reaches the duration. + + + + + This structure contains the frame information a Playable receives in Playable.PrepareFrame. + + + + + Time difference between this frame and the preceding frame. + + + + + The accumulated delay of the parent Playable during the PlayableGraph traversal. + + + + + The accumulated speed of the parent Playable during the PlayableGraph traversal. + + + + + The accumulated play state of this playable. + + + + + The accumulated speed of the Playable during the PlayableGraph traversal. + + + + + The accumulated weight of the Playable during the PlayableGraph traversal. + + + + + Indicates the type of evaluation that caused PlayableGraph.PrepareFrame to be called. + + + + + The current frame identifier. + + + + + The PlayableOutput that initiated this graph traversal. + + + + + Indicates that the local time was explicitly set. + + + + + Indicates the local time did not advance because it has reached the duration and the extrapolation mode is set to Hold. + + + + + Indicates the local time wrapped because it has reached the duration and the extrapolation mode is set to Loop. + + + + + The weight of the current Playable. + + + + + Describes the cause for the evaluation of a PlayableGraph. + + + + + Indicates the graph was updated due to a call to PlayableGraph.Evaluate. + + + + + Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called. + + + + + The base interface for all notifications sent through the playable system. + + + + + The identifier is a name that identifies this notifications, or class of notifications. + + + + + Implement this interface to create a class that will receives notifications from PlayableOutput. + + + + + The method called when a notification is raised. + + The playable that sent the notification. + The received notification. + User defined data that depends on the type of notification. Uses this to pass necessary information that can change with each invocation. + + + + Interface implemented by all C# Playable implementations. + + + + + Interface that permits a class to inject playables into a graph. + + + + + Duration in seconds. + + + + + A description of the PlayableOutputs generated by this asset. + + + + + Implement this method to have your asset inject playables into the given graph. + + The graph to inject playables into. + The game object which initiated the build. + + The playable injected into the graph, or the root playable if multiple playables are injected. + + + + + Interface implemented by all C# Playable Behaviour implementations. + + + + + Interface implemented by all C# Playable output implementations. + + + + + Default implementation for Playable notifications. + + + + + The name that identifies this notification. + + + + + Creates a new notification with the name specified in the argument. + + The name that identifies this notifications. + + + + Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours. + + + + + Returns an invalid Playable. + + + + + A base class for assets that can be used to instantiate a Playable at runtime. + + + + + The playback duration in seconds of the instantiated Playable. + + + + + A description of the outputs of the instantiated Playable. + + + + + Implement this method to have your asset inject playables into the given graph. + + The graph to inject playables into. + The game object which initiated the build. + + The playable injected into the graph, or the root playable if multiple playables are injected. + + + + + PlayableBehaviour is the base class from which every custom playable script derives. + + + + + This function is called when the Playable play state is changed to Playables.PlayState.Delayed. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This method is invoked when one of the following situations occurs: +<br><br> + The effective play state during traversal is changed to Playables.PlayState.Paused. This state is indicated by FrameData.effectivePlayState.<br><br> + The PlayableGraph is stopped while the playable play state is Playing. This state is indicated by PlayableGraph.IsPlaying returning true. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the Playable play state is changed to Playables.PlayState.Playing. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the PlayableGraph that owns this PlayableBehaviour starts. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the PlayableGraph that owns this PlayableBehaviour stops. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the Playable that owns the PlayableBehaviour is created. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the Playable that owns the PlayableBehaviour is destroyed. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called during the PrepareData phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called during the PrepareFrame phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called during the ProcessFrame phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + The user data of the ScriptPlayableOutput that initiated the process pass. + + + + Struct that holds information regarding an output of a PlayableAsset. + + + + + The type of target required by the PlayableOutput for this PlayableBinding. + + + + + A reference to a UnityEngine.Object that acts a key for this binding. + + + + + The name of the output or input stream. + + + + + The type of the output or input stream. + + + + + The default duration used when a PlayableOutput has no fixed duration. + + + + + A constant to represent a PlayableAsset has no bindings. + + + + + Extensions for all the types that implements IPlayable. + + + + + Create a new input port and connect it to the output port of the given Playable. + + The Playable used by this operation. + The Playable to connect to. + The output port of the Playable. + The weight of the created input port. + + The index of the newly created input port. + + + + + Connect the output port of a Playable to one of the input ports. + + The Playable used by this operation. + The input port index. + The Playable to connect to. + The output port of the Playable. + The weight of the input port. + + + + Destroys the current Playable. + + The Playable used by this operation. + + + + Disconnect the input port of a Playable. + + The Playable used by this operation. + The input port index. + + + + Returns the delay of the playable. + + The Playable used by this operation. + + The delay in seconds. + + + + + Returns the duration of the Playable. + + The Playable used by this operation. + + The duration in seconds. + + + + + Returns the PlayableGraph that owns this Playable. A Playable can only be used in the graph that was used to create it. + + The Playable used by this operation. + + The PlayableGraph associated with the current Playable. + + + + + Returns the Playable connected at the given input port index. + + The Playable used by this operation. + The port index. + + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. + + + + + Returns the number of inputs supported by the Playable. + + The Playable used by this operation. + + The count of inputs on the Playable. + + + + + Returns the weight of the Playable connected at the given input port index. + + The Playable used by this operation. + The port index. + + The current weight of the connected Playable. + + + + + Returns the Playable lead time in seconds. + + The Playable used by this operation. + + + + Returns the Playable connected at the given output port index. + + The Playable used by this operation. + The port index. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. + + + + + Returns the number of outputs supported by the Playable. + + The Playable used by this operation. + + The count of outputs on the Playable. + + + + + Returns the current PlayState of the Playable. + + The Playable used by this operation. + + The current PlayState of the Playable. + + + + + Returns the previous local time of the Playable. + + The Playable used by this operation. + + The previous time in seconds. + + + + + Returns the time propagation behavior of this Playable. + + The Playable used by this operation. + + True if time propagation is enabled. + + + + + Returns the speed multiplier that is applied to the the current Playable. + + The Playable used by this operation. + + The current speed. + + + + + Returns the current local time of the Playable. + + The Playable used by this operation. + + The current time in seconds. + + + + + Returns the propagation mode for the multi-output playable. + + + + Traversal mode (Mix or Passthrough). + + + + + Returns whether or not the Playable has a delay. + + The Playable used by this operation. + + True if the playable is delayed, false otherwise. + + + + + Returns a flag indicating that a playable has completed its operation. + + The Playable used by this operation. + + True if the playable has completed its operation, false otherwise. + + + + + Returns true if the Playable is null, false otherwise. + + The Playable used by this operation. + + + + Returns the vality of the current Playable. + + The Playable used by this operation. + + True if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise. + + + + + Tells to pause the Playable. + + The Playable used by this operation. + + + + Starts to play the Playable. + + The Playable used by this operation. + + + + Set a delay until the playable starts. + + The Playable used by this operation. + The delay in seconds. + + + + Changes a flag indicating that a playable has completed its operation. + + The Playable used by this operation. + True if the operation is completed, false otherwise. + + + + Changes the duration of the Playable. + + The Playable used by this operation. + The new duration in seconds, must be a positive value. + + + + Changes the number of inputs supported by the Playable. + + The Playable used by this operation. + + + + + Changes the weight of the Playable connected to the current Playable. + + The Playable used by this operation. + The connected Playable to change. + The weight. Should be between 0 and 1. + + + + + Changes the weight of the Playable connected to the current Playable. + + The Playable used by this operation. + The connected Playable to change. + The weight. Should be between 0 and 1. + + + + + Sets the Playable lead time in seconds. + + The Playable used by this operation. + The new lead time in seconds. + + + + Changes the number of outputs supported by the Playable. + + The Playable used by this operation. + + + + + Changes the current PlayState of the Playable. + + The Playable used by this operation. + The new PlayState. + + + + Changes the time propagation behavior of this Playable. + + The Playable used by this operation. + True to enable time propagation. + + + + Changes the speed multiplier that is applied to the the current Playable. + + The Playable used by this operation. + The new speed. + + + + Changes the current local time of the Playable. + + The Playable used by this operation. + The current time in seconds. + + + + Sets the propagation mode of PrepareFrame and ProcessFrame for the multi-output playable. + + The Playable used by this operation. + The new traversal mode. + + + + Use the PlayableGraph to manage Playable creations and destructions. + + + + + Connects two Playable instances. + + The source playable or its handle. + The port used in the source playable. + The destination playable or its handle. + The port used in the destination playable. If set to -1, a new port is created and connected. + + Returns true if connection is successful. + + + + + Creates a PlayableGraph. + + The name of the graph. + + The newly created PlayableGraph. + + + + + Creates a PlayableGraph. + + The name of the graph. + + The newly created PlayableGraph. + + + + + Destroys the graph. + + + + + Destroys the PlayableOutput. + + The output to destroy. + + + + Destroys the Playable. + + The playable to destroy. + + + + Destroys the Playable and all its inputs, recursively. + + The Playable to destroy. + + + + Disconnects the Playable. The connections determine the topology of the PlayableGraph and how it is evaluated. + + The source playabe or its handle. + The port used in the source playable. + + + + Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. + + The time in seconds by which to advance each Playable in the graph. + + + + Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. + + The time in seconds by which to advance each Playable in the graph. + + + + Returns the name of the PlayableGraph. + + + + + Get PlayableOutput at the given index in the graph. + + The output index. + + The PlayableOutput at this given index, otherwise null. + + + + + Get PlayableOutput of the requested type at the given index in the graph. + + The output index. + + The PlayableOutput at the given index among all the PlayableOutput of the same type T. + + + + + Returns the number of PlayableOutput in the graph. + + + The number of PlayableOutput in the graph. + + + + + Get the number of PlayableOutput of the requested type in the graph. + + + The number of PlayableOutput of the same type T in the graph. + + + + + Returns the number of Playable owned by the Graph. + + + + + Returns the table used by the graph to resolve ExposedReferences. + + + + + Returns the Playable with no output connections at the given index. + + The index of the root Playable. + + + + Returns the number of Playable owned by the Graph that have no connected outputs. + + + + + Returns how time is incremented when playing back. + + + + + Indicates that a graph has completed its operations. + + + A boolean indicating if the graph is done playing or not. + + + + + Indicates that a graph is presently running. + + + A boolean indicating if the graph is playing or not. + + + + + Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted. + + + A boolean indicating if the graph is invalid or not. + + + + + Plays the graph. + + + + + Changes the table used by the graph to resolve ExposedReferences. + + + + + + Changes how time is incremented when playing back. + + The new DirectorUpdateMode. + + + + Stops the graph, if it is playing. + + + + + See: Playables.IPlayableOutput. + + + + + Returns an invalid PlayableOutput. + + + + + Extensions for all the types that implements IPlayableOutput. + + + + + Registers a new receiver that listens for notifications. + + The target output. + The receiver to register. + + + + Retrieves the list of notification receivers currently registered on the output. + + The output holding the receivers. + + Returns the list of registered receivers. + + + + + Returns the source playable's output connection index. + + The PlayableOutput used by this operation. + + The output port. + + + + + Returns the source playable. + + The PlayableOutput used by this operation. + + The source playable. + + + + + Returns the opaque user data. This is the same value as the last last argument of ProcessFrame. + + The PlayableOutput used by this operation. + + The user data. + + + + + Returns the weight of the connection from the PlayableOutput to the source playable. + + The PlayableOutput used by this operation. + + The weight of the connection to the source playable. + + + + + Returns true if the PlayableOutput is null, false otherwise. + + The PlayableOutput used by this operation. + + + + + + The PlayableOutput used by this operation. + + True if the PlayableOutput has not yet been destroyed and false otherwise. + + + + + Queues a notification to be sent through the Playable system. + + The output sending the notification. + The originating playable of the notification. + The notification to be sent. + Extra information about the state when the notification was fired. + + + + Unregisters a receiver on the output. + + The target output. + The receiver to unregister. + + + + Sets the bound object to a new value. Used to associate an output to an object (Track asset in case of Timeline). + + The PlayableOutput used by this operation. + The new reference object value. + + + + Sets the source playable's output connection index. For playables with multiple outputs, this determines which sub-branch of the source playable generates this output. + + The PlayableOutput used by this operation. + The new output port value. + + + + Sets which playable that computes the output and which sub-tree index. + + The PlayableOutput used by this operation. + The new source Playable. + The new output port value. + + + + Sets which playable that computes the output. + + The PlayableOutput used by this operation. + The new source Playable. + + + + Sets the opaque user data. This same data is passed as the last argument to ProcessFrame. + + The PlayableOutput used by this operation. + The new user data. + + + + Sets the weight of the connection from the PlayableOutput to the source playable. + + The PlayableOutput used by this operation. + The new weight. + + + + Traversal mode for Playables. + + + + + Causes the Playable to prepare and process it's inputs when demanded by an output. + + + + + Causes the Playable to act as a passthrough for PrepareFrame and ProcessFrame. If the PlayableOutput being processed is connected to the n-th input port of the Playable, the Playable only propagates the n-th output port. Use this enum value in conjunction with PlayableOutput SetSourceOutputPort. + + + + + Status of a Playable. + + + + + The Playable has been delayed, using PlayableExtensions.SetDelay. It will not start until the delay is entirely consumed. + + + + + The Playable has been paused. Its local time will not advance. + + + + + The Playable is currently Playing. + + + + + A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback. + + + + + A PlayableBinding that contains information representing a ScriptingPlayableOutput. + + + + + Creates a PlayableBinding that contains information representing a ScriptPlayableOutput. + + A reference to a UnityEngine.Object that acts as a key for this binding. + The type of object that will be bound to the ScriptPlayableOutput. + The name of the ScriptPlayableOutput. + + Returns a PlayableBinding that contains information that is used to create a ScriptPlayableOutput. + + + + + A IPlayableOutput implementation that contains a script output for the a PlayableGraph. + + + + + Creates a new ScriptPlayableOutput in the associated PlayableGraph. + + The PlayableGraph that will contain the ScriptPlayableOutput. + The name of this ScriptPlayableOutput. + + The created ScriptPlayableOutput. + + + + + Returns an invalid ScriptPlayableOutput. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A 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that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Native engine system updated by the Player loop. + + + + + A native engine system that the native player loop updates. + + + + + Native engine system updated by the Player loop. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + Update phase in the native player loop that waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine. + + + + + Waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine. + + + + + Update phase in the native player loop. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + A native engine system that the native player loop updates. + + + + + PlayerPrefs is a class that stores Player preferences between game sessions. It can store string, float and integer values into the user’s platform registry. + + + + + Removes all keys and values from the preferences. Use with caution. + + + + + Removes the given key from the PlayerPrefs. If the key does not exist, DeleteKey has no impact. + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns true if the given key exists in PlayerPrefs, otherwise returns false. + + + + + + Saves all modified preferences. + + + + + Sets the float value of the preference identified by the given key. You can use PlayerPrefs.GetFloat to retrieve this value. + + + + + + + Sets a single integer value for the preference identified by the given key. You can use PlayerPrefs.GetInt to retrieve this value. + + + + + + + Sets a single string value for the preference identified by the given key. You can use PlayerPrefs.GetString to retrieve this value. + + + + + + + An exception thrown by the PlayerPrefs class in a web player build. + + + + + A Collection such as List, HashSet, Dictionary etc can be pooled and reused by using a CollectionPool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for Dictionaries. + + + + + Provides a static implementation of Pool.ObjectPool_1. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for HashSets. + + + + + Interface for ObjectPools. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + The total amount of items currently in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A linked list version of Pool.IObjectPool_1. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Number of objects that are currently available in the pool. + + + + + Creates a new LinkedPool instance. + + Used to create a new instance when the pool is empty. In most cases this will just be `() = new T()`. + Called when the instance is taken from the pool. + Called when the instance is returned to the pool. This can be used to clean up or disable the instance. + Called when the element could not be returned to the pool due to the pool reaching the maximum size. + Collection checks are performed when an instance is returned back to the pool. An exception will be thrown if the instance is already in the pool. Collection checks are only performed in the Editor. + The maximum size of the pool. When the pool reaches the max size then any further instances returned to the pool will be destroyed and garbage-collected. This can be used to prevent the pool growing to a very large size. + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + A version of Pool.CollectionPool_2 for Lists. + + + + + A stack based Pool.IObjectPool_1. + + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Number of objects that have been created by the pool but are currently in use and have not yet been returned. + + + + + The total number of active and inactive objects. + + + + + Number of objects that are currently available in the pool. + + + + + Creates a new ObjectPool instance. + + Used to create a new instance when the pool is empty. In most cases this will just be () => new T(). + Called when the instance is taken from the pool. + Called when the instance is returned to the pool. This can be used to clean up or disable the instance. + Called when the element could not be returned to the pool due to the pool reaching the maximum size. + Collection checks are performed when an instance is returned back to the pool. An exception will be thrown if the instance is already in the pool. Collection checks are only performed in the Editor. + The default capacity the stack will be created with. + The maximum size of the pool. When the pool reaches the max size then any further instances returned to the pool will be ignored and can be garbage collected. This can be used to prevent the pool growing to a very large size. + + + + Removes all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + Provides a static implementation of Pool.ObjectPool_1. + + + + + Get an instance from the pool. If the pool is empty then a new instance will be created. + + + A pooled object or a new instance if the pool is empty. + + + + + Returns a PooledObject that will automatically return the instance to the pool when it is disposed. + + Out parameter that will contain a reference to an instance from the pool. + + A PooledObject that will return the instance back to the pool when its Dispose method is called. + + + + + Returns the instance back to the pool. + + The instance to return to the pool. + + + + Representation of a Position, and a Rotation in 3D Space + + + + + Returns the forward vector of the pose. + + + + + Shorthand for pose which represents zero position, and an identity rotation. + + + + + The position component of the pose. + + + + + Returns the right vector of the pose. + + + + + The rotation component of the pose. + + + + + Returns the up vector of the pose. + + + + + Creates a new pose with the given vector, and quaternion values. + + + + + Transforms the current pose into the local space of the provided pose. + + + + + + Transforms the current pose into the local space of the provided pose. + + + + + + Returns true if two poses are equal. + + + + + + + Returns true if two poses are not equal. + + + + + + + Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode. + + + + + The various primitives that can be created using the GameObject.CreatePrimitive function. + + + + + A capsule primitive. + + + + + A cube primitive. + + + + + A cylinder primitive. + + + + + A plane primitive. + + + + + A quad primitive. + + + + + A sphere primitive. + + + + + Custom CPU Profiler label used for profiling arbitrary code blocks. + + + + + Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. + + + + + + Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. + + + + + + Creates a new CustomSampler for profiling parts of your code. + + Name of the Sampler. + Specifies whether this Sampler records GPU timings. If you want the Sampler to record GPU timings, set this to true. + + CustomSampler object or null if a built-in Sampler with the same name exists. + + + + + Creates a new CustomSampler for profiling parts of your code. + + Name of the Sampler. + Specifies whether this Sampler records GPU timings. If you want the Sampler to record GPU timings, set this to true. + + CustomSampler object or null if a built-in Sampler with the same name exists. + + + + + End profiling a piece of code with a custom label. + + + + + A raw data representation of a screenshot. + + + + + Height of the image. + + + + + The format in which the image was captured. + + + + + A non-owning reference to the image data. + + + + + Width of the image. + + + + + Flags that specify which fields to capture in a snapshot. + + + + + Corresponds to the ManagedHeapSections, ManagedStacks, Connections, TypeDescriptions fields in a Memory Snapshot. + + + + + Corresponds to the NativeAllocations, NativeMemoryRegions, NativeRootReferences, and NativeMemoryLabels fields in a Memory Snapshot. + + + + + Corresponds to the NativeAllocationSite field in a Memory Snapshot. + + + + + Corresponds to the NativeObject and NativeType fields in a Memory Snapshot. + + + + + Corresponds to the NativeCallstackSymbol field in a Memory Snapshot. + + + + + Memory profiling API container class. + + + + + A metadata event that collection methods can subscribe to. + + + + + + Triggers a memory snapshot capture. + + Destination path for the memory snapshot file. + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + Event that you can specify to retrieve a screengrab after the snapshot has finished. + + + + Triggers a memory snapshot capture. + + Destination path for the memory snapshot file. + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + Event that you can specify to retrieve a screengrab after the snapshot has finished. + + + + Triggers a memory snapshot capture to the Application.temporaryCachePath folder. + + Event that is fired once the memory snapshot has finished the process of capturing data. + Flag mask defining the content of the memory snapshot. + + + + Container for memory snapshot meta data. + + + + + User defined meta data. + + + + + Memory snapshot meta data containing platform information. + + + + + Controls the from script. + + + + + The number of ProfilerArea|Profiler Areas that you can profile. + + + + + Enables the recording of callstacks for managed allocations. + + + + + Enables the logging of profiling data to a file. + + + + + Enables the Profiler. + + + + + Specifies the file to use when writing profiling data. + + + + + Resize the profiler sample buffers to allow the desired amount of samples per thread. + + + + + Sets the maximum amount of memory that Profiler uses for buffering data. This property is expressed in bytes. + + + + + Heap size used by the program. + + + Size of the used heap in bytes, (or 0 if the profiler is disabled). + + + + + Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers. + + + Size of the memory allocated by Unity (or 0 if the profiler is disabled). + + + + + Displays the recorded profile data in the profiler. + + The name of the file containing the frame data, including extension. + + + + Begin profiling a piece of code with a custom label. + + A string to identify the sample in the Profiler window. + An object that provides context to the sample,. + + + + Begin profiling a piece of code with a custom label. + + A string to identify the sample in the Profiler window. + An object that provides context to the sample,. + + + + Enables profiling on the thread from which you call this method. + + The name of the thread group to which the thread belongs. + The name of the thread. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the current frame to the Profiler stream. + + Module identifier. Used to distinguish metadata streams between different plugins, packages or modules. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Write metadata associated with the whole Profiler session capture. + + Unique identifier associated with the data. + Data stream index. + Binary data. + + + + Ends the current profiling sample. + + + + + Frees the internal resources used by the Profiler for the thread. + + + + + Returns all ProfilerCategory registered in Profiler. + + + + + + Returns all ProfilerCategory registered in Profiler. + + + + + + Returns the amount of allocated memory for the graphics driver, in bytes. + +Only available in development players and editor. + + + + + Returns whether or not a given ProfilerArea is currently enabled. + + Which area you want to check the state of. + + Returns whether or not a given ProfilerArea is currently enabled. + + + + + Returns number of ProfilerCategory registered in Profiler. + + + Returns number of ProfilerCategory registered in Profiler. + + + + + Returns the size of the mono heap. + + + + + Returns the size of the reserved space for managed-memory. + + + The size of the managed heap. + + + + + Returns the used size from mono. + + + + + Gets the allocated managed memory for live objects and non-collected objects. + + + Returns a long integer value of the memory in use. + + + + + Returns the runtime memory usage of the resource. + + + + + + Gathers the native-memory used by a Unity object. + + The target Unity object. + + The amount of native-memory used by a Unity object. This returns 0 if the Profiler is not available. + + + + + Returns the size of the temp allocator. + + + Size in bytes. + + + + + Returns the amount of allocated and used system memory. + + + + + The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system; this includes double the required memory for textures becuase Unity keeps a copy of each texture on both the CPU and GPU. This function returns the amount of used memory in those pools. + + + The amount of memory allocated by Unity. This returns 0 if the Profiler is not available. + + + + + Returns heap memory fragmentation information. + + An array to receive the count of free blocks grouped by power of two sizes. Given a small array, Unity counts the larger free blocks together in the final array element. + + Returns the total number of free blocks in the dynamic heap. + + + + + Returns the amount of reserved system memory. + + + + + The total memory Unity has reserved. + + + Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available. + + + + + Returns the amount of reserved but not used system memory. + + + + + Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools. + + + The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available. + + + + + Returns whether or not a given ProfilerCategory is currently enabled. + + Which category you want to check the state of. + + Returns whether or not a given ProfilerCategory is currently enabled. + + + + + Enable or disable a given ProfilerArea. + + The area you want to enable or disable. + Enable or disable the collection of data for this area. + + + + Enable or disable a given ProfilerCategory. + + The category you want to enable or disable. + Enable or disable the collection of data for this category. + + + + Sets the size of the temp allocator. + + Size in bytes. + + Returns true if requested size was successfully set. Will return false if value is disallowed (too small). + + + + + The different areas of profiling, corresponding to the charts in ProfilerWindow. + + + + + Audio statistics. + + + + + CPU statistics. + + + + + Global Illumination statistics. + + + + + GPU statistics. + + + + + Memory statistics. + + + + + Network messages statistics. + + + + + Network operations statistics. + + + + + 3D Physics statistics. + + + + + 2D physics statistics. + + + + + Rendering statistics. + + + + + UI statistics. + + + + + Detailed UI statistics. + + + + + Video playback statistics. + + + + + Virtual Texturing statistics. + + + + + Records profiling data produced by a specific Sampler. + + + + + Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only) + + + + + Enables recording. + + + + + Gets the accumulated GPU time, in nanoseconds, for a frame. The Recorder has a three frame delay so this gives the timings for the frame that was three frames before the one that you access this property on. (Read Only). + + + + + Gets the number of Begin/End time pairs that the GPU executed during a frame. The Recorder has a three frame delay so this gives the timings for the frame that was three frames before the one that you access this property on. (Read Only). + + + + + Returns true if Recorder is valid and can collect data. (Read Only) + + + + + Number of time Begin/End pairs was called during the previous frame. (Read Only) + + + + + Configures the recorder to collect samples from all threads. + + + + + Configures the recorder to only collect data from the current thread. + + + + + Use this function to get a Recorder for the specific Profiler label. + + Sampler name. + + Recorder object for the specified Sampler. + + + + + Provides control over a CPU Profiler label. + + + + + Returns true if Sampler is valid. (Read Only) + + + + + Sampler name. (Read Only) + + + + + Returns Sampler object for the specific CPU Profiler label. + + Profiler Sampler name. + + Sampler object which represents specific profiler label. + + + + + Returns number and names of all registered Profiler labels. + + Preallocated list the Sampler names are written to. Or null if you want to get number of Samplers only. + + Number of active Samplers. + + + + + Returns Recorder associated with the Sampler. + + + Recorder object associated with the Sampler. + + + + + A script interface for a. + + + + + The aspect ratio of the projection. + + + + + The far clipping plane distance. + + + + + The field of view of the projection in degrees. + + + + + Which object layers are ignored by the projector. + + + + + The material that will be projected onto every object. + + + + + The near clipping plane distance. + + + + + Is the projection orthographic (true) or perspective (false)? + + + + + Projection's half-size when in orthographic mode. + + + + + Base class to derive custom property attributes from. Use this to create custom attributes for script variables. + + + + + Optional field to specify the order that multiple DecorationDrawers should be drawn in. + + + + + Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames. + +Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison. + +PropertyName is serializable. + +ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737". + + + + + Initializes the PropertyName using a string. + + + + + + Determines whether this instance and a specified object, which must also be a PropertyName object, have the same value. + + + + + + Returns the hash code for this PropertyName. + + + + + Converts the string passed into a PropertyName. See Also: PropertyName.ctor(System.String). + + + + + + Indicates whether the specified PropertyName is an Empty string. + + + + + + Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals. + + + + + + + Determines whether two specified PropertyName have a different string value. + + + + + + + For debugging purposes only. Returns the string value representing the string in the Editor. +Returns "UnityEngine.PropertyName" in the player. + + + + + Script interface for. + + + + + Active color space (Read Only). + + + + + Global anisotropic filtering mode. + + + + + Choose the level of Multi-Sample Anti-aliasing (MSAA) that the GPU performs. + + + + + Asynchronous texture and mesh data upload provides timesliced async texture and mesh data upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture and mesh data, Unity re-uses a ringbuffer whose size can be controlled. + +Use asyncUploadBufferSize to set the buffer size for asynchronous texture and mesh data uploads. The minimum value is 2 megabytes and the maximum value is 2047 megabytes. The buffer resizes automatically to fit the largest texture currently loading. To avoid a buffer resize (which can use extra system resources) set this value to the size of the largest texture in the Scene. If you have issues with excessive memory usage, you may need to reduce the value of this buffer or disable asyncUploadPersistentBuffer. Memory fragmentation can occur if you choose the latter option. + + + + + This flag controls if the async upload pipeline's ring buffer remains allocated when there are no active loading operations. +Set this to true, to make the ring buffer allocation persist after all upload operations have completed. +If you have issues with excessive memory usage, you can set this to false. This means you reduce the runtime memory footprint, but memory fragmentation can occur. +The default value is true. + + + + + Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. + +Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per +frame. Minimum value is 1 and maximum is 33. + + + + + If enabled, billboards will face towards camera position rather than camera orientation. + + + + + Desired color space (Read Only). + + + + + Global multiplier for the LOD's switching distance. + + + + + A texture size limit applied to most textures. Indicates how many mipmaps should be dropped. The default value is zero. + + + + + A maximum LOD level. All LOD groups. + + + + + Maximum number of frames queued up by graphics driver. + + + + + The indexed list of available Quality Settings. + + + + + Budget for how many ray casts can be performed per frame for approximate collision testing. + + + + + The maximum number of pixel lights that should affect any object. + + + + + Enables real-time reflection probes. + + + + + The RenderPipelineAsset that defines the override render pipeline for the current quality level. + + + + + In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting. + + + + + The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. + + + + + The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. + + + + + Number of cascades to use for directional light shadows. + + + + + Shadow drawing distance. + + + + + The rendering mode of Shadowmask. + + + + + Offset shadow frustum near plane. + + + + + Directional light shadow projection. + + + + + The default resolution of the shadow maps. + + + + + Real-time Shadows type to be used. + + + + + The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project. + + + + + Should soft blending be used for particles? + + + + + Use a two-pass shader for the vegetation in the terrain engine. + + + + + Enable automatic streaming of texture mipmap levels based on their distance from all active cameras. + + + + + Process all enabled Cameras for texture streaming (rather than just those with StreamingController components). + + + + + The maximum number of active texture file IO requests from the texture streaming system. + + + + + The maximum number of mipmap levels to discard for each texture. + + + + + The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. + + + + + The number of renderer instances that are processed each frame when calculating which texture mipmap levels should be streamed. + + + + + The number of vertical syncs that should pass between each frame. + + + + + Decrease the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + [Editor Only]Fills the given list with all the Render Pipeline Assets on any Quality Level for the given platform. Without filtering by Render Pipeline Asset type or null. + + The platform to obtain the Render Pipeline Assets. + The list that will be filled with the unfiltered Render Pipeline Assets. There might be null Render Pipeline Assets. + + + + Returns the current graphics quality level. + + + + + Provides a reference to the QualitySettings object. + + + Returns the QualitySettings object. + + + + + Provides a reference to the RenderPipelineAsset that defines the override render pipeline for a given quality level. + + Index of the quality level. + + Returns null if the quality level does not exist, or if no asset is assigned to that quality level. Otherwise, returns the RenderPipelineAsset that defines the override render pipeline for the quality level. + + + + + Increase the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + Sets the QualitySettings.lodBias|lodBias and QualitySettings.maximumLODLevel|maximumLODLevel at the same time. + + Global multiplier for the LOD's switching distance. + A maximum LOD level. All LOD groups. + If true, marks all views as dirty. + + + + Sets a new graphics quality level. + + Quality index to set. + Should expensive changes be applied (Anti-aliasing etc). + + + + Quaternions are used to represent rotations. + + + + + Returns or sets the euler angle representation of the rotation. + + + + + The identity rotation (Read Only). + + + + + Returns this quaternion with a magnitude of 1 (Read Only). + + + + + W component of the Quaternion. Do not directly modify quaternions. + + + + + X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Returns the angle in degrees between two rotations a and b. + + + + + + + Creates a rotation which rotates angle degrees around axis. + + + + + + + Constructs new Quaternion with given x,y,z,w components. + + + + + + + + + The dot product between two rotations. + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order. + + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis. + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Returns the Inverse of rotation. + + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + + A quaternion interpolated between quaternions a and b. + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Converts this quaternion to one with the same orientation but with a magnitude of 1. + + + + + + Are two quaternions equal to each other? + + + + + + + Combines rotations lhs and rhs. + + Left-hand side quaternion. + Right-hand side quaternion. + + + + Rotates the point point with rotation. + + + + + + + Rotates a rotation from towards to. + + + + + + + + Set x, y, z and w components of an existing Quaternion. + + + + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1]. + + Start value, returned when t = 0. + End value, returned when t = 1. + Interpolation ratio. + + A quaternion spherically interpolated between quaternions a and b. + + + + + Spherically interpolates between a and b by t. The parameter t is not clamped. + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Converts a rotation to angle-axis representation (angles in degrees). + + + + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this quaternion. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Easily generate random data for games. + + + + + Returns a random point inside or on a circle with radius 1.0 (Read Only). + + + + + Returns a random point inside or on a sphere with radius 1.0 (Read Only). + + + + + Returns a random point on the surface of a sphere with radius 1.0 (Read Only). + + + + + Returns a random rotation (Read Only). + + + + + Returns a random rotation with uniform distribution (Read Only). + + + + + Gets or sets the full internal state of the random number generator. + + + + + Returns a random float within [0.0..1.0] (range is inclusive) (Read Only). + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation [0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the (inclusive) input ranges. Values for each component are derived via linear interpolation of value. + + + + + Initializes the random number generator state with a seed. + + Seed used to initialize the random number generator. + + + + Returns a random float within [minInclusive..maxInclusive] (range is inclusive). + + + + + + + Return a random int within [minInclusive..maxExclusive) (Read Only). + + + + + + + Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + The minimum allowed value. + The maximum allowed value. + + + + Describes an integer range. + + + + + The end index of the range (not inclusive). + + + + + The length of the range. + + + + + The starting index of the range, where 0 is the first position, 1 is the second, 2 is the third, and so on. + + + + + Constructs a new RangeInt with given start, length values. + + The starting index of the range. + The length of the range. + + + + Representation of rays. + + + + + The direction of the ray. + + + + + The origin point of the ray. + + + + + Creates a ray starting at origin along direction. + + + + + + + Returns a point at distance units along the ray. + + + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + A ray in 2D space. + + + + + The direction of the ray in world space. + + + + + The starting point of the ray in world space. + + + + + Creates a 2D ray starting at origin along direction. + + Origin. + Direction. + + + + + + Get a point that lies a given distance along a ray. + + Distance of the desired point along the path of the ray. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this 2D ray. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + This property only takes effect if you enable a global illumination setting such as for the GameObject associated with the target Mesh Renderer. Otherwise this property defaults to the Light Probes setting. + + + + + Makes the GameObject use lightmaps to receive Global Illumination. + + + + + The object will have the option to use Light Probes to receive Global Illumination. See Rendering.LightProbeUsage. + + + + + A 2D Rectangle defined by X and Y position, width and height. + + + + + The position of the center of the rectangle. + + + + + The height of the rectangle, measured from the Y position. + + + + + The position of the maximum corner of the rectangle. + + + + + The position of the minimum corner of the rectangle. + + + + + The X and Y position of the rectangle. + + + + + The width and height of the rectangle. + + + + + The width of the rectangle, measured from the X position. + + + + + The X coordinate of the rectangle. + + + + + The maximum X coordinate of the rectangle. + + + + + The minimum X coordinate of the rectangle. + + + + + The Y coordinate of the rectangle. + + + + + The maximum Y coordinate of the rectangle. + + + + + The minimum Y coordinate of the rectangle. + + + + + Shorthand for writing new Rect(0,0,0,0). + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Creates a new rectangle. + + The X value the rect is measured from. + The Y value the rect is measured from. + The width of the rectangle. + The height of the rectangle. + + + + + + + + + + Creates a rectangle given a size and position. + + The position of the minimum corner of the rect. + The width and height of the rect. + + + + Creates a rectangle from min/max coordinate values. + + The minimum X coordinate. + The minimum Y coordinate. + The maximum X coordinate. + The maximum Y coordinate. + + A rectangle matching the specified coordinates. + + + + + Returns a point inside a rectangle, given normalized coordinates. + + Rectangle to get a point inside. + Normalized coordinates to get a point for. + + + + Returns true if the rectangles are the same. + + + + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? + + + + Returns the normalized coordinates cooresponding the the point. + + Rectangle to get normalized coordinates inside. + A point inside the rectangle to get normalized coordinates for. + + + + Set components of an existing Rect. + + + + + + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this Rect. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + A 2D Rectangle defined by x, y, width, height with integers. + + + + + A RectInt.PositionCollection that contains all positions within the RectInt. + + + + + Center coordinate of the rectangle. + + + + + Height of the rectangle. + + + + + The upper right corner of the rectangle; which is the maximal position of the rectangle along the x- and y-axes, when it is aligned to both axes. + + + + + The lower left corner of the rectangle; which is the minimal position of the rectangle along the x- and y-axes, when it is aligned to both axes. + + + + + Returns the position (x, y) of the RectInt. + + + + + Returns the width and height of the RectInt. + + + + + Width of the rectangle. + + + + + Left coordinate of the rectangle. + + + + + Shows the maximum X value of the RectInt. + + + + + Shows the minimum X value of the RectInt. + + + + + Top coordinate of the rectangle. + + + + + Shows the maximum Y value of the RectInt. + + + + + Show the minimum Y value of the RectInt. + + + + + Clamps the position and size of the RectInt to the given bounds. + + Bounds to clamp the RectInt. + + + + Returns true if the given position is within the RectInt. + + Position to check. + + Whether the position is within the RectInt. + + + + + Returns true if the given RectInt is equal to this RectInt. + + + + + + RectInts overlap if each RectInt Contains a shared point. + + Other rectangle to test overlapping with. + + True if the other rectangle overlaps this one. + + + + + An iterator that allows you to iterate over all positions within the RectInt. + + + + + Current position of the enumerator. + + + + + Returns this as an iterator that allows you to iterate over all positions within the RectInt. + + + This RectInt.PositionEnumerator. + + + + + Moves the enumerator to the next position. + + + Whether the enumerator has successfully moved to the next position. + + + + + Resets this enumerator to its starting state. + + + + + Sets the bounds to the min and max value of the rect. + + + + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns the x, y, width and height of the RectInt. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Offsets for rectangles, borders, etc. + + + + + Bottom edge size. + + + + + Shortcut for left + right. (Read Only) + + + + + Left edge size. + + + + + Right edge size. + + + + + Top edge size. + + + + + Shortcut for top + bottom. (Read Only) + + + + + Add the border offsets to a rect. + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Remove the border offsets from a rect. + + + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this RectOffset. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Position, size, anchor and pivot information for a rectangle. + + + + + The position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The 3D position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The normalized position in the parent RectTransform that the upper right corner is anchored to. + + + + + The normalized position in the parent RectTransform that the lower left corner is anchored to. + + + + + The object that is driving the values of this RectTransform. Value is null if not driven. + + + + + The offset of the upper right corner of the rectangle relative to the upper right anchor. + + + + + The offset of the lower left corner of the rectangle relative to the lower left anchor. + + + + + The normalized position in this RectTransform that it rotates around. + + + + + Event that is invoked for RectTransforms that need to have their driven properties reapplied. + + + + + + The calculated rectangle in the local space of the Transform. + + + + + The size of this RectTransform relative to the distances between the anchors. + + + + + An axis that can be horizontal or vertical. + + + + + Horizontal. + + + + + Vertical. + + + + + Enum used to specify one edge of a rectangle. + + + + + The bottom edge. + + + + + The left edge. + + + + + The right edge. + + + + + The top edge. + + + + + Force the recalculation of RectTransforms internal data. + + + + + Get the corners of the calculated rectangle in the local space of its Transform. + + The array that corners are filled into. + + + + Get the corners of the calculated rectangle in world space. + + The array that corners are filled into. + + + + Delegate used for the reapplyDrivenProperties event. + + + + + + Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. + + The edge of the parent rectangle to inset from. + The inset distance. + The size of the rectangle along the same direction of the inset. + + + + Makes the RectTransform calculated rect be a given size on the specified axis. + + The axis to specify the size along. + The desired size along the specified axis. + + + + The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. + + + + + The color with which the texture of reflection probe will be cleared. + + + + + Reference to the baked texture of the reflection probe's surrounding. + + + + + Distance around probe used for blending (used in deferred probes). + + + + + The probe's world space axis-aligned bounding box in which the probe can contribute to reflections (Read Only). + + + + + Should this reflection probe use box projection? + + + + + The center of the probe's bounding box in which the probe can contribute to reflections. The center is relative to the position of the probe. + + + + + How the reflection probe clears the background. + + + + + This is used to render parts of the reflecion probe's surrounding selectively. + + + + + Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. + + + + + Adds a delegate to get notifications when the default specular Cubemap is changed. + + + + + + Adds a delegate to get notifications when the default specular Cubemap is changed. + + + + + + The surface texture of the default reflection probe that captures the environment contribution. Read only. + + + + + HDR decode values of the default reflection probe texture. + + + + + The far clipping plane distance when rendering the probe. + + + + + Should this reflection probe use HDR rendering? + + + + + Reflection probe importance. + + + + + The intensity modifier that is applied to the texture of reflection probe in the shader. + + + + + Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? + + + + + The near clipping plane distance when rendering the probe. + + + + + Reference to the real-time texture of the reflection probe's surroundings. Use this to assign a RenderTexture to use for real-time reflection. + + + + + Adds a delegate to get notifications when a Reflection Probe is added to a Scene or removed from a Scene. + + + + + + Sets the way the probe will refresh. + +See Also: ReflectionProbeRefreshMode. + + + + + Specifies whether Unity should render non-static GameObjects into the Reflection Probe. If you set this to true, Unity renders non-static GameObjects into the Reflection Probe. If you set this to false, Unity does not render non-static GameObjects into the Reflection Probe. Unity only takes this property into account if the Reflection Probe's Type is Custom. + + + + + Resolution of the underlying reflection texture in pixels. + + + + + Shadow drawing distance when rendering the probe. + + + + + The size of the probe's bounding box in which the probe can contribute to reflections. The size is in world space. + + + + + Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). + + + + + HDR decode values of the reflection probe texture. + + + + + Sets this probe time-slicing mode + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Utility method to blend 2 cubemaps into a target render texture. + + Cubemap to blend from. + Cubemap to blend to. + Blend weight. + RenderTexture which will hold the result of the blend. + + Returns trues if cubemaps were blended, false otherwise. + + + + + Checks if a probe has finished a time-sliced render. + + An integer representing the RenderID as returned by the RenderProbe method. + + + True if the render has finished, false otherwise. + + See Also: timeSlicingMode + + + + + + Types of events that occur when ReflectionProbe components are used in a Scene. + + + + + An event that occurs when a Reflection Probe component is added to a Scene or enabled in a Scene. + + + + + An event that occurs when a Reflection Probe component is unloaded from a Scene or disabled in a Scene. + + + + + Refreshes the probe's cubemap. + + Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture. + + + An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. + + See Also: IsFinishedRendering + See Also: timeSlicingMode + + + + + + Revert all ReflectionProbe parameters to default. + + + + + Updates the culling system with the ReflectionProbe's current state. This ensures that Unity correctly culls the ReflectionProbe during rendering if you implement your own runtime reflection system. + + + + + Represents the display refresh rate. This is how many frames the display can show per second. + + + + + Denominator of the refresh rate fraction. + + + + + Numerator of the refresh rate fraction. + + + + + The numerical value of the refresh rate in hertz. + + + + + Color or depth buffer part of a RenderTexture. + + + + + Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS. + + + + + General functionality for all renderers. + + + + + Controls if dynamic occlusion culling should be performed for this renderer. + + + + + The bounding box of the renderer in world space. + + + + + Makes the rendered 3D object visible if enabled. + + + + + Allows turning off rendering for a specific component. + + + + + Indicates whether the renderer is part of a with other renderers. + + + + + Is this renderer visible in any camera? (Read Only) + + + + + The index of the baked lightmap applied to this renderer. + + + + + The UV scale & offset used for a lightmap. + + + + + If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. + + + + + The light probe interpolation type. + + + + + The bounding box of the renderer in local space. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + Returns the first instantiated Material assigned to the renderer. + + + + + Returns all the instantiated materials of this object. + + + + + Specifies the mode for motion vector rendering. + + + + + Specifies whether this renderer has a per-object motion vector pass. + + + + + If set, Renderer will use this Transform's position to find the light or reflection probe. + + + + + Describes how this renderer is updated for ray tracing. + + + + + The index of the real-time lightmap applied to this renderer. + + + + + The UV scale & offset used for a real-time lightmap. + + + + + Does this object receive shadows? + + + + + Should reflection probes be used for this Renderer? + + + + + This value sorts renderers by priority. Lower values are rendered first and higher values are rendered last. + + + + + Determines which rendering layer this renderer lives on. + + + + + Does this object cast shadows? + + + + + The shared material of this object. + + + + + All the shared materials of this object. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Is this renderer a static shadow caster? + + + + + Should light probes be used for this Renderer? + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. + + + + + + Returns all the instantiated materials of this object. + + A list of materials to populate. + + + + Get per-Renderer or per-Material property block. + + Material parameters to retrieve. + The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1. + + + + Get per-Renderer or per-Material property block. + + Material parameters to retrieve. + The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1. + + + + Returns all the shared materials of this object. + + A list of materials to populate. + + + + Returns true if the Renderer has a material property block attached via SetPropertyBlock. + + + + + Reset custom world space bounds. + + + + + Reset custom local space bounds. + + + + + Lets you set or clear per-renderer or per-material parameter overrides. + + Property block with values you want to override. + The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1. + + + + Lets you set or clear per-renderer or per-material parameter overrides. + + Property block with values you want to override. + The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1. + + + + Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System. + + + + + Schedules an update of the albedo and emissive Textures of a system that contains the Renderer. + + + + + + Ambient lighting mode. + + + + + Ambient lighting is defined by a custom cubemap. + + + + + Flat ambient lighting. + + + + + Skybox-based or custom ambient lighting. + + + + + Trilight ambient lighting. + + + + + Allows the asynchronous read back of GPU resources. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU resource. + + Resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + Index of the mipmap to be fetched. + Target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + Starting X coordinate in pixels of the Texture data to be fetched. + Width in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + An optional delegate System.Action called once the request is fullfilled. The completed request is passed as parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, a request with an error is returned. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Texture resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The Texture resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The width, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Retrieves data asynchronously from a GPU Graphics Buffer resource. + + Reference to the NativeSlice to write the data into. The underlying memory cannot be Disposed until the request is complete. + The GraphicsBuffer to read the data from. + The size, in bytes, of the data to retrieve from the GraphicsBuffer. + Offset in bytes in the GraphicsBuffer. + An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error. + + + + + Waits until the completion of every request. + + + + + Represents an asynchronous request for a GPU resource. + + + + + When reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture. + + + + + Checks whether the request has been processed. + + + + + This property is true if the request has encountered an error. + + + + + When reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture. + + + + + Number of layers in the current request. + + + + + The size in bytes of one layer of the readback data. + + + + + The width of the requested GPU data. + + + + + Fetches the data of a successful request. + + The index of the layer to retrieve. + + + + Triggers an update of the request. + + + + + Waits for completion of the request. + + + + + A declaration of a single color or depth rendering surface to be attached into a RenderPass. + + + + + The currently assigned clear color for this attachment. Default is black. + + + + + Currently assigned depth clear value for this attachment. Default value is 1.0. + + + + + Currently assigned stencil clear value for this attachment. Default is 0. + + + + + The format of this attachment. + + + + + The GraphicsFormat of this attachment. To use in place of format. + + + + + The load action to be used on this attachment when the RenderPass starts. + + + + + The surface to use as the backing storage for this AttachmentDescriptor. + + + + + When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. + + + + + The store action to use with this attachment when the RenderPass ends. Only used when either ConfigureTarget or ConfigureResolveTarget has been called. + + + + + When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. + + Color clear value. Ignored on depth/stencil attachments. + Depth clear value. Ignored on color surfaces. + Stencil clear value. Ignored on color or depth-only surfaces. + + + + + + + When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. + + The target surface to receive the MSAA-resolved pixels. + + + + + Binds this AttachmentDescriptor to the given target surface. + + The surface to use as the backing storage for this AttachmentDescriptor. + Whether to read in the existing contents of the surface when the RenderPass starts. + Whether to store the rendering results of the attachment when the RenderPass ends. + + + + + Create a AttachmentDescriptor to be used with RenderPass. + + The format of this attachment. + + + + + Culling context for a batch. + + + + + Visibility information for the batch. + + + + + Culling matrix. + + + + + Planes to cull against. + + + + + See Also: LODParameters. + + + + + The near frustum plane for this culling context. + + + + + Array of visible indices for all the batches in the group. + + + + + Array of uints containing extra data for the visible indices for all the batches in the group. Elements in this array correspond to elements in Rendering.BatchCullingContext.visibleIndices. + + + + + A group of batches. + + + + + Adds a new batch to the group. + + The Mesh to draw. + Specifies which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + to use. + Whether the meshes cast shadows. + Whether the meshes receive shadows. + Specify whether to invert the backface culling (true) or not (false). This flag can "flip" the culling mode of all rendered objects. Major use case: rendering reflections for mirrors, water etc. Since virtual camera for rendering the reflection is mirrored, the culling order has to be inverted. You can see how the Water script in Effects standard package does that. + Bounds to use. Should specify the combined bounds of all the instances. + The number of instances to draw. + Additional material properties to apply. See MaterialPropertyBlock. + The GameObject to select when you pick an object that the batch renders. + Additional culling mask usually used for scene based culling. See Also: EditorSceneManager.GetSceneCullingMask. + Rendering layer this batch will lives on. See Also: Renderer.renderingLayerMask. + + The batch's index in the BatchedRendererGroup. + + + + + Adds a new batch to the group. + + The Mesh to draw. + Specifies which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + to use. + Whether the meshes cast shadows. + Whether the meshes receive shadows. + Specify whether to invert the backface culling (true) or not (false). This flag can "flip" the culling mode of all rendered objects. Major use case: rendering reflections for mirrors, water etc. Since virtual camera for rendering the reflection is mirrored, the culling order has to be inverted. You can see how the Water script in Effects standard package does that. + Bounds to use. Should specify the combined bounds of all the instances. + The number of instances to draw. + Additional material properties to apply. See MaterialPropertyBlock. + The GameObject to select when you pick an object that the batch renders. + Additional culling mask usually used for scene based culling. See Also: EditorSceneManager.GetSceneCullingMask. + Rendering layer this batch will lives on. See Also: Renderer.renderingLayerMask. + + The batch's index in the BatchedRendererGroup. + + + + + Creates a new Rendering.BatchRendererGroup. + + The delegate to call for performing culling. +See Also: BatchRendererGroup.OnPerformCulling. + + + + Deletes a group. + + + + + Enables or disables Rendering.BatchCullingContext.visibleIndicesY. + + Pass true to enable the array, or false to disable it. + + + + Retrieves the matrices associated with one batch. + + Batch index. + + Matrices associated with the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable matrix properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable matrix properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced float properties for a given batch. + + Batch index. + Property name. + + An array of writable float properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced float properties for a given batch. + + Batch index. + Property name. + + An array of writable float properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int properties for a given batch. + + Batch index. + Property name. + + An array of writable int properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int properties for a given batch. + + Batch index. + Property name. + + An array of writable int properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex. + + + + + Retrieves an array of instanced int vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex, arranged linearly as individual int elements. + + + + + Retrieves an array of instanced int vector properties for a given batch. + + Batch index. + Property name. + + An array of writable vector properties for the batch specified by batchIndex, arranged linearly as individual int elements. + + + + + Retrieves the number of batches added to the group. + + + Number of batches inside the group. + + + + + Culling callback function. + + Group to cull. + Culling context. + + + + Removes a batch from the group. + Note: For performance reasons, the removal is done via emplace_back() which will simply replace the removed batch index with the last index in the array and will decrement the size. + If you're holding your own array of batch indices, you'll have to either regenerate it or apply the same emplace_back() mechanism as RemoveBatch does. + + Batch index. + + + + Sets the bounding box of the batch. + + Batch index. + The new bounds for the batch specified by batchIndex. + + + + Sets flag bits that enable special behavior for this Hybrid Renderer V2 batch. + + Batch index. Must be a Hybrid Renderer V2 batch. + Flag bits to set for the batch. + + + + Sets all Hybrid Renderer DOTS instancing metadata for this batch, and marks it as a Hybrid Renderer V2 batch. + + Batch index. + One int for each DOTS instancing metadata constant buffer that describes how many metadata ints are in each of them. + Metadata ints for all DOTS instancing metadata constant buffers, laid out one after another. cbufferLengths describes which ints belong to which constant buffer. + + + + Updates a batch. + + Batch index. + New number of instances in the batch. + Additional material properties to apply. See MaterialPropertyBlock. + + + + Describes the visibility for a batch. + + + + + Input property specifying the total number of instances in the batch. (readonly). + + + + + Input property specifying the offset into the BatchCullingContext.visibleIndices where the batch's visibile indices start. (readonly). + + + + + Output property that has to be set to the number of visible instances in the batch after culling. + + + + + Blend mode for controlling the blending. + + + + + Blend factor is (Ad, Ad, Ad, Ad). + + + + + Blend factor is (Rd, Gd, Bd, Ad). + + + + + Blend factor is (1, 1, 1, 1). + + + + + Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). + + + + + Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). + + + + + Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). + + + + + Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). + + + + + Blend factor is (As, As, As, As). + + + + + Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). + + + + + Blend factor is (Rs, Gs, Bs, As). + + + + + Blend factor is (0, 0, 0, 0). + + + + + Blend operation. + + + + + Add (s + d). + + + + + Color burn (Advanced OpenGL blending). + + + + + Color dodge (Advanced OpenGL blending). + + + + + Darken (Advanced OpenGL blending). + + + + + Difference (Advanced OpenGL blending). + + + + + Exclusion (Advanced OpenGL blending). + + + + + Hard light (Advanced OpenGL blending). + + + + + HSL color (Advanced OpenGL blending). + + + + + HSL Hue (Advanced OpenGL blending). + + + + + HSL luminosity (Advanced OpenGL blending). + + + + + HSL saturation (Advanced OpenGL blending). + + + + + Lighten (Advanced OpenGL blending). + + + + + Logical AND (s & d) (D3D11.1 only). + + + + + Logical inverted AND (!s & d) (D3D11.1 only). + + + + + Logical reverse AND (s & !d) (D3D11.1 only). + + + + + Logical Clear (0). + + + + + Logical Copy (s) (D3D11.1 only). + + + + + Logical inverted Copy (!s) (D3D11.1 only). + + + + + Logical Equivalence !(s XOR d) (D3D11.1 only). + + + + + Logical Inverse (!d) (D3D11.1 only). + + + + + Logical NAND !(s & d). D3D11.1 only. + + + + + Logical No-op (d) (D3D11.1 only). + + + + + Logical NOR !(s | d) (D3D11.1 only). + + + + + Logical OR (s | d) (D3D11.1 only). + + + + + Logical inverted OR (!s | d) (D3D11.1 only). + + + + + Logical reverse OR (s | !d) (D3D11.1 only). + + + + + Logical SET (1) (D3D11.1 only). + + + + + Logical XOR (s XOR d) (D3D11.1 only). + + + + + Max. + + + + + Min. + + + + + Multiply (Advanced OpenGL blending). + + + + + Overlay (Advanced OpenGL blending). + + + + + Reverse subtract. + + + + + Screen (Advanced OpenGL blending). + + + + + Soft light (Advanced OpenGL blending). + + + + + Subtract. + + + + + Values for the blend state. + + + + + Turns on alpha-to-coverage. + + + + + Blend state for render target 0. + + + + + Blend state for render target 1. + + + + + Blend state for render target 2. + + + + + Blend state for render target 3. + + + + + Blend state for render target 4. + + + + + Blend state for render target 5. + + + + + Blend state for render target 6. + + + + + Blend state for render target 7. + + + + + Default values for the blend state. + + + + + Determines whether each render target uses a separate blend state. + + + + + Creates a new blend state with the specified values. + + Determines whether each render target uses a separate blend state. + Turns on alpha-to-coverage. + + + + Built-in temporary render textures produced during camera's rendering. + + + + + The raw RenderBuffer pointer to be used. + + + + + Target texture of currently rendering camera. + + + + + Currently active render target. + + + + + Camera's depth texture. + + + + + Camera's depth+normals texture. + + + + + Deferred shading G-buffer #0 (typically diffuse color). + + + + + Deferred shading G-buffer #1 (typically specular + roughness). + + + + + Deferred shading G-buffer #2 (typically normals). + + + + + Deferred shading G-buffer #3 (typically emission/lighting). + + + + + Deferred shading G-buffer #4 (typically occlusion mask for static lights if any). + + + + + G-buffer #5 Available. + + + + + G-buffer #6 Available. + + + + + G-buffer #7 Available. + + + + + Motion Vectors generated when the camera has motion vectors enabled. + + + + + Deferred lighting light buffer. + + + + + Deferred lighting HDR specular light buffer (Xbox 360 only). + + + + + Deferred lighting (normals+specular) G-buffer. + + + + + A globally set property name. + + + + + Reflections gathered from default reflection and reflections probes. + + + + + The given RenderTexture. + + + + + Resolved depth buffer from deferred. + + + + + Defines set by editor when compiling shaders, based on the target platform and GraphicsTier. + + + + + SHADER_API_DESKTOP is set when compiling shader for "desktop" platforms. + + + + + SHADER_API_ES30 is set when the Graphics API is OpenGL ES 3 and the minimum supported OpenGL ES 3 version is OpenGL ES 3.0. + + + + + SHADER_API_MOBILE is set when compiling shader for mobile platforms. + + + + + Unity enables UNITY_ASTC_NORMALMAP_ENCODING when DXT5nm-style normal maps are used on Android, iOS or tvOS. + + + + + UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space. + + + + + UNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned. + + + + + UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0. + + + + + UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works. + + + + + UNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available. + + + + + UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS is set automatically for platforms that don't require full floating-point precision support in fragment shaders. + + + + + UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1. + + + + + UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2. + + + + + UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3. + + + + + UNITY_LIGHT_PROBE_PROXY_VOLUME is set when Light Probe Proxy Volume feature is supported by the current graphics API and is enabled in the. You can only set a Graphics Tier in the Built-in Render Pipeline. + + + + + UNITY_LIGHTMAP_DLDR_ENCODING is set when lightmap textures are using double LDR encoding to store the values in the texture. + + + + + UNITY_LIGHTMAP_FULL_HDR is set when lightmap textures are not using any encoding to store the values in the texture. + + + + + UNITY_LIGHTMAP_RGBM_ENCODING is set when lightmap textures are using RGBM encoding to store the values in the texture. + + + + + UNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal. + + + + + UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead. + + + + + UNITY_NO_FULL_STANDARD_SHADER is set if Standard shader BRDF3 with extra simplifications should be used. + + + + + UNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead. + + + + + UNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled. + + + + + UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used. + + + + + UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used. + + + + + UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used. + + + + + Unity enables UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION when Vulkan pre-transform is enabled and supported on the target build platform. + + + + + UNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled. + + + + + UNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled. + + + + + Unity sets UNITY_UNIFIED_SHADER_PRECISION_MODEL if, in Player Settings, you set Shader Precision Model to Unified. + + + + + UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled. + + + + + Is virtual texturing enabled and supported on this platform. + + + + + Built-in shader modes used by Rendering.GraphicsSettings. + + + + + Don't use any shader, effectively disabling the functionality. + + + + + Use built-in shader (default). + + + + + Use custom shader instead of built-in one. + + + + + Built-in shader types used by Rendering.GraphicsSettings. + + + + + Shader used for deferred reflection probes. + + + + + Shader used for deferred shading calculations. + + + + + Shader used for depth and normals texture when enabled on a Camera. + + + + + Shader used for legacy deferred lighting calculations. + + + + + Default shader used for lens flares. + + + + + Default shader used for light halos. + + + + + Shader used for Motion Vectors when enabled on a Camera. + + + + + Shader used for screen-space cascaded shadows. + + + + + Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to. + + + + + After camera's depth+normals texture is generated. + + + + + After camera's depth texture is generated. + + + + + After camera has done rendering everything. + + + + + After final geometry pass in deferred lighting. + + + + + After transparent objects in forward rendering. + + + + + After opaque objects in forward rendering. + + + + + After deferred rendering G-buffer is rendered. + + + + + After halo and lens flares. + + + + + After image effects. + + + + + After image effects that happen between opaque & transparent objects. + + + + + After lighting pass in deferred rendering. + + + + + After reflections pass in deferred rendering. + + + + + After skybox is drawn. + + + + + Before camera's depth+normals texture is generated. + + + + + Before camera's depth texture is generated. + + + + + Before final geometry pass in deferred lighting. + + + + + Before transparent objects in forward rendering. + + + + + Before opaque objects in forward rendering. + + + + + Before deferred rendering G-buffer is rendered. + + + + + Before halo and lens flares. + + + + + Before image effects. + + + + + Before image effects that happen between opaque & transparent objects. + + + + + Before lighting pass in deferred rendering. + + + + + Before reflections pass in deferred rendering. + + + + + Before skybox is drawn. + + + + + The HDR mode to use for rendering. + + + + + Uses RenderTextureFormat.ARGBHalf. + + + + + Uses RenderTextureFormat.RGB111110Float. + + + + + The types of camera matrices that support late latching. + + + + + The camera's inverse view matrix. + + + + + The camera's inverse view projection matrix. + + + + + The camera's view matrix. + + + + + The camera's view projection matrix. + + + + + Camera related properties in CullingParameters. + + + + + Get a camera culling plane. + + Plane index (up to 5). + + Camera culling plane. + + + + + Get a shadow culling plane. + + Plane index (up to 5). + + Shadow culling plane. + + + + + Set a camera culling plane. + + Plane index (up to 5). + Camera culling plane. + + + + Set a shadow culling plane. + + Plane index (up to 5). + Shadow culling plane. + + + + Specifies which color components will get written into the target framebuffer. + + + + + Write all components (R, G, B and Alpha). + + + + + Write alpha component. + + + + + Write blue component. + + + + + Write green component. + + + + + Write red component. + + + + + List of graphics commands to execute. + + + + + Name of this command buffer. + + + + + Size of this command buffer in bytes (Read Only). + + + + + Adds a command to begin profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Adds a command to begin profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + The texture array source slice to perform the blit from. + The texture array destination slice to perform the blit to. + + + + Adds a command to build the RayTracingAccelerationStructure to be used in a ray tracing dispatch. + + The RayTracingAccelerationStructure to be generated. + + + + Clear all commands in the buffer. + + + + + Clear random write targets for level pixel shaders. + + + + + Adds a "clear render target" command. + + Whether to clear both the depth buffer and the stencil buffer. + Should clear color buffer? + Which render targets to clear, defined using a bitwise OR combination of RTClearFlags values. + Color to clear with. + Depth to clear with (default is 1.0). + Stencil to clear with (default is 0). + + + + Adds a "clear render target" command. + + Whether to clear both the depth buffer and the stencil buffer. + Should clear color buffer? + Which render targets to clear, defined using a bitwise OR combination of RTClearFlags values. + Color to clear with. + Depth to clear with (default is 1.0). + Stencil to clear with (default is 0). + + + + Converts and copies a source texture to a destination texture with a different format or dimensions. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + + + Converts and copies a source texture to a destination texture with a different format or dimensions. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2D source textures. + Destination element (e.g. cubemap face or texture array element). + + + + Adds a command to copy the contents of one GraphicsBuffer into another. + + The source buffer. + The destination buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy ComputeBuffer or GraphicsBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Shortcut for calling GommandBuffer.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + Shortcut for calling GommandBuffer.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. + + The synchronization stage. See Graphics.CreateGraphicsFence. + + Returns a new GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use CommandBuffer.CreateGraphicsFence. + + + + + + Creates a GraphicsFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. + + The type of GraphicsFence to create. Currently the only supported value is GraphicsFenceType.AsyncQueueSynchronization. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. + + Returns a new GraphicsFence. + + + + + Create a new empty command buffer. + + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Adds a command to disable a global or local shader keyword. + + The global or local shader keyword to disable. + The material on which to disable the local shader keyword. + The compute shader for which to disable the local shader keyword. + + + + Add a command to disable the hardware scissor rectangle. + + + + + Adds a command to disable a global shader keyword with a given name. + + Name of a global keyword to disable. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Adds a command to execute a RayTracingShader. + + RayTracingShader to execute. + The name of the ray generation shader. + The width of the ray generation shader thread grid. + The height of the ray generation shader thread grid. + The depth of the ray generation shader thread grid. + Optional parameter used to setup camera-related built-in shader variables. + + + + Add a "draw mesh" command. + + Mesh to draw. + Transformation matrix to use. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw mesh with instancing" command. + +Draw a mesh using Procedural Instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. +If Material.enableInstancing is false, the command logs an error and skips rendering each time the command is executed; the command does not immediately fail and throw an exception. + +InvalidOperationException will be thrown if the current platform doesn't support this API (for example, if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The number of instances to be drawn. + Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. + + + + Adds a command onto the commandbuffer to draw the VR Device's occlusion mesh to the current render target. + + The viewport of the camera currently being rendered. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Index count to render. + Instance count to render. + The index buffer used to submit vertices to the GPU. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Index buffer used to submit vertices to the GPU. + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw renderer" command. + + Renderer to draw. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + + + + Adds a "draw renderer list" command. + + The RendererList to draw. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Adds a command to enable a global or local shader keyword. + + The global or local shader keyword to enable. + The material on which to enable the local shader keyword. + The compute shader for which to enable the local shader keyword. + + + + Add a command to enable the hardware scissor rectangle. + + Viewport rectangle in pixel coordinates. + + + + Adds a command to enable a global keyword with a given name. + + Name of a global shader keyword to enable. + + + + Adds a command to end profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Adds a command to end profile sampling. + + Name of the profile information used for sampling. + The CustomSampler that the CommandBuffer uses for sampling. + + + + Generate mipmap levels of a render texture. + + The render texture requiring mipmaps generation. + + + + Generate mipmap levels of a render texture. + + The render texture requiring mipmaps generation. + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. + Render texture memoryless mode. + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. + Render texture memoryless mode. + + + + Add a "get a temporary render texture array" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Number of slices in texture array. + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + + + + Increments the updateCount property of a Texture. + + Increments the updateCount for this Texture. + + + + Send a user-defined blit event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined command id to send to the callback. + Source render target. + Destination render target. + User data command parameters. + User data command flags. + + + + Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Deprecated. Use CommandBuffer.IssuePluginCustomTextureUpdateV2 instead. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Send a texture update event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + Send a user-defined event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined id to send to the callback. + + + + Send a user-defined event to a native code plugin with custom data. + + Native code callback to queue for Unity's renderer to invoke. + Custom data to pass to the native plugin callback. + Built in or user defined id to send to the callback. + + + + Mark a global shader property id to be late latched. Possible shader properties include view, inverseView, viewProjection, and inverseViewProjection matrices. The Universal Render Pipeline (URP) uses this function to support late latching of shader properties. If you call this function when using built-in Unity rendering or the High-Definition Rendering Pipeline (HDRP), the results are ignored. + + Camera matrix property type to be late latched. + Shader property name id. + + + + Add a "release a temporary render texture" command. + + Shader property name for this texture. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + The resource to read the data from. + Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. + Offset in bytes in the ComputeBuffer or GraphicsBuffer. + The index of the mipmap to be fetched. + The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. + Starting X coordinate in pixels of the Texture data to be fetched. + Starting Y coordinate in pixels of the Texture data to be fetched. + Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. + Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. + Width in pixels of the Texture data to be fetched. + Height in pixels of the Texture data to be fetched. + A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeArray to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The index of the mipmap to fetch. + The target TextureFormat of the data. If the target format is different from the format stored on the GPU, the conversion is automatic. + The starting x-coordinate, in pixels, of the Texture data to fetch. + The starting y-coordinate, in pixels, of the Texture data to fetch. + The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer. + The width, in pixels, of the Texture data to fetch. + The height, in pixels, of the Texture data to fetch. + The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Adds an asynchonous GPU readback request command to the command buffer. + + Reference to a NativeSlice to write the data into. + The resource to read the data from. + The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. + The offset in bytes in the ComputeBuffer or GraphicsBuffer. + A delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action. + + + + Force an antialiased render texture to be resolved. + + The antialiased render texture to resolve. + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Adds a command to set the counter value of append/consume buffer. + + The destination buffer. + Value of the append/consume counter. + + + + Adds a command to set the counter value of append/consume buffer. + + The destination buffer. + Value of the append/consume counter. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to set the buffer with values from an array. + + The destination buffer. + Array of values to fill the buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to process a partial copy of data values from an array into the buffer. + + The destination buffer. + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + The first element index in data to copy to the compute buffer. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a ComputeShader. + + The ComputeShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shaders code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a float parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a float parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive float parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive float parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set an integer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set an integer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive integer parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive integer parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set a matrix array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + Optional mipmap level of the read-write texture. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Adds a command to set a vector array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Set flags describing the intention for how the command buffer will be executed. + + The flags to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader buffer property" command. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Add a "set global shader color property" command. + + + + + + + + Add a "set global shader color property" command. + + + + + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Add a command to bind a global constant buffer. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to bind. + Offset from the start of the buffer in bytes. + Size in bytes of the area to bind. + + + + Adds a command to set the global depth bias. + + Scales the GPU's minimum resolvable depth buffer value to produce a constant depth offset. The minimum resolvable depth buffer value varies by device. + +Set to a negative value to draw geometry closer to the camera, or a positive value to draw geometry further away from the camera. + Scales the maximum Z slope, also called the depth slope, to produce a variable depth offset for each polygon. + +Polygons that are not parallel to the near and far clip planes have Z slope. Adjust this value to avoid visual artifacts on such polygons. + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property has a type of Int in ShaderLab code. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property has a type of Int in ShaderLab code. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property is an integer. + + + + + + + + Adds a command to set the value of a given property for all Shaders, where the property is an integer. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Adds a command to multiply the instance count of every draw call by a specific multiplier. + + + + + + Add a "set invert culling" command to the buffer. + + A boolean indicating whether to invert the backface culling (true) or not (false). + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Adds a command to set the state of a global or local shader keyword. + + The local or global shader keyword to set the state for. + The material for which to set the state of the local shader keyword. + The compute shader for which to set the state of the local shader keyword. + The state to set the shader keyword state to. + + + + Set the current stereo projection matrices for late latching. Stereo matrices is passed in as an array of two matrices. + + Stereo projection matrices. + + + + Add a command to set the projection matrix. + + Projection (camera to clip space) matrix. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + Buffer to set as the write target. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as the write target. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set the RayTracingAccelerationStructure to be used with the RayTracingShader. + + The RayTracingShader to set parameter for. + Name of the RayTracingAccelerationStructure in shader coder. + Property name ID. Use Shader.PropertyToID to get this ID. + The RayTracingAccelerationStructure to be used. + + + + Adds a command to set an input or output buffer parameter on a RayTracingShader. + + The RayTracingShader to set parameter for. + The name of the constant buffer in shader code. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a RayTracingShader. + + The RayTracingShader to set parameter for. + The name of the constant buffer in shader code. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a constant buffer on a RayTracingShader. + + The RayTracingShader to set parameter for. + The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. + The name of the constant buffer in shader code. + The buffer to bind as constant buffer. + The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Adds a command to set a float parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a float parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive float parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive float parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set an integer parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set an integer parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive integer parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive integer parameters on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set a matrix array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to select which Shader Pass to use when executing ray/geometry intersection shaders. + + RayTracingShader to set parameter for. + The Shader Pass to use when executing ray tracing shaders. + + + + Adds a command to set a texture parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the texture variable in shader code. + The ID of the property name for the texture in shader code. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + + + + Adds a command to set a texture parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the texture variable in shader code. + The ID of the property name for the texture in shader code. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + + + + Adds a command to set a vector array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector array parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a RayTracingShader. + + RayTracingShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + Load action that is used for color and depth/stencil buffers. + Store action that is used for color and depth/stencil buffers. + Load action that is used for the color buffer. + Store action that is used for the color buffer. + Load action that is used for the depth/stencil buffer. + Store action that is used for the depth/stencil buffer. + + + + + Add a "set shadow sampling mode" command. + + Shadowmap render target to change the sampling mode on. + New sampling mode. + + + + Add a command to set single-pass stereo mode for the camera. + + Single-pass stereo mode for the camera. + + + + Add a command to set the view matrix. + + View (world to camera space) matrix. + + + + Add a command to set the rendering viewport. + + Viewport rectangle in pixel coordinates. + + + + Add a command to set the view and projection matrices. + + View (world to camera space) matrix. + Projection (camera to clip space) matrix. + + + + Unmark a global shader property for late latching. After unmarking, the shader property will no longer be late latched. This function is intended for the Universal Render Pipeline (URP) to specify late latched shader properties. + + Camera matrix property type to be unmarked for late latching. + + + + Adds an "AsyncGPUReadback.WaitAllRequests" command to the CommandBuffer. + + + + + Instructs the GPU to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing beginning for a given draw call. This parameter allows for a requested wait to be made before the next item's vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Instructs the GPU to wait until the given GraphicsFence is passed. + + The GraphicsFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing beginning for a given draw call. This parameter allows for a requested wait to be made before the next item's vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + This functionality is deprecated, and should no longer be used. Please use CommandBuffer.WaitOnAsyncGraphicsFence. + + The GPUFence that the GPU will be instructed to wait upon. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing completing for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. Some platforms can not differentiate between the start of vertex and pixel processing, these platforms will wait before the next items vertex processing. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Flags describing the intention for how the command buffer will be executed. Set these via CommandBuffer.SetExecutionFlags. + + + + + Command buffers flagged for async compute execution will throw exceptions if non-compatible commands are added to them. See ScriptableRenderContext.ExecuteCommandBufferAsync and Graphics.ExecuteCommandBufferAsync. + + + + + When no flags are specified, the command buffer is considered valid for all means of execution. This is the default for new command buffers. + + + + + Static class providing extension methods for CommandBuffer. + + + + + Adds a command to put a given render target into fast GPU memory. + + The render target to put into fast GPU memory. + The memory layout to use if only part of the render target is put into fast GPU memory, either because of the residency parameter or because of fast GPU memory availability. + The amount of the render target to put into fast GPU memory. Valid values are 0.0f - 1.0f inclusive. +A value of 0.0f is equal to none of the render target, and a value of 1.0f is equal to the whole render target. + + When this value is true, Unity copies the existing contents of the render target into fast memory. +When this value is false, Unity does not copy the existing contents of the render target into fast memory. +Set this value to true if you plan to add to the existing contents, and set it to false if you plan to overwrite or clear the existing contents. +Where possible, set this value to false for better performance. + + + + + + Adds a command to remove a given render target from fast GPU memory. + + The render target to remove from fast GPU memory. + When this value is true, Unity copies the existing contents of the render target when it removes it from fast GPU memory. When this value is false, Unity does not copy the existing contents of the render target when it removes it from fast GPU memory. Set this value to true if you plan to add to the existing contents, and set it to false if you plan to overwrite or clear the existing contents. Where possible, set this value to false for better performance. + + + + + Depth or stencil comparison function. + + + + + Always pass depth or stencil test. + + + + + Depth or stencil test is disabled. + + + + + Pass depth or stencil test when values are equal. + + + + + Pass depth or stencil test when new value is greater than old one. + + + + + Pass depth or stencil test when new value is greater or equal than old one. + + + + + Pass depth or stencil test when new value is less than old one. + + + + + Pass depth or stencil test when new value is less or equal than old one. + + + + + Never pass depth or stencil test. + + + + + Pass depth or stencil test when values are different. + + + + + Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to. + + + + + Background queue types would be the choice for tasks intended to run for an extended period of time, e.g for most of a frame or for several frames. Dispatches on background queues would execute at a lower priority than gfx queue tasks. + + + + + This queue type would be the choice for compute tasks supporting or as optimisations to graphics processing. CommandBuffers sent to this queue would be expected to complete within the scope of a single frame and likely be synchronised with the graphics queue via GPUFences. Dispatches on default queue types would execute at a lower priority than graphics queue tasks. + + + + + This queue type would be the choice for compute tasks requiring processing as soon as possible and would be prioritised over the graphics queue. + + + + + Support for various Graphics.CopyTexture cases. + + + + + Basic Graphics.CopyTexture support. + + + + + Support for Texture3D in Graphics.CopyTexture. + + + + + Support for Graphics.CopyTexture between different texture types. + + + + + No support for Graphics.CopyTexture. + + + + + Support for RenderTexture to Texture copies in Graphics.CopyTexture. + + + + + Support for Texture to RenderTexture copies in Graphics.CopyTexture. + + + + + Flags used by ScriptableCullingParameters.cullingOptions to configure a culling operation. + + + + + When this flag is set, Unity does not perform per-object culling. + + + + + When this flag is set, Unity performs the culling operation even if the Camera is not active. + + + + + When this flag is set, Unity culls Lights as part of the culling operation. + + + + + When this flag is set, Unity culls Reflection Probes as part of the culling operation. + + + + + Unset all CullingOptions flags. + + + + + When this flag is set, Unity performs occlusion culling as part of the culling operation. + + + + + When this flag is set, Unity culls shadow casters as part of the culling operation. + + + + + When this flag is set, Unity culls both eyes together for stereo rendering. + + + + + A struct containing the results of a culling operation. + + + + + Gets the number of per-object light and reflection probe indices. + + + The number of per-object light and reflection probe indices. + + + + + Gets the number of per-object light indices. + + + The number of per-object light indices. + + + + + Gets the number of per-object reflection probe indices. + + + The number of per-object reflection probe indices. + + + + + Array of visible lights. + + + + + Off-screen lights that still affect visible vertices. + + + + + Array of visible reflection probes. + + + + + Calculates the view and projection matrices and shadow split data for a directional light. + + The index into the active light array. + The cascade index. + The number of cascades. + The cascade ratios. + The resolution of the shadowmap. + The near plane offset for the light. + The computed view matrix. + The computed projection matrix. + The computed cascade data. + + If false, the shadow map for this cascade does not need to be rendered this frame. + + + + + Calculates the view and projection matrices and shadow split data for a point light. + + The index into the active light array. + The cubemap face to be rendered. + The amount by which to increase the camera FOV above 90 degrees. + The computed view matrix. + The computed projection matrix. + The computed split data. + + If false, the shadow map for this light and cubemap face does not need to be rendered this frame. + + + + + Calculates the view and projection matrices and shadow split data for a spot light. + + The index into the active light array. + The computed view matrix. + The computed projection matrix. + The computed split data. + + If false, the shadow map for this light does not need to be rendered this frame. + + + + + Fills a buffer with per-object light indices. + + The compute buffer object to fill. + The buffer object to fill. + + + + Fills a buffer with per-object light indices. + + The compute buffer object to fill. + The buffer object to fill. + + + + If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. + + The allocator to use. + + Array of indices that map from VisibleLight indices to internal per-object light list indices. + + + + + If a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists. + + The allocator to use. + + Array of indices that map from VisibleReflectionProbe indices to internal per-object reflection probe list indices. + + + + + Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges. + + The index of the shadow-casting light. + The bounds to be computed. + + True if the light affects at least one shadow casting object in the Scene. + + + + + If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. + + Array with light indices that map from VisibleLight to internal per-object light lists. + + + + If a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists. + + Array with reflection probe indices that map from VisibleReflectionProbe to internal per-object reflection probe lists. + + + + Backface culling mode. + + + + + Cull back-facing geometry. + + + + + Cull front-facing geometry. + + + + + Disable culling. + + + + + Default reflection mode. + + + + + Custom default reflection. + + + + + Skybox-based default reflection. + + + + + Values for the depth state. + + + + + How should depth testing be performed. + + + + + Default values for the depth state. + + + + + Controls whether pixels from this object are written to the depth buffer. + + + + + Creates a new depth state with the given values. + + Controls whether pixels from this object are written to the depth buffer. + How should depth testing be performed. + + + + Type of sorting to use while rendering. + + + + + Sort objects based on distance along a custom axis. + + + + + Orthographic sorting mode. + + + + + Perspective sorting mode. + + + + + Settings for ScriptableRenderContext.DrawRenderers. + + + + + Controls whether dynamic batching is enabled. + + + + + Controls whether instancing is enabled. + + + + + Sets the Material to use for any drawers in this group that don't meet the requirements. + + + + + Configures what light should be used as main light. + + + + + The maxiumum number of passes that can be rendered in 1 DrawRenderers call. + + + + + Sets the Material to use for all drawers that would render in this group. + + + + + Selects which pass of the override material to use. + + + + + What kind of per-object data to setup during rendering. + + + + + How to sort objects during rendering. + + + + + Create a draw settings struct. + + Shader pass to use. + Describes the methods to sort objects during rendering. + + + + Get the shader passes that this draw call can render. + + Index of the shader pass to use. + + + + Set the shader passes that this draw call can render. + + Index of the shader pass to use. + Name of the shader pass. + + + + Control Fast Memory render target layout. + + + + + Use the default fast memory layout. + + + + + Sections of the render target not placed in fast memory will be taken from the bottom of the image. + + + + + Sections of the render target not placed in fast memory will be taken from the top of the image. + + + + + A struct that represents filtering settings for ScriptableRenderContext.DrawRenderers. + + + + + Creates a FilteringSettings struct that contains default values for all properties. With these default values, Unity does not perform any filtering. + + + + + Determines if Unity excludes GameObjects that are in motion from rendering. This refers to GameObjects that have an active Motion Vector pass assigned to their Material or have set the Motion Vector mode to per object motion (Menu: Mesh Renderer > Additional Settings > Motion Vectors > Per Object Motion). +For Unity to exclude a GameObject from rendering, the GameObject must have moved since the last frame. To exclude a GameObject manually, enable a pass. + + + + + Unity renders objects whose GameObject.layer value is enabled in this bit mask. + + + + + Unity renders objects whose Renderer.renderingLayerMask value is enabled in this bit mask. + + + + + Unity renders objects whose Material.renderQueue value is within range specified by this Rendering.RenderQueueRange. + + + + + Unity renders objects whose SortingLayer.value value is within range specified by this Rendering.SortingLayerRange. + + + + + Creates a FilteringSettings struct for use with Rendering.ScriptableRenderContext.DrawRenderers. + + A Rendering.RenderQueueRange struct that sets the value of renderQueueRange. Unity renders objects whose Material.renderQueue value is within the given range. The default value is RenderQueueRange.all. + A bit mask that sets the value of layerMask. Unity renders objects whose GameObject.layer value is enabled in this bit mask. The default value is -1. + A bit mask that sets the value of renderingLayerMask. Unity renders objects whose Renderer.renderingLayerMask value is enabled in this bit mask. The default value is uint.MaxValue. + An int that sets the value of excludeMotionVectorObjects. When this is 1, Unity excludes objects that have a motion pass enabled, or have changed position since the last frame. The default value is 0. + + + + Graphics Format Swizzle. + + + + + The channel specified is not present for the format + + + + + The channel specified is not present for the format. + + + + + The channel specified contains alpha. + + + + + The channel specified contains blue. + + + + + The channel specified contains green. + + + + + The channel specified contains red. + + + + + Gizmo subsets. + + + + + Use to specify gizmos that should be rendered after ImageEffects. + + + + + Use to specify gizmos that should be rendered before ImageEffects. + + + + + Represents a global shader keyword. + + + + + The name of the shader keyword. (Read Only) + + + + + Creates and returns a Rendering.GlobalKeyword that represents a new or existing global shader keyword. + + The name of the global shader keyword. + + Returns a new instance of the GlobalKeyword class. + + + + + Creates and returns a GlobalKeyword struct that represents an existing global shader keyword. + + The name of the global shader keyword. + + + + This functionality is deprecated, and should no longer be used. Please use GraphicsFence. + + + + + This functionality is deprecated, and should no longer be used. Please use GraphicsFence.passed. + + + + + Graphics device API type. + + + + + Direct3D 11 graphics API. + + + + + Direct3D 12 graphics API. + + + + + Direct3D 9 graphics API. + + + + + Game Core Xbox One graphics API using Direct3D 12. + + + + + Game Core XboxSeries graphics API using Direct3D 12. + + + + + iOS Metal graphics API. + + + + + Nintendo 3DS graphics API. + + + + + No graphics API. + + + + + OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX) + + + + + OpenGL (Core profile - GL3 or later) graphics API. + + + + + OpenGL ES 2.0 graphics API. (deprecated on iOS and tvOS) + + + + + OpenGL ES 3.0 graphics API. (deprecated on iOS and tvOS) + + + + + PlayStation 3 graphics API. + + + + + PlayStation 4 graphics API. + + + + + PlayStation Mobile (PSM) graphics API. + + + + + Nintendo Switch graphics API. + + + + + Vulkan (EXPERIMENTAL). + + + + + Xbox One graphics API using Direct3D 11. + + + + + Xbox One graphics API using Direct3D 12. + + + + + Used to manage synchronisation between tasks on async compute queues and the graphics queue. + + + + + Determines whether the GraphicsFence has passed. + +Allows the CPU to determine whether the GPU has passed the point in its processing represented by the GraphicsFence. + + + + + The type of the GraphicsFence. Currently the only supported fence type is AsyncQueueSynchronization. + + + + + The GraphicsFence can be used to synchronise between different GPU queues, as well as to synchronise between GPU and the CPU. + + + + + The GraphicsFence can only be used to synchronize between the GPU and the CPU. + + + + + Script interface for. + + + + + An array containing the RenderPipelineAsset instances that describe the default render pipeline and any quality level overrides. + + + + + The RenderPipelineAsset that defines the active render pipeline for the current quality level. + + + + + Stores the default value for the RenderingLayerMask property of newly created Renderers. + + + + + The RenderPipelineAsset that defines the default render pipeline. + + + + + Disables the built-in update loop for Custom Render Textures, so that you can write your own update loop. + + + + + Whether to use a Light's color temperature when calculating the final color of that Light." + + + + + If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used. + + + + + If this is true, a log entry is made each time a shader is compiled at application runtime. + + + + + Is the current render pipeline capable of rendering direct lighting for rectangular area Lights? + + + + + Deprecated, use GraphicsSettings.defaultRenderPipeline instead. + + + + + An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. + + + + + Transparent object sorting mode. + + + + + Enable/Disable SRP batcher (experimental) at runtime. + + + + + If and when to include video shaders in the build. + + + + + Get custom shader used instead of a built-in shader. + + Built-in shader type to query custom shader for. + + The shader used. + + + + + Provides a reference to the GraphicSettings object. + + + Returns the GraphicsSettings object. + + + + + Get the registered RenderPipelineGlobalSettings for the given RenderPipeline. + + + + + Get built-in shader mode. + + Built-in shader type to query. + + Mode used for built-in shader. + + + + + Returns true if shader define was set when compiling shaders for current GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline. + + + + + + + Returns true if shader define was set when compiling shaders for a given GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline. + + + + + + Register a RenderPipelineGlobalSettings instance for a given RenderPipeline. A RenderPipeline can have only one registered RenderPipelineGlobalSettings instance. + + RenderPipelineGlobalSettings asset to register for a given RenderPipeline. The method does nothing if the parameter is null. + + + + Set custom shader to use instead of a built-in shader. + + Built-in shader type to set custom shader to. + The shader to use. + + + + Set built-in shader mode. + + Built-in shader type to change. + Mode to use for built-in shader. + + + + The method removes the association between the given RenderPipeline and the RenderPipelineGlobalSettings asset from GraphicsSettings. + + + + + An enum that represents. + + + + + The lowest graphics tier. Corresponds to low-end devices. + + + + + The medium graphics tier. Corresponds to mid-range devices. + + + + + The highest graphics tier. Corresponds to high-end devices. + + + + + Format of the mesh index buffer data. + + + + + 16 bit mesh index buffer format. + + + + + 32 bit mesh index buffer format. + + + + + Defines a place in light's rendering to attach Rendering.CommandBuffer objects to. + + + + + After directional light screenspace shadow mask is computed. + + + + + After shadowmap is rendered. + + + + + After shadowmap pass is rendered. + + + + + Before directional light screenspace shadow mask is computed. + + + + + Before shadowmap is rendered. + + + + + Before shadowmap pass is rendered. + + + + + Light probe interpolation type. + + + + + Simple light probe interpolation is used. + + + + + The light probe shader uniform values are extracted from the material property block set on the renderer. + + + + + Light Probes are not used. The Scene's ambient probe is provided to the shader. + + + + + Uses a 3D grid of interpolated light probes. + + + + + Shadow resolution options for a Light. + + + + + Use resolution from QualitySettings (default). + + + + + High shadow map resolution. + + + + + Low shadow map resolution. + + + + + Medium shadow map resolution. + + + + + Very high shadow map resolution. + + + + + Represents a shader keyword declared in a shader source file. + + + + + Whether this shader keyword was declared with global scope. (Read Only). + + + + + Specifies whether this local shader keyword is valid (Read Only). + + + + + The name of the shader keyword (Read Only). + + + + + The type of the shader keyword (Read Only). + + + + + Initializes and returns a LocalKeyword struct that represents an existing local shader keyword for a given Shader. + + The Shader to use. + The name of the local shader keyword. + + + + Initializes and returns a LocalKeyword struct that represents an existing local shader keyword for a given ComputeShader + + The ComputeShader to use. + The name of the local shader keyword. + + + + Returns true if the shader keywords are the same. Otherwise, returns false. + + + + + + + Returns true if the shader keywords are not the same. Otherwise, returns false. + + + + + + + Represents the local keyword space of a Shader or ComputeShader. + + + + + The number of local shader keywords in this local keyword space. (Read Only) + + + + + An array containing the names of all local shader keywords in this local keyword space. (Read Only) + + + + + An array containing all Rendering.LocalKeyword structs in this local keyword space. (Read Only) + + + + + Searches for a local shader keyword with a given name in the keyword space. + + The name of the shader keyword to search for. + + Returns a valid Rendering.LocalKeyword if it's present in the keyword space. Otherwise, returns an invalid Rendering.LocalKeyword. + + + + + Returns true if the local shader keyword spaces are the same. Otherwise, returns false. + + + + + + + Returns true if the local shader keyword spaces are not the same. Otherwise, returns false. + + + + + + + LODGroup culling parameters. + + + + + Rendering view height in pixels. + + + + + Camera position. + + + + + Camera's field of view. + + + + + Indicates whether camera is orthographic. + + + + + Orhographic camera size. + + + + + Mesh data update flags. + + + + + Indicates that Unity should perform the default checks and validation when you update a Mesh's data. + + + + + Indicates that Unity should not notify Renderer components about a possible Mesh bounds change, when you modify Mesh data. + + + + + Indicates that Unity should not recalculate the bounds when you set Mesh data using Mesh.SetSubMesh. + + + + + Indicates that Unity should not reset skinned mesh bone bounds when you modify Mesh data using Mesh.SetVertexBufferData or Mesh.SetIndexBufferData. + + + + + Indicates that Unity should not check index values when you use Mesh.SetIndexBufferData to modify a Mesh's data. + + + + + Use the OnDemandRendering class to control and query information about your application's rendering speed independent from all other subsystems (such as physics, input, or animation). + + + + + + The current estimated rate of rendering in frames per second rounded to the nearest integer. + + + + + Get or set the current frame rate interval. To restore rendering back to the value of Application.targetFrameRate or QualitySettings.vSyncCount set this to 0 or 1. + + + + + True if the current frame will be rendered. + + + + + Opaque object sorting mode of a Camera. + + + + + Default opaque sorting mode. + + + + + Do rough front-to-back sorting of opaque objects. + + + + + Do not sort opaque objects by distance. + + + + + Specifies the OpenGL ES version. + + + + + No valid OpenGL ES version + + + + + OpenGL ES 2.0 + + + + + OpenGL ES 3.0 + + + + + OpenGL ES 3.1 + + + + + OpenGL ES 3.1 with Android Extension Pack + + + + + OpenGL ES 3.2 + + + + + Represents an opaque identifier of a specific Pass in a Shader. + + + + + Returns true if the pass identifiers are the same. Otherwise, returns false. + + + + + + + Returns true if the pass identifiers are not the same. Otherwise, returns false. + + + + + + + The index of the pass within the subshader (Read Only). + + + + + The index of the subshader within the shader (Read Only). + + + + + Shader pass type for Unity's lighting pipeline. + + + + + Deferred Shading shader pass. + + + + + Forward rendering additive pixel light pass. + + + + + Forward rendering base pass. + + + + + Grab Pass. Use this when you want to detect the type of the Grab Pass compared to other passes using the Normal type. Otherwise use Normal. + + + + + Legacy deferred lighting (light pre-pass) base pass. + + + + + Legacy deferred lighting (light pre-pass) final pass. + + + + + Shader pass used to generate the albedo and emissive values used as input to lightmapping. + + + + + Motion vector render pass. + + + + + Regular shader pass that does not interact with lighting. + + + + + Custom scriptable pipeline. + + + + + Custom scriptable pipeline when lightmode is set to default unlit or no light mode is set. + + + + + Shadow caster & depth texure shader pass. + + + + + Legacy vertex-lit shader pass. + + + + + Legacy vertex-lit shader pass, with mobile lightmaps. + + + + + Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps. + + + + + What kind of per-object data to setup during rendering. + + + + + Setup per-object light data. + + + + + Setup per-object light indices. + + + + + Setup per-object lightmaps. + + + + + Setup per-object light probe SH data. + + + + + Setup per-object light probe proxy volume data. + + + + + Setup per-object motion vectors. + + + + + Do not setup any particular per-object data besides the transformation matrix. + + + + + Setup per-object occlusion probe data. + + + + + Setup per-object occlusion probe proxy volume data (occlusion in alpha channels). + + + + + Setup per-object reflection probe index offset and count. + + + + + Setup per-object reflection probe data. + + + + + Setup per-object shadowmask. + + + + + Provides an interface to control GPU frame capture in Microsoft's PIX software. + + + + + Begins a GPU frame capture in PIX. If not running via PIX, or as a development build, then it has no effect. + + + + + Ends the current GPU frame capture in PIX. If not running via PIX, or as a development build, then it has no effect. + + + + + Returns true if running via PIX and in a development build. + + + + + A collection of Rendering.ShaderKeyword that represents a specific platform variant. + + + + + Disable a specific shader keyword. + + + + + Enable a specific shader keyword. + + + + + Check whether a specific shader keyword is enabled. + + + + + + Values for the raster state. + + + + + Enables conservative rasterization. Before using check for support via SystemInfo.supportsConservativeRaster property. + + + + + Controls which sides of polygons should be culled (not drawn). + + + + + Default values for the raster state. + + + + + Enable clipping based on depth. + + + + + Scales the maximum Z slope in the GPU's depth bias setting. + + + + + Scales the minimum resolvable depth buffer value in the GPU's depth bias setting. + + + + + Creates a new raster state with the given values. + + Controls which sides of polygons should be culled (not drawn). + Scales the minimum resolvable depth buffer value in the GPU's depth bias setting. + Scales the maximum Z slope in the GPU's depth bias setting. + + + + + How much CPU usage to assign to the final lighting calculations at runtime. + + + + + 75% of the allowed CPU threads are used as worker threads. + + + + + 25% of the allowed CPU threads are used as worker threads. + + + + + 50% of the allowed CPU threads are used as worker threads. + + + + + 100% of the allowed CPU threads are used as worker threads. + + + + + Determines how Unity will compress baked reflection cubemap. + + + + + Baked Reflection cubemap will be compressed if compression format is suitable. + + + + + Baked Reflection cubemap will be compressed. + + + + + Baked Reflection cubemap will be left uncompressed. + + + + + ReflectionProbeBlendInfo contains information required for blending probes. + + + + + Reflection Probe used in blending. + + + + + Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0. + + + + + Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Reflection probe's update mode. + + + + + Reflection probe is baked in the Editor. + + + + + Reflection probe uses a custom texture specified by the user. + + + + + Reflection probe is updating in real-time. + + + + + An enum describing the way a real-time reflection probe refreshes in the Player. + + + + + Causes Unity to update the probe's cubemap every frame. +Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe + +See Also: ReflectionProbe.RenderProbe. + + + + + Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script. + +See Also: ReflectionProbe.RenderProbe. + + + + + Visible reflection probes sorting options. + + + + + Sort probes by importance. + + + + + Sort probes by importance, then by size. + + + + + Do not sort reflection probes. + + + + + Sort probes from largest to smallest. + + + + + When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. +Updating a probe's cubemap is a costly operation. Unity needs to render the entire Scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. + + + + + Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames. + + + + + Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in Scenes where lighting conditions change over these 14 frames. + + + + + Unity will render the probe entirely in one frame. + + + + + Reflection Probe usage. + + + + + Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur. + + + + + Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments. + + + + + Reflection probes are disabled, skybox will be used for reflection. + + + + + Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes. + + + + + This enum describes what should be done on the render target when it is activated (loaded). + + + + + Upon activating the render buffer, clear its contents. Currently only works together with the RenderPass API. + + + + + When this RenderBuffer is activated, the GPU is instructed not to care about the existing contents of that RenderBuffer. On tile-based GPUs this means that the RenderBuffer contents do not need to be loaded into the tile memory, providing a performance boost. + + + + + When this RenderBuffer is activated, preserve the existing contents of it. This setting is expensive on tile-based GPUs and should be avoided whenever possible. + + + + + This enum describes what should be done on the render target when the GPU is done rendering into it. + + + + + The contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost. + + + + + Resolve the MSAA surface. + + + + + The RenderBuffer contents need to be stored to RAM. If the surface has MSAA enabled, this stores the non-resolved surface. + + + + + Resolve the MSAA surface, but also store the multisampled version. + + + + + Represents a subset of visible GameObjects. + + + + + Indicates whether the RendererList is valid or not. If the RendererList is valid, this returns true. Otherwise, this returns false. + + + + + Returns an empty RendererList. + + + + + Represents the set of GameObjects that a RendererList contains. + + + + + Indicates whether to exclude dynamic GameObjects from the RendererList. + + + + + The rendering layer mask to use for filtering this RendererList. + + + + + The material to render the RendererList's GameObjects with. This overrides the material for each GameObject. + + + + + Pass index for the override material. + + + + + The renderer configuration for the RendererList. For more information, see Rendering.PerObjectData. + + + + + The material render queue range to use for the RendererList. For more information, see Rendering.RenderQueueRange. + + + + + The method Unity uses to sort the GameObjects in the RendererList. For more information, see Rendering.SortingCriteria. + + + + + An optional set of values to override the RendererLists render state. For more information, see Rendering.RenderStateBlock. + + + + + Initializes and returns an instance of RendererListDesc. + + The pass name to use for the RendererList. + The culling result used to create the RendererList. + The camera Unity uses to determine the current view and sorting properties. + The list of passes to use for the RendererList. + + + + Initializes and returns an instance of RendererListDesc. + + The pass name to use for the RendererList. + The culling result used to create the RendererList. + The camera Unity uses to determine the current view and sorting properties. + The list of passes to use for the RendererList. + + + + Checks whether the RendererListDesc is valid. + + + If the RendererListDesc is valid, this returns true. Otherwise, this returns false. + + + + + Options that represent the result of a ScriptableRenderContext.QueryRendererList operation. + + + + + There are no GameObjects in the current view that match the RendererList's criteria. + + + + + The RendererList from the query operation is invalid. + + + + + The RendererList is not empty. + + + + + Unity is still processing the RendererList. + + + + + Options for the application's actual rendering threading mode. + + + + + Use the Direct enum to directly render your application from the main thread. + + + + + Generates intermediate graphics commands via several worker threads. A single render thread then converts them into low-level platform API graphics commands. + + + + + Generates intermediate graphics commands via the main thread. The render thread converts them into low-level platform API graphics commands. + + + + + Main thread generates intermediate graphics commands. Render thread converts them into low-level platform API graphics commands. Render thread can also dispatch graphics jobs to several worker threads. + + + + + Generates intermediate graphics commands via several worker threads and converts them into low-level platform API graphics commands. + + + + + Use SingleThreaded for internal debugging. It uses only a single thread to simulate Rendering.RenderingThreadingMode.MultiThreaded|RenderingThreadingMode.MultiThreaded. + + + + + Defines a series of commands and settings that describes how Unity renders a frame. + + + + + Returns true when the RenderPipeline is invalid or destroyed. + + + + + Calls the RenderPipelineManager.beginCameraRendering delegate. + + + + + + + Calls the RenderPipelineManager.beginContextRendering and RenderPipelineManager.beginFrameRendering delegates. + + + + + + + Calls the RenderPipelineManager.beginFrameRendering delegate. + + + + + + + Calls the RenderPipelineManager.endCameraRendering delegate. + + + + + + + Calls the RenderPipelineManager.endContextRendering and RenderPipelineManager.endFrameRendering delegates. + + + + + + + Calls the RenderPipelineManager.endFrameRendering delegate. + + + + + + + Executes RenderRequests submitted using Camera.SubmitRenderRequests. + + The list of RenderRequests to execute. + + + + + + Entry point method that defines custom rendering for this RenderPipeline. + + + + + + + Entry point method that defines custom rendering for this RenderPipeline. + + + + + + + An asset that produces a specific IRenderPipeline. + + + + + Retrieves the default Autodesk Interactive masked Shader for this pipeline. + + + Returns the default shader. + + + + + Retrieves the default Autodesk Interactive Shader for this pipeline. + + + Returns the default shader. + + + + + Retrieves the default Autodesk Interactive transparent Shader for this pipeline. + + + Returns the default shader. + + + + + Gets the default 2D Mask Material used by Sprite Masks in Universal Render Pipeline. + + + Returns the default material. + + + + + Return the default 2D Material for this pipeline. + + + Default material. + + + + + Return the default Line Material for this pipeline. + + + Default material. + + + + + Return the default Material for this pipeline. + + + Default material. + + + + + Return the default particle Material for this pipeline. + + + Default material. + + + + + Return the default Shader for this pipeline. + + + Default shader. + + + + + Return the default SpeedTree v7 Shader for this pipeline. + + + + + Return the default SpeedTree v8 Shader for this pipeline. + + + + + Return the default Terrain Material for this pipeline. + + + Default material. + + + + + Return the default UI ETC1 Material for this pipeline. + + + Default material. + + + + + Return the default UI Material for this pipeline. + + + Default material. + + + + + Return the default UI overdraw Material for this pipeline. + + + Default material. + + + + + Returns the names of the Rendering Layer Masks for this pipeline, with each name prefixed by a unique numerical ID. + + + Returns the mask names defined in renderingLayerMaskNames, but with each name prefixed by its index in the array, a colon, and a space. For example, if the element with an index of 2 has the name "Example Name", its value in this array is "2: Example Name". + + + + + Returns the names of the Rendering Layer Masks for this pipeline. + + + An array of 32 Rendering Layer Mask names. + + + + + The render index for the terrain brush in the editor. + + + Queue index. + + + + + Return the detail grass billboard Shader for this pipeline. + + + + + Return the detail grass Shader for this pipeline. + + + + + Return the detail lit Shader for this pipeline. + + + + + Create a IRenderPipeline specific to this asset. + + + Created pipeline. + + + + + Default implementation of OnDisable for RenderPipelineAsset. See ScriptableObject.OnDisable + + + + + Default implementation of OnValidate for RenderPipelineAsset. See MonoBehaviour.OnValidate + + + + + A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline. + + + + + Render Pipeline manager. + + + + + Delegate that you can use to invoke custom code when Unity changes the active render pipeline, and the new RenderPipeline has a different type to the old one. + + + + + + Delegate that you can use to invoke custom code before Unity renders an individual Camera. + + + + + + Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. + + + + + + Delegate that you can use to invoke custom code at the start of RenderPipeline.Render. + + + + + + Returns the active RenderPipeline. + + + + + Delegate that you can use to invoke custom code after Unity renders an individual Camera. + + + + + + Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. + + + + + + Delegate that you can use to invoke custom code at the end of RenderPipeline.Render. + + + + + + Determine in which order objects are renderered. + + + + + Alpha tested geometry uses this queue. + + + + + This render queue is rendered before any others. + + + + + Opaque geometry uses this queue. + + + + + Last render queue that is considered "opaque". + + + + + This render queue is meant for overlay effects. + + + + + This render queue is rendered after Geometry and AlphaTest, in back-to-front order. + + + + + Describes a material render queue range. + + + + + A range that includes all objects. + + + + + Inclusive lower bound for the range. + + + + + Maximum value that can be used as a bound. + + + + + Minimum value that can be used as a bound. + + + + + A range that includes only opaque objects. + + + + + A range that includes only transparent objects. + + + + + Inclusive upper bound for the range. + + + + + Create a render queue range struct. + + Inclusive lower bound for the range. + Inclusive upper bound for the range. + + + + A set of values that Unity uses to override the GPU's render state. + + + + + Specifies the new blend state. + + + + + Specifies the new depth state. + + + + + Specifies which parts of the GPU's render state to override. + + + + + Specifies the new raster state. + + + + + The value to be compared against and/or the value to be written to the buffer, based on the stencil state. + + + + + Specifies the new stencil state. + + + + + Creates a new render state block with the specified mask. + + Specifies which parts of the GPU's render state to override. + + + + Specifies which parts of the render state that is overriden. + + + + + When set, the blend state is overridden. + + + + + When set, the depth state is overridden. + + + + + When set, all render states are overridden. + + + + + No render states are overridden. + + + + + When set, the raster state is overridden. + + + + + When set, the stencil state and reference value is overridden. + + + + + Describes a render target with one or more color buffers, a depthstencil buffer and the associated loadstore-actions that are applied when the render target is active. + + + + + Load actions for color buffers. + + + + + Color buffers to use as render targets. + + + + + Store actions for color buffers. + + + + + Load action for the depth/stencil buffer. + + + + + Depth/stencil buffer to use as render target. + + + + + Store action for the depth/stencil buffer. + + + + + Optional flags. + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Constructs RenderTargetBinding. + + Color buffers to use as render targets. + Depth buffer to use as render target. + Load actions for color buffers. + Store actions for color buffers. + Load action for the depth/stencil buffer. + Store action for the depth/stencil buffer. + + + + + + + + + + Values for the blend state. + + + + + Operation used for blending the alpha (A) channel. + + + + + Operation used for blending the color (RGB) channel. + + + + + Default values for the blend state. + + + + + Blend factor used for the alpha (A) channel of the destination. + + + + + Blend factor used for the color (RGB) channel of the destination. + + + + + Blend factor used for the alpha (A) channel of the source. + + + + + Blend factor used for the color (RGB) channel of the source. + + + + + Specifies which color components will get written into the target framebuffer. + + + + + Creates a new blend state with the given values. + + Specifies which color components will get written into the target framebuffer. + Blend factor used for the color (RGB) channel of the source. + Blend factor used for the color (RGB) channel of the destination. + Blend factor used for the alpha (A) channel of the source. + Blend factor used for the alpha (A) channel of the destination. + Operation used for blending the color (RGB) channel. + Operation used for blending the alpha (A) channel. + + + + This enum describes optional flags for the RenderTargetBinding structure. + + + + + No flag option (0). + + + + + The depth buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the depth buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + + + + + Both depth and stencil buffers bound for rendering may be bound as samplable textures to the graphics pipeline: some platforms require the depth and stencil buffers to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + This flag is a bitwise combination of RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil. + + + + + The stencil buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the stencil buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. + + + + + Identifies a RenderTexture for a Rendering.CommandBuffer. + + + + + All depth-slices of the render resource are bound for rendering. For textures which are neither array nor 3D, the default slice is bound. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + MipLevel of the RenderTexture to use. + Cubemap face of the Cubemap RenderTexture to use. + Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. + An existing render target identifier. + + + + + Types of data that you can encapsulate within a render texture. + + + + + Color element of a RenderTexture. + + + + + The Default element of a RenderTexture. + + + + + The depth element of a RenderTexture. + + + + + The stencil element of a RenderTexture. + + + + + Flags that determine which render targets Unity clears when you use CommandBuffer.ClearRenderTarget. + + + + + Clear all color render targets, the depth buffer, and the stencil buffer. This is equivalent to combining RTClearFlags.Color, RTClearFlags.Depth and RTClearFlags.Stencil. + + + + + Clear all color render targets. + + + + + Clear both the color and the depth buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Depth. + + + + + Clear both the color and the stencil buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Stencil. + + + + + Clear the depth buffer. + + + + + Clear both the depth and the stencil buffer. This is equivalent to combining RTClearFlags.Depth and RTClearFlags.Stencil. + + + + + Do not clear any render target. + + + + + Clear the stencil buffer. + + + + + Represents an active render pass until disposed. + + + + + Ends the current render pass in the ScriptableRenderContext that was used to create the ScopedRenderPass. + + + + + Represents an active sub pass until disposed. + + + + + Ends the current sub pass in the ScriptableRenderContext that was used to create the ScopedSubPass. + + + + + Parameters that configure a culling operation in the Scriptable Render Pipeline. + + + + + This parameter determines query distance for occlusion culling. + + + + + Camera Properties used for culling. + + + + + This property enables a conservative method for calculating the size and position of the minimal enclosing sphere around the frustum cascade corner points for shadow culling. + + + + + The lower limit to the value ScriptableCullingParameters.maximumPortalCullingJobs. + + + + + The upper limit to the value ScriptableCullingParameters.maximumPortalCullingJobs. + + + + + The mask for the culling operation. + + + + + The matrix for the culling operation. + + + + + Flags to configure a culling operation in the Scriptable Render Pipeline. + + + + + Number of culling planes to use. + + + + + Is the cull orthographic. + + + + + The amount of layers available. + + + + + LODParameters for culling. + + + + + Maximum amount of culling planes that can be specified. + + + + + This parameter controls how many active jobs contribute to occlusion culling. + + + + + This parameter controls how many visible lights are allowed. + + + + + + + + + + Position for the origin of the cull. + + + + + Reflection Probe Sort options for the cull. + + + + + Shadow distance to use for the cull. + + + + + Offset to apply to the near camera plane when performing shadow map rendering. + + + + + The projection matrix generated for single-pass stereo culling. + + + + + Distance between the virtual eyes. + + + + + The view matrix generated for single-pass stereo culling. + + + + + Fetch the culling plane at the given index. + + + + + + Get the distance for the culling of a specific layer. + + + + + + Set the culling plane at a given index. + + + + + + + Set the distance for the culling of a specific layer. + + + + + + + Defines state and drawing commands that custom render pipelines use. + + + + + Schedules the beginning of a new render pass. Only one render pass can be active at any time. + + The width of the render pass surfaces in pixels. + The height of the render pass surfaces in pixels. + MSAA sample count; set to 1 to disable antialiasing. + Array of color attachments to use within this render pass. The values in the array are copied immediately. + The index of the attachment to be used as the depthstencil buffer for this render pass, or -1 to disable depthstencil. + + + + Schedules the beginning of a new render pass. If you call this a using-statement, Unity calls EndRenderPass automatically when exiting the using-block. Only one render pass can be active at any time. + + The width of the render pass surfaces in pixels. + The height of the render pass surfaces in pixels. + MSAA sample count; set to 1 to disable antialiasing. + Array of color attachments to use within this render pass. The values in the array are copied immediately. + The index of the attachment to be used as the depthstencil buffer for this render pass, or -1 to disable depthstencil. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. +Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. The values in the array are copied immediately. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time. + + Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass. + If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs. + If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input. + If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input. + + + + Creates a new RendererList. + + A descriptor that represents the set of GameObjects the RendererList contains. + + Returns a new RendererList based on the RendererListDesc you pass in. + + + + + Performs culling based on the ScriptableCullingParameters typically obtained from the Camera currently being rendered. + + Parameters for culling. + + Culling results. + + + + + Schedules the drawing of a subset of Gizmos (before or after post-processing) for the given Camera. + + The camera of the current view. + Set to GizmoSubset.PreImageEffects to draw Gizmos that should be affected by postprocessing, or GizmoSubset.PostImageEffects to draw Gizmos that should not be affected by postprocessing. See also: GizmoSubset. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of a set of visible objects, and optionally overrides the GPU's render state. + + The set of visible objects to draw. You typically obtain this from ScriptableRenderContext.Cull. + A struct that describes how to draw the objects. + A struct that describes how to filter the set of visible objects, so that Unity only draws a subset. + A set of values that Unity uses to override the GPU's render state. + The name of a. + If set to true, tagName specifies a. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a given. + An array of ShaderTagId structs, where the ShaderTagId.name|name is the value of a that has the name "RenderType". + An array of structs that describe which parts of the GPU's render state to override. + + + + Schedules the drawing of shadow casters for a single Light. + + Specifies which set of shadow casters to draw, and how to draw them. + + + + Schedules the drawing of the skybox. + + Camera to draw the skybox for. + + + + Draw the UI overlay. + + The camera of the current view. + + + + Schedules the drawing of a wireframe overlay for a given Scene view Camera. + + The Scene view Camera to draw the overlay for. + + + + Emits UI geometry for rendering for the specified camera. + + Camera to emit the geometry for. + + + + Emits UI geometry into the Scene view for rendering. + + Camera to emit the geometry for. + + + + Schedules the end of a currently active render pass. + + + + + Schedules the end of the currently active sub pass. + + + + + Schedules the execution of a custom graphics Command Buffer. + + Specifies the Command Buffer to execute. + + + + Schedules the execution of a Command Buffer on an async compute queue. The ComputeQueueType that you pass in determines the queue order. + + The CommandBuffer to be executed. + Describes the desired async compute queue the supplied CommandBuffer should be executed on. + + + + Schedules an invocation of the OnRenderObject callback for MonoBehaviour scripts. + + + + + Starts to process the provided RendererLists in the background. + + The list of RendererList objects to prepare for rendering. + + + + Queries the status of a RendererList. + + The RendererList to query. + + Returns the status of the RendererList. + + + + + Schedules the setup of Camera specific global Shader variables. + + Camera to setup shader variables for. + Set up the stereo shader variables and state. + The current eye to be rendered. + + + + Schedules the setup of Camera specific global Shader variables. + + Camera to setup shader variables for. + Set up the stereo shader variables and state. + The current eye to be rendered. + + + + Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext. + + Camera to enable stereo rendering on. + The current eye to be rendered. + + + + Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext. + + Camera to enable stereo rendering on. + The current eye to be rendered. + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedule notification of completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + The current eye to be rendered. + + + + + Schedules a stop of stereo rendering on the ScriptableRenderContext. + + Camera to disable stereo rendering on. + + + + Submits all the scheduled commands to the rendering loop for execution. + + + + + This method submits all the scheduled commands to the rendering loop for validation. The validation checks whether render passes that were started with the BeginRenderPass call can execute the scheduled commands. + + + + + Options for the shader constant value type. + + + + + The shader constant is a matrix. The related ShaderData.ConstantInfo stores the number of rows and columns. + + + + + The shader constant is a struct. The related ShaderData.ConstantInfo stores the struct's size and members. + + + + + The shader constant is a vector or a scalar (a vector with one column). The related ShaderData.ConstantInfo stores the number of columns. + + + + + Represents an identifier for a specific code path in a shader. + + + + + The index of the shader keyword. + + + + + The name of the shader keyword. (Read Only) + + + + + Initializes a new instance of the ShaderKeyword class from a shader global keyword name. + + The name of the keyword. + + + + Initializes a new instance of the ShaderKeyword class from a local shader keyword name. + + The shader that declares the keyword. + The name of the keyword. + + + + Initializes a new instance of the ShaderKeyword class from a local shader keyword name, and the compute shader that defines that local keyword. + + The compute shader that declares the local keyword. + The name of the keyword. + + + + Gets the string name of the global keyword. + + + + + + Returns the type of global keyword: built-in or user defined. + + + + + + Gets the string name of the keyword. + + + + + + + Gets the string name of the keyword. + + + + + + + Gets the string name of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Gets the type of the keyword. + + + + + + + Returns true if the keyword is local. + + + + + + Checks whether the global shader keyword exists. + + + Returns true if the global shader keyword exists. Otherwise, returns false. + + + + + Checks whether the shader keyword exists in the compute shader you pass in. + + The shader that declares the keyword. + + Returns true if the shader keyword exists. Otherwise, returns false. + + + + + Checks whether the shader keyword exists in the shader you pass in. + + The shader that declares the keyword. + + Returns true if the shader keyword exists. Otherwise, returns false. + + + + + A collection of Rendering.ShaderKeyword that represents a specific shader variant. + + + + + Disable a specific shader keyword. + + + + + + Enable a specific shader keyword. + + + + + + Return an array with all the enabled keywords in the ShaderKeywordSet. + + + + + Check whether a specific shader keyword is enabled. + + + + + + Check whether a specific shader keyword is enabled. + + + + + + Check whether a specific shader keyword is enabled. + + + + + + Type of a shader keyword, eg: built-in or user defined. + + + + + The keyword is built-in the runtime and can be automatically stripped if unusued. + + + + + The keyword is built-in the runtime and it is systematically reserved. + + + + + The keyword is built-in the runtime and it is optionally reserved depending on the features used. + + + + + No type is assigned. + + + + + The keyword is created by a shader compiler plugin. + + + + + The keyword is defined by the user. + + + + + Options for the data type of a shader constant's members. + + + + + A boolean. + + + + + A float. + + + + + A half-precision float. + + + + + An integer. + + + + + A short. + + + + + An unsigned integer. + + + + + Flags that control how a shader property behaves. + + + + + Signifies that values of this property are in gamma space. If the active color space is linear, Unity converts the values to linear space values. + + + + + Signifies that values of this property contain High Dynamic Range (HDR) data. + + + + + Signifies that Unity hides the property in the default Material Inspector. + + + + + Signifies that value of this property contains the main color of the Material. + + + + + Signifies that value of this property contains the main texture of the Material. + + + + + No flags are set. + + + + + You cannot edit this Texture property in the default Material Inspector. + + + + + Signifies that values of this property contain Normal (normalized vector) data. + + + + + Do not show UV scale/offset fields next to Textures in the default Material Inspector. + + + + + In the Material Inspector, Unity queries the value for this property from the Renderer's MaterialPropertyBlock, instead of from the Material. The value will also appear as read-only. + + + + + Type of a given shader property. + + + + + The property holds a Vector4 value representing a color. + + + + + The property holds a floating number value. + + + + + The property holds an integer number value. + + + + + The property holds a floating number value in a certain range. + + + + + The property holds a Texture object. + + + + + The property holds a Vector4 value. + + + + + Shader tag ids are used to refer to various names in shaders. + + + + + Gets the name of the tag referred to by the shader tag id. + + + + + Describes a shader tag id not referring to any name. + + + + + Gets or creates a shader tag id representing the given name. + + The name to represent with the shader tag id. + + + + Converts a string to a ShaderTagId. + + + + + + Converts a ShaderTagId to a string. + + + + + + How shadows are cast from this object. + + + + + No shadows are cast from this object. + + + + + Shadows are cast from this object. + + + + + Object casts shadows, but is otherwise invisible in the Scene. + + + + + Shadows are cast from this object, treating it as two-sided. + + + + + Settings for ScriptableRenderContext.DrawShadows. + + + + + Culling results to use. + + + + + The index of the shadow-casting light to be rendered. + + + + + Specifies the filter Unity applies to GameObjects that it renders in the shadow pass. + + + + + The split data. + + + + + Set this to true to make Unity filter Renderers during shadow rendering. Unity filters Renderers based on the Rendering Layer Mask of the Renderer itself, and the Rendering Layer Mask of each shadow casting Light. + + + + + Create a shadow settings object. + + The cull results for this light. + The light index. + + + + + Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer. + + + + + All shadow map passes. + + + + + All directional shadow map passes. + + + + + First directional shadow map cascade. + + + + + Second directional shadow map cascade. + + + + + Third directional shadow map cascade. + + + + + Fourth directional shadow map cascade. + + + + + All point light shadow passes. + + + + + -X point light shadow cubemap face. + + + + + -Y point light shadow cubemap face. + + + + + -Z point light shadow cubemap face. + + + + + +X point light shadow cubemap face. + + + + + +Y point light shadow cubemap face. + + + + + +Z point light shadow cubemap face. + + + + + Spotlight shadow pass. + + + + + Used by CommandBuffer.SetShadowSamplingMode. + + + + + Default shadow sampling mode: sampling with a comparison filter. + + + + + In ShadowSamplingMode.None, depths are not compared. Use this value if a Texture is not a shadowmap. + + + + + Shadow sampling mode for sampling the depth value. + + + + + Describes the culling information for a given shadow split (e.g. directional cascade). + + + + + The number of culling planes. + + + + + The culling sphere. The first three components of the vector describe the sphere center, and the last component specifies the radius. + + + + + The maximum number of culling planes. + + + + + + A multiplier applied to the radius of the culling sphere. + +Values must be in the range 0 to 1. With higher values, Unity culls more objects. Lower makes the cascades share more rendered objects. Using lower values allows blending between different cascades as they then share objects. + + + + + + Gets a culling plane. + + The culling plane index. + + The culling plane. + + + + + Sets a culling plane. + + The index of the culling plane to set. + The culling plane. + + + + Enum type defines the different stereo rendering modes available. + + + + + Render stereo using GPU instancing. + + + + + Render stereo using OpenGL multiview. + + + + + Render stereo using multiple passes. + + + + + Render stereo to the left and right halves of a single, double-width render target. + + + + + How to sort objects during rendering. + + + + + Sort objects back to front. + + + + + Sort renderers taking canvas order into account. + + + + + Typical sorting for opaque objects. + + + + + Typical sorting for transparencies. + + + + + Do not sort objects. + + + + + Sort objects to reduce draw state changes. + + + + + Sort objects in rough front-to-back buckets. + + + + + Sorts objects by renderer priority. + + + + + Sort by material render queue. + + + + + Sort by renderer sorting layer. + + + + + Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Updates all Sorting Group immediately. + + + + + Describes a renderer's sorting layer range. + + + + + A range that includes all objects. + + + + + Inclusive lower bound for the range. + + + + + Inclusive upper bound for the range. + + + + + Sets the inclusive range for a sorting layer object. + + Lowest sorting layer value to include. + Highest sorting layer value to include. + + + + This struct describes the methods to sort objects during rendering. + + + + + Used to calculate the distance to objects. + + + + + What kind of sorting to do while rendering. + + + + + Used to calculate distance to objects, by comparing the positions of objects to this axis. + + + + + Type of sorting to use while rendering. + + + + + Used to calculate the distance to objects. + + + + + Create a sorting settings struct. + + The camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting. + + + + Spherical harmonics up to the second order (3 bands, 9 coefficients). + + + + + Add an ambient light to the spherical harmonics. + + + + + + Add a directional light to the spherical harmonics. + + The direction from the light probe to the light. The vector should be normalized for correct results. + The color of the light. + The intensity of the light. + + + + Clears the spherical harmonics coefficients to zero. + + + + + Evaluates the spherical harmonics for each given direction. The directions and results arrays must have the same size. + + Array of normalized directions in which to evaluate the spherical harmonics. + Output array for the evaluated values. The order of the results is the same as the directions array. + + + + Returns true if the spherical harmonics are equal. + + + + + + + Scales SH by a given factor. + + + + + + + Scales SH by a given factor. + + + + + + + Returns true if the spherical harmonics are different. + + + + + + + Adds two spherical harmonics. + + + + + + + Access individual SH coefficients. + + + + + Provides an interface to the Unity splash screen. + + + + + Returns true once the splash screen has finished. This is once all logos have been shown for their specified duration. + + + + + Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing. + + + + + Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this. + + + + + Stop the SplashScreen rendering. + + + + + + The behavior to apply when calling ParticleSystem.Stop|Stop. + + + + + Jumps to the final stage of the Splash Screen and performs a fade from the background to the game. + + + + + Immediately stop rendering the SplashScreen. + + + + + Specifies the operation that's performed on the stencil buffer when rendering. + + + + + Decrements the current stencil buffer value. Clamps to 0. + + + + + Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero. + + + + + Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. + + + + + Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value. + + + + + Bitwise inverts the current stencil buffer value. + + + + + Keeps the current stencil value. + + + + + Replace the stencil buffer value with reference value (specified in the shader). + + + + + Sets the stencil buffer value to zero. + + + + + Values for the stencil state. + + + + + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + + + + + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + + + + + Default values for the stencil state. + + + + + Controls whether the stencil buffer is enabled. + + + + + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + + + + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + + + + + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + + + + + Creates a new stencil state with the given values. + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + Controls whether the stencil buffer is enabled. + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + The function used to compare the reference value to the current contents of the buffer. + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + What to do with the contents of the buffer if the stencil test fails. + What to do with the contents of the buffer if the stencil test passes, but the depth test. + + + + Creates a new stencil state with the given values. + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + Controls whether the stencil buffer is enabled. + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + The function used to compare the reference value to the current contents of the buffer. + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + What to do with the contents of the buffer if the stencil test fails. + What to do with the contents of the buffer if the stencil test passes, but the depth test. + + + + The function used to compare the reference value to the current contents of the buffer. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test fails. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + + The value to set. + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails. + + The value to set. + + + + Contains information about a single sub-mesh of a Mesh. + + + + + Offset that is added to each value in the index buffer, to compute the final vertex index. + + + + + Bounding box of vertices in local space. + + + + + First vertex in the index buffer for this sub-mesh. + + + + + Index count for this sub-mesh face data. + + + + + Starting point inside the whole Mesh index buffer where the face index data is found. + + + + + Face topology of this sub-mesh. + + + + + Number of vertices used by the index buffer of this sub-mesh. + + + + + Create a submesh descriptor. + + Initial value for indexStart field. + Initial value for indexCount field. + Initial value for topology field. + + + + Describes the rendering features supported by a given render pipeline. + + + + + Get / Set a SupportedRenderingFeatures. + + + + + Determines if this renderer supports automatic ambient probe generation. + + + + + Determines if this renderer supports automatic default reflection probe generation. + + + + + This is the fallback mode if the mode the user had previously selected is no longer available. See SupportedRenderingFeatures.mixedLightingModes. + + + + + Determines whether the Scriptable Render Pipeline will override the default Material’s Render Queue settings and, if true, hides the Render Queue property in the Inspector. + + + + + Determines if Enlighten Realtime Global Illumination lightmapper is supported by the currently selected pipeline. If it is not supported, Enlighten-specific settings do not appear in the Editor, which then defaults to the CPU Lightmapper. + + + + + Determines if Enlighten Baked Global Illumination lightmapper is supported. If it is not supported, Enlighten-specific settings do not appear in the Editor, which then defaults to the CPU Lightmapper. + + + + + What baking types are supported. The unsupported ones will be hidden from the UI. See LightmapBakeType. + + + + + Specifies what modes are supported. Has to be at least one. See LightmapsMode. + + + + + Are light probe proxy volumes supported? + + + + + Specifies what LightmapMixedBakeModes that are supported. Please define a SupportedRenderingFeatures.defaultMixedLightingModes in case multiple modes are supported. + + + + + Are motion vectors supported? + + + + + Determines if the renderer will override the Environment Lighting and will no longer need the built-in UI for it. + + + + + Determines if the renderer will override the fog settings in the Lighting Panel and will no longer need the built-in UI for it. + + + + + Describes where the Shadowmask settings are located if SupportedRenderingFeatures.overridesShadowmask is set to true. + + + + + Specifies whether the renderer overrides the LOD bias settings in the Quality Settings Panel. If It does, the renderer does not need the built-in UI for LOD bias settings. + + + + + Specifies whether the renderer overrides the maximum LOD level settings in the Quality Settings Panel. If It does, the renderer does not need the built-in UI for maximum LOD level settings. + + + + + Determines if the renderer will override halo and flare settings in the Lighting Panel and will no longer need the built-in UI for it. + + + + + Specifies whether the render pipeline overrides the real-time Reflection Probes settings in the Quality settings. If It does, the render pipeline does not need the built-in UI for real-time Reflection Probes settings. + + + + + Specifies whether the render pipeline overrides the Shadowmask settings in the Quality settings. + + + + + Determines if the renderer supports Particle System GPU instancing. + + + + + Can renderers support receiving shadows? + + + + + Flags for supported reflection probes. + + + + + Are reflection probes supported? + + + + + If this property is true, the blend distance field in the Reflection Probe Inspector window is editable. + + + + + Determines if the renderer supports renderer priority sorting. + + + + + Determines whether the Renderer supports probe lighting. + + + + + Determines whether the function to render UI overlays is called by SRP and not by the engine. + + + + + A message that tells the user where the Shadowmask settings are located. + + + + + Determines if the renderer supports terrain detail rendering. + + + + + Same as MixedLightingMode for baking, but is used to determine what is supported by the pipeline. + + + + + Same as MixedLightingMode.IndirectOnly but determines if it is supported by the pipeline. + + + + + No mode is supported. + + + + + Determines what is supported by the rendering pipeline. This enum is similar to MixedLightingMode. + + + + + Same as MixedLightingMode.Subtractive but determines if it is supported by the pipeline. + + + + + Supported modes for ReflectionProbes. + + + + + Default reflection probe support. + + + + + Rotated reflection probes are supported. + + + + + Broadly describes the stages of processing a draw call on the GPU. + + + + + The process of creating and shading the fragments. + + + + + All aspects of vertex processing. + + + + + Describes the various stages of GPU processing against which the GraphicsFence can be set and waited against. + + + + + All previous GPU operations (vertex, pixel and compute). + + + + + All compute shader dispatch operations. + + + + + All aspects of pixel processing in the GPU. + + + + + All aspects of vertex processing in the GPU. + + + + + Texture "dimension" (type). + + + + + Any texture type. + + + + + Cubemap texture. + + + + + Cubemap array texture (CubemapArray). + + + + + No texture is assigned. + + + + + 2D texture (Texture2D). + + + + + 2D array texture (Texture2DArray). + + + + + 3D volume texture (Texture3D). + + + + + Texture type is not initialized or unknown. + + + + + Possible attribute types that describe a vertex in a Mesh. + + + + + Bone indices for skinned Meshes. + + + + + Bone blend weights for skinned Meshes. + + + + + Vertex color. + + + + + Vertex normal. + + + + + Vertex position. + + + + + Vertex tangent. + + + + + Primary texture coordinate (UV). + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Additional texture coordinate. + + + + + Information about a single VertexAttribute of a Mesh vertex. + + + + + The vertex attribute. + + + + + Dimensionality of the vertex attribute. + + + + + Format of the vertex attribute. + + + + + Which vertex buffer stream the attribute should be in. + + + + + Create a VertexAttributeDescriptor structure. + + The VertexAttribute. + Format of the vertex attribute. Default is VertexAttributeFormat.Float32. + Dimensionality of the vertex attribute (1 to 4). Default is 3. + Vertex buffer stream that the attribute should be placed in. Default is 0. + + + + Data type of a VertexAttribute. + + + + + 16-bit float number. + + + + + 32-bit float number. + + + + + 16-bit signed integer. + + + + + 32-bit signed integer. + + + + + 8-bit signed integer. + + + + + 16-bit signed normalized number. + + + + + 8-bit signed normalized number. + + + + + 16-bit unsigned integer. + + + + + 32-bit unsigned integer. + + + + + 8-bit unsigned integer. + + + + + 16-bit unsigned normalized number. + + + + + 8-bit unsigned normalized number. + + + + + Video shaders mode used by Rendering.GraphicsSettings. + + + + + Include video shaders in builds (default). + + + + + Exclude video shaders from builds. This effectively disables video functionality. + + + + + Include video shaders in builds when referenced by scenes. + + + + + Holds data of a visible light. + + + + + Light color multiplied by intensity. + + + + + Light intersects far clipping plane. + + + + + Light intersects near clipping plane. + + + + + Accessor to Light component. + + + + + Light type. + + + + + Light transformation matrix. + + + + + Light range. + + + + + Light's influence rectangle on screen. + + + + + Spot light angle. + + + + + Holds data of a visible reflection reflectionProbe. + + + + + Probe blending distance. + + + + + The probe's world space axis-aligned bounding box in which the probe can contribute to reflections. + + + + + The center of the probe's bounding box in which the probe can contribute to reflections. The center is relative to the position of the probe. + + + + + Shader data for probe HDR texture decoding. + + + + + Probe importance. + + + + + Should probe use box projection. + + + + + Probe transformation matrix. + + + + + Accessor to ReflectionProbe component. + + + + + Probe texture. + + + + + Rendering path of a Camera. + + + + + Deferred Lighting (Legacy). + + + + + Deferred Shading. + + + + + Forward Rendering. + + + + + Use Player Settings. + + + + + Vertex Lit. + + + + + Rendering parameters used by various rendering functions. + + + + + The camera used for rendering. If set to null (default) renders for all cameras. + + + + + Layer used for rendering. to use. + + + + + Light Probe Proxy Volume (LPPV) used for rendering. + + + + + The type of light probe usage. + + + + + Material used for rendering. + + + + + Material properties used for rendering. + + + + + Motion vector mode used for rendering. + + + + + Descripes if the rendered geometry should receive shadows. + + + + + The type of reflection probe used for rendering. + + + + + Renderer priority. + + + + + Renderer layer mask used for rendering. + + + + + Describes if geometry should cast shadows. + + + + + Defines world space bounds for the geometry. Used to cull and sort the rendered geometry. + + + + + Constructor. + + + + + + The Render Settings contain values for a range of visual elements in your Scene, like fog and ambient light. + + + + + Ambient lighting coming from the sides. + + + + + Ambient lighting coming from below. + + + + + How much the light from the Ambient Source affects the Scene. + + + + + Flat ambient lighting color. + + + + + Ambient lighting mode. + + + + + An automatically generated ambient probe that captures environment lighting. + + + + + Ambient lighting coming from above. + + + + + Custom specular reflection cubemap. + + + + + Default reflection mode. + + + + + Cubemap resolution for default reflection. + + + + + The fade speed of all flares in the Scene. + + + + + The intensity of all flares in the Scene. + + + + + Is fog enabled? + + + + + The color of the fog. + + + + + The density of the exponential fog. + + + + + The ending distance of linear fog. + + + + + Fog mode to use. + + + + + The starting distance of linear fog. + + + + + Size of the Light halos. + + + + + The number of times a reflection includes other reflections. + + + + + How much the skybox / custom cubemap reflection affects the Scene. + + + + + The global skybox to use. + + + + + The color used for the sun shadows in the Subtractive lightmode. + + + + + The light used by the procedural skybox. + + + + + Fully describes setup of RenderTarget. + + + + + Color Buffers to set. + + + + + Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Cubemap face to render to. + + + + + Depth Buffer to set. + + + + + Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Slice of a Texture3D or Texture2DArray to set as a render target. + + + + + Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Mip Level to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Render textures are textures that can be rendered to. + + + + + Currently active render texture. + + + + + The antialiasing level for the RenderTexture. + + + + + Mipmap levels are generated automatically when this flag is set. + + + + + If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. + + + + + Color buffer of the render texture (Read Only). + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported). + + + + + Depth/stencil buffer of the render texture (Read Only). + + + + + The format of the depth/stencil buffer. + + + + + This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. + + + + + Dimensionality (type) of the render texture. + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + + + + + The color format of the render texture. You can set the color format to None to achieve depth-only rendering. + + + + + The height of the render texture in pixels. + + + + + If enabled, this Render Texture will be used as a Texture3D. + + + + + The render texture memoryless mode property. + + + + + Does this render texture use sRGB read/write conversions? (Read Only). + + + + + The format of the stencil data that you can encapsulate within a RenderTexture. + +Specifying this property creates a stencil element for the RenderTexture and sets its format. +This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. +This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth. + +Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. + + + + + Is the render texture marked to be scaled by the. + + + + + Render texture has mipmaps when this flag is set. + + + + + Volume extent of a 3D render texture or number of slices of array texture. + + + + + If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. + + + + + The width of the render texture in pixels. + + + + + Converts the render texture to equirectangular format (both stereoscopic or monoscopic equirect). +The left eye will occupy the top half and the right eye will occupy the bottom. The monoscopic version will occupy the whole texture. +Texture dimension must be of type TextureDimension.Cube. + + RenderTexture to render the equirect format to. + A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for monoscopic rendering. + + + + Actually creates the RenderTexture. + + + True if the texture is created, else false. + + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. + Texture color format. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + Amount of mips to allocate for the RenderTexture. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Hint the GPU driver that the contents of the RenderTexture will not be used. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Hint the GPU driver that the contents of the RenderTexture will not be used. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Generate mipmap levels of a render texture. + + + + + Retrieve a native (underlying graphics API) pointer to the depth buffer resource. + + + Pointer to an underlying graphics API depth buffer resource. + + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. + Render texture memoryless mode. + Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. + + + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. + Render texture memoryless mode. + Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. + + + + + + Is the render texture actually created? + + + + + Indicate that there's a RenderTexture restore operation expected. + + + + + Releases the RenderTexture. + + + + + Release a temporary texture allocated with GetTemporary. + + + + + + Force an antialiased render texture to be resolved. + + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Force an antialiased render texture to be resolved. + + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Assigns this RenderTexture as a global shader property named propertyName. + + + + + + Does a RenderTexture have stencil buffer? + + Render texture, or null for main screen. + + + + Set of flags that control the state of a newly-created RenderTexture. + + + + + Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and +It is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag. + + + + + Determines whether or not mipmaps are automatically generated when the RenderTexture is modified. +This flag is set by default, and has no effect if the RenderTextureCreationFlags.MipMap flag is not also set. +See RenderTexture.autoGenerateMips for more details. + + + + + Setting this flag causes the RenderTexture to be bound as a multisampled texture in a shader. The flag prevents the RenderTexture from being resolved by default when RenderTexture.antiAliasing is greater than 1. + + + + + This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code. + + + + + Set this flag to mark this RenderTexture for Dynamic Resolution should the target platform/graphics API support Dynamic Resolution. See ScalabeBufferManager for more details. + + + + + Set this flag to enable random access writes to the RenderTexture from shaders. +Normally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms. + + + + + Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc. + + + + + Set this flag to allocate mipmaps in the RenderTexture. See RenderTexture.useMipMap for more details. + + + + + When this flag is set, the engine will not automatically resolve the color surface. + + + + + When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more details. + + + + + This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. Avoid using the default constructor as it does not initialize some flags with the recommended values. + + + + + Mipmap levels are generated automatically when this flag is set. + + + + + If true and msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. + + + + + The format of the RenderTarget is expressed as a RenderTextureFormat. Internally, this format is stored as a GraphicsFormat compatible with the current system (see SystemInfo.GetCompatibleFormat). Therefore, if you set a format and immediately get it again, it may return a different result from the one just set. + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported). + + + + + The desired format of the depth/stencil buffer. + + + + + Dimensionality (type) of the render texture. + +See Also: RenderTexture.dimension. + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + +See Also: RenderTexture.enableRandomWrite. + + + + + A set of RenderTextureCreationFlags that control how the texture is created. + + + + + The color format for the RenderTexture. You can set this format to None to achieve depth-only rendering. + + + + + The height of the render texture in pixels. + + + + + The render texture memoryless mode property. + + + + + User-defined mipmap count. + + + + + The multisample antialiasing level for the RenderTexture. + +See Also: RenderTexture.antiAliasing. + + + + + Determines how the RenderTexture is sampled if it is used as a shadow map. + +See Also: ShadowSamplingMode for more details. + + + + + This flag causes the render texture uses sRGB read/write conversions. + + + + + The format of the stencil data that you can encapsulate within a RenderTexture. + +Specifying this property creates a stencil element for the RenderTexture and sets its format. +This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. +This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth. + +Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. + + + + + Set to true to enable dynamic resolution scaling on this render texture. + +See Also: RenderTexture.useDynamicScale. + + + + + Render texture has mipmaps when this flag is set. + +See Also: RenderTexture.useMipMap. + + + + + Volume extent of a 3D render texture. + + + + + If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. + + + + + The width of the render texture in pixels. + + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The depth stencil format for the RenderTexture. + The number of bits to use for the depth buffer. + Amount of mips to allocate for the RenderTexture. + + + + Format of a RenderTexture. + + + + + Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels. + + + + + Color render texture format. 10 bits for colors, 2 bits for alpha. + + + + + Color render texture format, 8 bits per channel. + + + + + Color render texture format, 4 bit per channel. + + + + + Four color render texture format, 16 bits per channel, fixed point, unsigned normalized. + + + + + Color render texture format, 32 bit floating point per channel. + + + + + Color render texture format, 16 bit floating point per channel. + + + + + Four channel (ARGB) render texture format, 32 bit signed integer per channel. + + + + + Color render texture format, 10 bit per channel, extended range. + + + + + Color render texture format, 10 bit per channel, extended range. + + + + + Color render texture format, 8 bits per channel. + + + + + Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + A depth render texture format. + + + + + Single channel (R) render texture format, 16 bit integer. + + + + + Single channel (R) render texture format, 8 bit integer. + + + + + Scalar (R) render texture format, 32 bit floating point. + + + + + Two channel (RG) render texture format, 8 bits per channel. + + + + + Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized. + + + + + Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point. + + + + + Color render texture format. + + + + + Four channel (RGBA) render texture format, 16 bit unsigned integer per channel. + + + + + Two color (RG) render texture format, 32 bit floating point per channel. + + + + + Two color (RG) render texture format, 16 bit floating point per channel. + + + + + Two channel (RG) render texture format, 32 bit signed integer per channel. + + + + + Scalar (R) render texture format, 16 bit floating point. + + + + + Scalar (R) render texture format, 32 bit signed integer. + + + + + A native shadowmap render texture format. + + + + + Flags enumeration of the render texture memoryless modes. + + + + + Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1. + + + + + Render texture depth pixels are memoryless. + + + + + Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8. + + + + + The render texture is not memoryless. + + + + + Color space conversion mode of a RenderTexture. + + + + + Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it. + + + + + Default color space conversion based on project settings. + + + + + Render texture contains linear (non-color) data; don't perform color conversions on it. + + + + + The RequireComponent attribute automatically adds required components as dependencies. + + + + + Require a single component. + + + + + + Require two components. + + + + + + + Require three components. + + + + + + + + Represents a display resolution. + + + + + Resolution height in pixels. + + + + + Resolution's vertical refresh rate in Hz. + + + + + Resolution width in pixels. + + + + + Returns a nicely formatted string of the resolution. + + + A string with the format "width x height @ refreshRateHz". + + + + + Asynchronous load request from the Resources bundle. + + + + + Asset object being loaded (Read Only). + + + + + The Resources class allows you to find and access Objects including assets. + + + + + Returns a list of all objects of Type T. + + + + + Returns a list of all objects of Type type. + + + + + + Translates an instance ID to an object reference. + + Instance ID of an Object. + + Resolved reference or null if the instance ID didn't match anything. + + + + + Translates an array of instance IDs to a list of Object references. + + IDs of Object instances. + List of resoved object references, instanceIDs and objects will be of the same length and in the same order, the list will be resized if needed. Missing objects will be null. + + + + Loads the asset of the requested type stored at path in a Resources folder using a generic parameter type filter of type T. + + Path to the target resource to load. + + An object of the requested generic parameter type. + + + + + Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter. + + Path to the target resource to load. + Type filter for objects returned. + + The requested asset returned as an Object. + + + + + Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter. + + Path to the target resource to load. + Type filter for objects returned. + + The requested asset returned as an Object. + + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Returns a resource at an asset path (Editor Only). + + Pathname of the target asset. + Type filter for objects returned. + + + + Returns a resource at an asset path (Editor Only). + + Pathname of the target asset. + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Unloads assetToUnload from memory. + + + + + + Unloads assets that are not used. + + + Object on which you can yield to wait until the operation completes. + + + + + Derive from this base class to provide alternative implementations to the C# behavior of specific Resources methods. + + + + + The specific ResourcesAPI instance to use to handle overridden Resources methods. + + + + + Override for customizing the behavior of the Resources.FindObjectsOfTypeAll function. + + + + + + Override for customizing the behavior of the Shader.Find function. + + + + + + Override for customizing the behavior of the Resources.Load function. + + Path to the target resource to load. + The requested asset's Type. + + The requested asset returned as an Object. + + + + + Override for customizing the behavior of the Resources.LoadAll function. + + Path to the target resource to load. + Type filter for objects returned. + + + + Override for customizing the behavior of the Resources.LoadAsync function. + + Path to the target resource to load. + Type filter for objects returned. + + + + Override for customizing the behavior of the Resources.Unload function. + + + + + + Attribute for setting up RPC functions. + + + + + Option for who will receive an RPC, used by NetworkView.RPC. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + Callback when all assemblies are loaded and preloaded assets are initialized. + + + + + After Scene is loaded. + + + + + Before Scene is loaded. + + + + + Immediately before the splash screen is shown. + + + + + Callback used for registration of subsystems + + + + + Allow a runtime class method to be initialized when a game is loaded at runtime + without action from the user. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + Creation of the runtime class used when Scenes are loaded. + + Determine whether methods are called before or after the + Scene is loaded. + + + + Creation of the runtime class used when Scenes are loaded. + + Determine whether methods are called before or after the + Scene is loaded. + + + + The platform application is running. Returned by Application.platform. + + + + + In the player on the Apple's tvOS. + + + + + In the player on Android devices. + + + + + In the player on CloudRendering. + + + + + In the player on the iPhone. + + + + + In the Unity editor on Linux. + + + + + In the player on Linux. + + + + + In the server on Linux. + + + + + In the Dashboard widget on macOS. + + + + + In the Unity editor on macOS. + + + + + In the player on macOS. + + + + + In the server on macOS. + + + + + In the web player on macOS. + + + + + In the player on the Playstation 4. + + + + + In the player on the Playstation 5. + + + + + In the player on Stadia. + + + + + In the player on Nintendo Switch. + + + + + In the player on WebGL + + + + + In the Unity editor on Windows. + + + + + In the player on Windows. + + + + + In the server on Windows. + + + + + In the web player on Windows. + + + + + In the player on Windows Store Apps when CPU architecture is ARM. + + + + + In the player on Windows Store Apps when CPU architecture is X64. + + + + + In the player on Windows Store Apps when CPU architecture is X86. + + + + + In the player on Xbox One. + + + + + Scales render textures to support dynamic resolution if the target platform/graphics API supports it. + + + + + Height scale factor to control dynamic resolution. + + + + + Width scale factor to control dynamic resolution. + + + + + Function to resize all buffers marked as DynamicallyScalable. + + New scale factor for the width the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. + New scale factor for the height the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. + + + + This struct collects all the CreateScene parameters in to a single place. + + + + + See SceneManagement.LocalPhysicsMode. + + + + + Used when loading a Scene in a player. + + + + + Adds the Scene to the current loaded Scenes. + + + + + Closes all current loaded Scenes + and loads a Scene. + + + + + This struct collects all the LoadScene parameters in to a single place. + + + + + See LoadSceneMode. + + + + + See SceneManagement.LocalPhysicsMode. + + + + + Constructor for LoadSceneParameters. See SceneManager.LoadScene. + + See LoadSceneParameters.loadSceneMode. + + + + Provides options for 2D and 3D local physics. + + + + + No local 2D or 3D physics Scene will be created. + + + + + A local 2D physics Scene will be created and owned by the Scene. + + + + + A local 3D physics Scene will be created and owned by the Scene. + + + + + Run-time data structure for *.unity file. + + + + + Return the index of the Scene in the Build Settings. + + + + + Returns true if the Scene is modifed. + + + + + Returns true if the Scene is loaded. + + + + + Returns the name of the Scene that is currently active in the game or app. + + + + + Returns the relative path of the Scene. Like: "AssetsMyScenesMyScene.unity". + + + + + The number of root transforms of this Scene. + + + + + Returns all the root game objects in the Scene. + + + An array of game objects. + + + + + Returns all the root game objects in the Scene. + + A list which is used to return the root game objects. + + + + Whether this is a valid Scene. +A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid. + + + Whether this is a valid Scene. + + + + + Returns true if the Scenes are equal. + + + + + + + Returns true if the Scenes are different. + + + + + + + Scene management at run-time. + + + + + Subscribe to this event to get notified when the active Scene has changed. + + Use a subscription of either a UnityAction<SceneManagement.Scene, SceneManagement.Scene> or a method that takes two SceneManagement.Scene types arguments. + + + + The total number of currently loaded Scenes. + + + + + Number of Scenes in Build Settings. + + + + + Add a delegate to this to get notifications when a Scene has loaded. + + Use a subscription of either a UnityAction<SceneManagement.Scene, SceneManagement.LoadSceneMode> or a method that takes a SceneManagement.Scene and a SceneManagement.LoadSceneMode. + + + + Add a delegate to this to get notifications when a Scene has unloaded. + + Use a subscription of either a UnityAction<SceneManagement.Scene> or a method that takes a SceneManagement.Scene type argument. + + + + Create an empty new Scene at runtime with the given name. + + The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes. + Various parameters used to create the Scene. + + A reference to the new Scene that was created, or an invalid Scene if creation failed. + + + + + Create an empty new Scene at runtime with the given name. + + The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes. + Various parameters used to create the Scene. + + A reference to the new Scene that was created, or an invalid Scene if creation failed. + + + + + Gets the currently active Scene. + + + The active Scene. + + + + + Returns an array of all the Scenes currently open in the hierarchy. + + + Array of Scenes in the Hierarchy. + + + + + Get the Scene at index in the SceneManager's list of loaded Scenes. + + Index of the Scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount. + + A reference to the Scene at the index specified. + + + + + Get a Scene struct from a build index. + + Build index as shown in the Build Settings window. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Searches through the Scenes loaded for a Scene with the given name. + + Name of Scene to find. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Searches all Scenes loaded for a Scene that has the given asset path. + + Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options. + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options. + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Various parameters used to load the Scene. + + A handle to the Scene being loaded. + + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Various parameters used to load the Scene. + + A handle to the Scene being loaded. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + Struct that collects the various parameters into a single place except for the name and index. + + Use the AsyncOperation to determine if the operation has completed. + + + + + This will merge the source Scene into the destinationScene. + + The Scene that will be merged into the destination Scene. + Existing Scene to merge the source Scene into. + + + + Move a GameObject from its current Scene to a new Scene. + + GameObject to move. + Scene to move into. + + + + Set the Scene to be active. + + The Scene to be set. + + Returns false if the Scene is not loaded yet. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + Scene unloading options. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Derive from this base class to provide alternative implementations to the C# behavior of specific SceneManagement.SceneManager methods. + + + + + The specific SceneManagement.SceneManagerAPI instance to use to handle overridden SceneManagement.SceneManager methods. + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.sceneCountInBuildSettings function. + + + Number of Scenes handled by SceneManagement.SceneManagerApi.GetSceneByBuildIndex. + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.GetSceneByBuildIndex function. + + Build index as returned by SceneManagement.SceneManagerApi.GetNumScenesInBuildSettings. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Override for customizing the behavior of loading the first Scene in a stub player build. + + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.LoadScene and SceneManagement.SceneManager.LoadSceneAsync functions. + + + + + + + + + Override for customizing the behavior of the SceneManagement.SceneManager.UnloadSceneAsync function. + + + + + + + + + + Scene and Build Settings related utilities. + + + + + Get the build index from a Scene path. + + Scene path (e.g: "AssetsScenesScene1.unity"). + + Build index. + + + + + Get the Scene path from a build index. + + + + Scene path (e.g "AssetsScenesScene1.unity"). + + + + + Scene unloading options passed to SceneManager.UnloadScene. + + + + + Unload the scene without any special options. + + + + + Unloads all objects that are loaded from the scene's serialized file. Without this flag, only GameObject and Components within the scene's hierarchy are unloaded. + +Note: Objects that are dynamically created during the build process can be embedded in the scene's serialized file. This can occur when asset types are created and referenced inside the scene's post-processor callback. Some examples of these types are textures, meshes, and scriptable objects. Assets from your assets folder are not embedded in the scene's serialized file. +Note: This flag does not unload assets which can be referenced by other scenes. + + + + + Provides access to display information. + + + + + Enables auto-rotation to landscape left + + + + + Enables auto-rotation to landscape right. + + + + + Enables auto-rotation to portrait. + + + + + Enables auto-rotation to portrait, upside down. + + + + + The current brightness of the screen. + + + + + The current screen resolution (Read Only). + + + + + Returns a list of screen areas that are not functional for displaying content (Read Only). + + + + + The current DPI of the screen / device (Read Only). + + + + + Enables full-screen mode for the application. + + + + + Set this property to one of the values in FullScreenMode to change the display mode of your application. + + + + + The current height of the screen window in pixels (Read Only). + + + + + Enable cursor locking + + + + + The display information associated with the display that the main application window is on. + + + + + The position of the top left corner of the main window relative to the top left corner of the display. + + + + + Specifies logical orientation of the screen. + + + + + Returns all full-screen resolutions that the monitor supports (Read Only). + + + + + Returns the safe area of the screen in pixels (Read Only). + + + + + Should the cursor be visible? + + + + + A power saving setting, allowing the screen to dim some time after the last active user interaction. + + + + + The current width of the screen window in pixels (Read Only). + + + + + Retrieves layout information about connected displays such as names, resolutions and refresh rates. + + Connected display information. + + + + Moves the main window to the specified position relative to the top left corner of the specified display. Position value is represented in pixels. Moving the window is an asynchronous operation, which can take multiple frames. + + The target display where the window should move to. + The position the window moves to. Relative to the top left corner of the specified display in pixels. + + Returns AsyncOperation that represents moving the window. + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Switches the screen resolution. + + + + + + + + + + Describes screen orientation. + + + + + Auto-rotates the screen as necessary toward any of the enabled orientations. + + + + + Landscape orientation, counter-clockwise from the portrait orientation. + + + + + Landscape orientation, clockwise from the portrait orientation. + + + + + Portrait orientation. + + + + + Portrait orientation, upside down. + + + + + A class you can derive from if you want to create objects that don't need to be attached to game objects. + + + + + Creates an instance of a scriptable object. + + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + + + + + Creates an instance of a scriptable object. + + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + + + + + Creates an instance of a scriptable object. + + + The created ScriptableObject. + + + + + Ensure an assembly is always processed during managed code stripping. + + + + + API to control the garbage collector on the Mono and IL2CPP scripting backends. + + + + + The target duration of a collection step when performing incremental garbage collection. + + + + + Reports whether incremental garbage collection is enabled. + + + + + Perform incremental garbage collection for the duration specified by the nanoseconds parameter. + + The maximum number of nanoseconds to spend in garbage collection. + + Returns true if additional garbage collection work remains when the method returns and false if garbage collection is complete. Also returns false if incremental garbage collection is not enabled or is not supported on the current platform. + + + + + Set and get global garbage collector operation mode. + + + + + Subscribe to this event to get notified when GarbageCollector.GCMode changes. + + + + + + Garbage collector operation mode. + + + + + Disable garbage collector. + + + + + Enable garbage collector. + + + + + Disable automatic invokations of the garbage collector, but allow manually invokations. + + + + + PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. + + + + + Only allowed on attribute types. If the attribute type is marked, then so too will all CustomAttributes of that type. + + + + + When the type is marked, all types derived from that type will also be marked. + + + + + When a type is marked, all interface implementations of the specified types will be marked. + + + + + When a type is marked, all of it's members with [RequiredMember] will be marked. + + + + + When the interface type is marked, all types implementing that interface will be marked. + + + + + This attribute can be attached to a component object field in order to have the ObjectField use the advanced Object Picker. + + + + + Search view flags used to open the Object Picker in various states. + + + + + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + + A list of Search Provider IDs that will be used to create the search context. + + + + + Initial search query used to open the Object Picker window. + + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search context constructor used to add some search context to an object field. + + Initial search query text used to open the Object Picker window. + Search view flags used to open the Object Picker in various states. + A list of Search Provider IDs that will be used to create the search context. + Search provider concrete types that will be instantiated and assigned to the Object Picker search context. + + + + Search view flags used to open the Object Picker in various states. + + + + + Opens a search window without any borders. This is useful to open the search window as a popup window for a quick pick. + + + + + The Object Picker window will open centered in the main Editor window. + + + + + The Object Picker window will open in compact list view. + + + + + The Search Picker window reports debugging information while running queries. + + + + + This flag disables the ability to switch between text mode and builder mode. + + + + + This flag disables the use of the Inspector Preview in the Search Picker window. + + + + + When creating a new search window, this flag can be used to disable the saved search query side panel. + + + + + This flag enables the use of the Saved Searches workflow in the Search Picker window. + + + + + The Search Picker window will open in grid view. + + + + + The Search Picker window will hide the Search field. This means the user will not be able to edit the initial search query used to open the Search window. + + + + + The Search Picker window will open in list view. + + + + + The Search Picker window will ignore any indexed search entry while executing the search query. + + + + + The Search Picker window will be opened using default options. + + + + + This flag forces the picker to open in builder mode. + + + + + The Search Picker window will open with the Preview Inspector open. + + + + + This flag forces the picker to open in text mode. + + + + + The Search Picker window will open with the Saved Searches panel open. + + + + + The Search Picker window will include results from packages. + + + + + The Search Picker window will open in table view. + + + + + A class attribute that allows you to define label constraints on a MonoBehavior or ScriptableObject's field in the object selector. + + + + + The labels to match. + + + + + Boolean that indicates whether all labels, or only one of them, should match. Default is true. + + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithLabelsAttribute on a field. + + An array of strings that represents the different labels to use as constraints. + This parameter specifies whether all labels must match, or only one of them must be present. + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithLabelsAttribute on a field. + + An array of strings that represents the different labels to use as constraints. + This parameter specifies whether all labels must match, or only one of them must be present. + + + + A class attribute that allows you to define tag constraints on a MonoBehavior or ScriptableObject's field in the object selector. + + + + + The tags to match. Because a GameObject can only have one tag, only one of them must be present. + + + + + Constructor used to declare the SearchService.ObjectSelectorHandlerWithTagsAttribute on a field. + + An array of strings that represents the different tags to use as constraints. + + + + Encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture. + + + + + The shader property name of the secondary Sprite texture. Use this name to identify and sample the texture in the shader. + + + + + The texture to be used as a secondary Sprite texture. + + + + + Webplayer security related class. Not supported from 5.4.0 onwards. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. + + + + + Options for how to send a message. + + + + + No receiver is required for SendMessage. + + + + + A receiver is required for SendMessage. + + + + + Use this attribute to rename a field without losing its serialized value. + + + + + The name of the field before the rename. + + + + + + + The name of the field before renaming. + + + + Force Unity to serialize a private field. + + + + + A that instructs Unity to serialize a field as a reference instead of as a value. + + + + + Shader scripts used for all rendering. + + + + + An array containing the global shader keywords that are currently enabled. + + + + + An array containing the global shader keywords that currently exist. This includes enabled and disabled global shader keywords. + + + + + Shader LOD level for all shaders. + + + + + Render pipeline currently in use. + + + + + Shader hardware tier classification for current device. + + + + + Can this shader run on the end-users graphics card? (Read Only) + + + + + The local keyword space of this shader. + + + + + Sets the limit on the number of shader variant chunks Unity loads and keeps in memory. + + + + + Shader LOD level for this shader. + + + + + Returns the number of shader passes on the active SubShader. + + + + + Render queue of this shader. (Read Only) + + + + + Returns the number of SubShaders in this shader. + + + + + Disables a global shader keyword. + + The Rendering.GlobalKeyword to disable. + The name of the Rendering.GlobalKeyword to disable. + + + + Disables a global shader keyword. + + The Rendering.GlobalKeyword to disable. + The name of the Rendering.GlobalKeyword to disable. + + + + Enables a global shader keyword. + + The Rendering.GlobalKeyword to enable. + The name of the Rendering.GlobalKeyword to enable. + + + + Enables a global shader keyword. + + The Rendering.GlobalKeyword to enable. + The name of the Rendering.GlobalKeyword to enable. + + + + Finds a shader with the given name. + + + + + + Searches for the tag specified by tagName on the shader's active SubShader and returns the value of the tag. + + The index of the pass. + The name of the tag. + + + + Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag. + + The index of the SubShader. + The index of the pass. + The name of the tag. + + + + Finds the index of a shader property by its name. + + The name of the shader property. + + + + Searches for the tag specified by tagName on the SubShader specified by subshaderIndex and returns the value of the tag. + + The index of the SubShader. + The name of the tag. + + + + Find the name of a texture stack a texture belongs too. + + Index of the property. + On exit, contanis the name of the stack if one was found. + On exit, contains the stack layer index of the texture property. + + True, if a stack was found for the given texture property, false if not. + + + + + Returns the dependency shader. + + The name of the dependency to query. + + + + Gets a global color property for all shaders previously set using SetGlobalColor. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global color property for all shaders previously set using SetGlobalColor. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float property for all shaders previously set using SetGlobalFloat. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float property for all shaders previously set using SetGlobalFloat. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global float array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global float array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetGlobalFloat or GetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + This method is deprecated. Use GetGlobalFloat or GetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global integer property for all shaders previously set using SetGlobalInteger. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global integer property for all shaders previously set using SetGlobalInteger. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global matrix array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global matrix array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global texture property for all shaders previously set using SetGlobalTexture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global texture property for all shaders previously set using SetGlobalTexture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector property for all shaders previously set using SetGlobalVector. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector property for all shaders previously set using SetGlobalVector. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global vector array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetches a global vector array into a list. + + The list to hold the returned array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns the number of passes in the given SubShader. + + The index of the SubShader. + + + + Returns an array of strings containing attributes of the shader property at the specified index. + + The index of the shader property. + + + + Returns the number of properties in this Shader. + + + + + Returns the default float value of the shader property at the specified index. + + The index of the shader property. + + + + Returns the default Vector4 value of the shader property at the specified index. + + The index of the shader property. + + + + Returns the description string of the shader property at the specified index. + + The index of the shader property. + + + + Returns the ShaderPropertyFlags of the shader property at the specified index. + + The index of the shader property. + + + + Returns the name of the shader property at the specified index. + + The index of the shader property. + + + + Returns the nameId of the shader property at the specified index. + + The index of the shader property. + + + + Returns the min and max limits for a <a href="Rendering.ShaderPropertyType.Range.html">Range</a> property at the specified index. + + The index of the shader property. + + + + Returns the default Texture name of a <a href="Rendering.ShaderPropertyType.Texture.html">Texture</a> shader property at the specified index. + + The index of the shader property. + + + + Returns the TextureDimension of a <a href="Rendering.ShaderPropertyType.Texture.html">Texture</a> shader property at the specified index. + + The index of the shader property. + + + + Returns the ShaderPropertyType of the property at the specified index. + + The index of the shader property. + + + + Checks whether a global shader keyword is enabled. + + The Rendering.GlobalKeyword to check. + + Returns true if the given global shader keyword is enabled. Otherwise, returns false. + + + + + Checks whether a global shader keyword is enabled. + + The name of the Rendering.GlobalKeyword to check. + + Returns true if a global shader keyword with the given name exists, and is enabled. Otherwise, returns false. + + + + + Gets unique identifier for a shader property name. + + Shader property name. + + Unique integer for the name. + + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global buffer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The buffer to set. + + + + Sets a global color property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global color property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types. + + The name ID of the constant buffer retrieved by Shader.PropertyToID. + The name of the constant buffer to override. + The buffer to override the constant buffer values with, or null to remove binding. + Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0. + The number of bytes to bind. + + + + Sets a global float property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global float array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + This method is deprecated. Use SetGlobalFloat or SetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + This method is deprecated. Use SetGlobalFloat or SetGlobalInteger instead. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global integer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global integer property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global matrix array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global texture property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The texture to set. + Optional parameter that specifies the type of data to set from the RenderTexture. + + + + Sets a global vector property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets a global vector array property for all shaders. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + + Sets the state of a global shader keyword. + + The Rendering.GlobalKeyword to enable or disable. + The desired keyword state. + + + + Prewarms all shader variants of all Shaders currently in memory. + + + + + ShaderVariantCollection records which shader variants are actually used in each shader. + + + + + Is this ShaderVariantCollection already warmed up? (Read Only) + + + + + Number of shaders in this collection (Read Only). + + + + + Number of total varians in this collection (Read Only). + + + + + Adds a new shader variant to the collection. + + Shader variant to add. + + False if already in the collection. + + + + + Remove all shader variants from the collection. + + + + + Checks if a shader variant is in the collection. + + Shader variant to check. + + True if the variant is in the collection. + + + + + Create a new empty shader variant collection. + + + + + Removes shader variant from the collection. + + Shader variant to add. + + False if was not in the collection. + + + + + Identifies a specific variant of a shader. + + + + + Array of shader keywords to use in this variant. + + + + + Pass type to use in this variant. + + + + + Shader to use in this variant. + + + + + Creates a ShaderVariant structure. + + + + + + + + Prewarms all shader variants in this shader variant collection. + + + + + The rendering mode of Shadowmask. + + + + + Static shadow casters will be rendered into real-time shadow maps. Shadowmasks and occlusion from Light Probes will only be used past the real-time shadow distance. + + + + + Static shadow casters won't be rendered into real-time shadow maps. All shadows from static casters are handled via Shadowmasks and occlusion from Light Probes. + + + + + The filters that Unity can use when it renders GameObjects in the shadow pass. + + + + + Renders all GameObjects. + + + + + Only renders GameObjects that do not include the Static Shadow Caster tag. + + + + + Only renders GameObjects that include the Static Shadow Caster tag. + + + + + Shadow projection type for. + + + + + Close fit shadow maps with linear fadeout. + + + + + Stable shadow maps with spherical fadeout. + + + + + Determines which type of shadows should be used. + + + + + Hard and Soft Shadows. + + + + + Disable Shadows. + + + + + Hard Shadows Only. + + + + + Default shadow resolution. Each decrease in quality level halves the resolution of shadows. + + + + + High shadow map resolution. + + + + + Low shadow map resolution. + + + + + Medium shadow map resolution. + + + + + Very high shadow map resolution. + + + + + The Skinned Mesh filter. + + + + + The bones used to skin the mesh. + + + + + Forces the Skinned Mesh to recalculate its matricies when rendered + + + + + The maximum number of bones per vertex that are taken into account during skinning. + + + + + The mesh used for skinning. + + + + + Specifies whether skinned motion vectors should be used for this renderer. + + + + + If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. + + + + + The intended target usage of the skinned mesh GPU vertex buffer. + + + + + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the skinned mesh. + Whether to use the SkinnedMeshRenderer's Transform scale when baking the Mesh. If this is true, Unity bakes the Mesh using the position, rotation, and scale values from the SkinnedMeshRenderer's Transform. If this is false, Unity bakes the Mesh using the position and rotation values from the SkinnedMeshRenderer's Transform, but without using the scale value from the SkinnedMeshRenderer's Transform. The default value is false. + + + + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the skinned mesh. + Whether to use the SkinnedMeshRenderer's Transform scale when baking the Mesh. If this is true, Unity bakes the Mesh using the position, rotation, and scale values from the SkinnedMeshRenderer's Transform. If this is false, Unity bakes the Mesh using the position and rotation values from the SkinnedMeshRenderer's Transform, but without using the scale value from the SkinnedMeshRenderer's Transform. The default value is false. + + + + Returns the weight of a BlendShape for this Renderer. + + The index of the BlendShape whose weight you want to retrieve. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer. + + The weight of the BlendShape. + + + + + Retrieves a GraphicsBuffer that provides direct access to the GPU vertex buffer for this skinned mesh, for the previous frame. + + + The skinned mesh vertex buffer as a GraphicsBuffer. + + + + + Retrieves a GraphicsBuffer that provides direct access to the GPU vertex buffer for this skinned mesh, for the current frame. + + + The skinned mesh vertex buffer as a GraphicsBuffer. + + + + + Sets the weight of a BlendShape for this Renderer. + + The index of the BlendShape to modify. Index must be smaller than the Mesh.blendShapeCount of the Mesh attached to this Renderer. + The weight for this BlendShape. + + + + The maximum number of bones affecting a single vertex. + + + + + Chooses the number of bones from the number current QualitySettings. (Default) + + + + + Use only 1 bone to deform a single vertex. (The most important bone will be used). + + + + + Use 2 bones to deform a single vertex. (The most important bones will be used). + + + + + Use 4 bones to deform a single vertex. + + + + + Skin weights. + + + + + Four bones affect each vertex. + + + + + One bone affects each vertex. + + + + + Two bones affect each vertex. + + + + + An unlimited number of bones affect each vertex. + + + + + A script interface for the. + + + + + The material used by the skybox. + + + + + Constants for special values of Screen.sleepTimeout. + + + + + Prevent screen dimming. + + + + + Set the sleep timeout to whatever the user has specified in the system settings. + + + + + Defines the axes that can be snapped. + + + + + Snapping is available on all axes: x, y, and z. + + + + + No axes support snapping. + + + + + Snapping is available only on the \x\ axis. + + + + + Snapping is available only on the \y\ axis. + + + + + Snapping is available only on the \z\ axis. + + + + + Snap values to rounded increments. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + + The rounded value. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + + The rounded value. + + + + + Rounds value to the closest multiple of snap. + + The value to round. + The increment to round to. + Restrict snapping to the components on these axes. + + The rounded value. + + + + + SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. + + + + + This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order. + + + + + Returns all the layers defined in this project. + + + + + Returns the name of the layer as defined in the TagManager. + + + + + This is the relative value that indicates the sort order of this layer relative to the other layers. + + + + + Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the final sorting layer value. See Also: GetLayerValueFromID. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given. + + The unique id of the layer. + + The name of the layer with id or "<unknown layer>" for invalid id. + + + + + Returns true if the id provided is a valid layer id. + + The unique id of a layer. + + True if the id provided is valid and assigned to a layer. + + + + + Returns the id given the name. Will return 0 if an invalid name was given. + + The name of the layer. + + The unique id of the layer with name. + + + + + The coordinate space in which to operate. + + + + + Applies transformation relative to the local coordinate system. + + + + + Applies transformation relative to the world coordinate system. + + + + + Use this PropertyAttribute to add some spacing in the Inspector. + + + + + The spacing in pixels. + + + + + Use this DecoratorDrawer to add some spacing in the Inspector. + + The spacing in pixels. + + + + Class for handling Sparse Textures. + + + + + Is the sparse texture actually created? (Read Only) + + + + + Get sparse texture tile height (Read Only). + + + + + Get sparse texture tile width (Read Only). + + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + Texture Format. + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + Texture Format. + + + + Unload sparse texture tile. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + + + + Update sparse texture tile with color values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile color data. + + + + Update sparse texture tile with raw pixel values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile raw pixel data. + + + + Represents a Sprite object for use in 2D gameplay. + + + + + Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. + +Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression. + + + + + Returns the border sizes of the sprite. + + + + + Bounds of the Sprite, specified by its center and extents in world space units. + + + + + Returns true if this Sprite is packed in an atlas. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. + + + + + Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. + + + + + The number of pixels in the sprite that correspond to one unit in world space. (Read Only) + + + + + Location of the Sprite on the original Texture, specified in pixels. + + + + + The Variant scale of texture used by the Sprite. This is useful to check when a Variant SpriteAtlas is being used by Sprites. + + + + + Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. + + + + + Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. + + + + + Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero. + + + + + Returns a copy of the array containing sprite mesh triangles. + + + + + The base texture coordinates of the sprite mesh. + + + + + Returns a copy of the array containing sprite mesh vertex positions. + + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + Generates a default physics shape for the sprite. + + + + Gets a physics shape from the Sprite by its index. + + The index of the physics shape to retrieve. + An ordered list of the points in the selected physics shape to store points in. + + The number of points stored in the given list. + + + + + The number of physics shapes for the Sprite. + + + The number of physics shapes for the Sprite. + + + + + The number of points in the selected physics shape for the Sprite. + + The index of the physics shape to retrieve the number of points from. + + The number of points in the selected physics shape for the Sprite. + + + + + Sets up new Sprite geometry. + + Array of vertex positions in Sprite Rect space. + Array of sprite mesh triangle indices. + + + + Sets up a new Sprite physics shape. + + A multidimensional list of points in Sprite.rect space denoting the physics shape outlines. + + + + How a Sprite's graphic rectangle is aligned with its pivot point. + + + + + Pivot is at the center of the bottom edge of the graphic rectangle. + + + + + Pivot is at the bottom left corner of the graphic rectangle. + + + + + Pivot is at the bottom right corner of the graphic rectangle. + + + + + Pivot is at the center of the graphic rectangle. + + + + + Pivot is at a custom position within the graphic rectangle. + + + + + Pivot is at the center of the left edge of the graphic rectangle. + + + + + Pivot is at the center of the right edge of the graphic rectangle. + + + + + Pivot is at the center of the top edge of the graphic rectangle. + + + + + Pivot is at the top left corner of the graphic rectangle. + + + + + Pivot is at the top right corner of the graphic rectangle. + + + + + SpriteRenderer draw mode. + + + + + Displays the full sprite. + + + + + The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will scale. + + + + + The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will tile. + + + + + This enum controls the mode under which the sprite will interact with the masking system. + + + + + The sprite will not interact with the masking system. + + + + + The sprite will be visible only in areas where a mask is present. + + + + + The sprite will be visible only in areas where no mask is present. + + + + + Defines the type of mesh generated for a sprite. + + + + + Rectangle mesh equal to the user specified sprite size. + + + + + Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible. + + + + + Sprite packing modes for the Sprite Packer. + + + + + Alpha-cropped ractangle packing. + + + + + Tight mesh based packing. + + + + + Sprite rotation modes for the Sprite Packer. + + + + + Any rotation. + + + + + Sprite is flipped horizontally when packed. + + + + + Sprite is flipped vertically when packed. + + + + + No rotation. + + + + + Sprite is rotated 180 degree when packed. + + + + + Renders a Sprite for 2D graphics. + + + + + The current threshold for Sprite Renderer tiling. + + + + + Rendering color for the Sprite graphic. + + + + + The current draw mode of the Sprite Renderer. + + + + + Flips the sprite on the X axis. + + + + + Flips the sprite on the Y axis. + + + + + Specifies how the sprite interacts with the masks. + + + + + Property to set or get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced or SpriteDrawMode.Tiled. + + + + + The Sprite to render. + + + + + Determines the position of the Sprite used for sorting the SpriteRenderer. + + + + + The current tile mode of the Sprite Renderer. + + + + + Registers a callback to receive a notification when the SpriteRenderer's Sprite reference changes. + + The callback to invoke when the SpriteRenderer's Sprite reference changes. + + + + Removes a callback (that receives a notification when the Sprite reference changes) that was previously registered to a SpriteRenderer. + + The callback to be removed. + + + + Helper utilities for accessing Sprite data. + + + + + Inner UV's of the Sprite. + + + + + + Minimum width and height of the Sprite. + + + + + + Outer UV's of the Sprite. + + + + + + Return the padding on the sprite. + + + + + + Determines the position of the Sprite used for sorting the Renderer. + + + + + The center of the Sprite is used as the point for sorting the Renderer. + + + + + The pivot of the Sprite is used as the point for sorting the Renderer. + + + + + Tiling mode for SpriteRenderer.tileMode. + + + + + Sprite Renderer tiles the sprite once the Sprite Renderer size is above SpriteRenderer.adaptiveModeThreshold. + + + + + Sprite Renderer tiles the sprite continuously when is set to SpriteRenderer.tileMode. + + + + + Stack trace logging options. + + + + + Native and managed stack trace will be logged. + + + + + No stack trace will be outputed to log. + + + + + Only managed stack trace will be outputed. + + + + + StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. + + + + + Combines all children GameObjects of the staticBatchRoot for static batching. + + The GameObject that should become the root of the combined batch. + + + + SCombines all GameObjects in gos for static batching and treats staticBatchRoot as the root. + + The GameObjects to prepare for static batching. + The GameObject that should become the root of the combined batch. + + + + Enum values for the Camera's targetEye property. + + + + + Render both eyes to the HMD. + + + + + Render only the Left eye to the HMD. + + + + + Do not render either eye to the HMD. + + + + + Render only the right eye to the HMD. + + + + + Access system and hardware information. + + + + + The current battery level (Read Only). + + + + + Returns the current status of the device's battery (Read Only). + + + + + Size of the compute thread group that supports efficient memory sharing on the GPU (Read Only). + + + + + Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. + + + + + Support for various Graphics.CopyTexture cases (Read Only). + + + + + The model of the device (Read Only). + + + + + The user defined name of the device (Read Only). + + + + + Returns the kind of device the application is running on (Read Only). + + + + + A unique device identifier. It is guaranteed to be unique for every device (Read Only). + + + + + The identifier code of the graphics device (Read Only). + + + + + The name of the graphics device (Read Only). + + + + + The graphics API type used by the graphics device (Read Only). + + + + + The vendor of the graphics device (Read Only). + + + + + The identifier code of the graphics device vendor (Read Only). + + + + + The graphics API type and driver version used by the graphics device (Read Only). + + + + + Amount of video memory present (Read Only). + + + + + Is graphics device using multi-threaded rendering (Read Only)? + + + + + Graphics device shader capability level (Read Only). + + + + + Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. + + + + + Returns true when the GPU has native support for indexing uniform arrays in fragment shaders without restrictions. + + + + + True if the GPU supports hidden surface removal. + + + + + Returns true if the GPU supports partial mipmap chains (Read Only). + + + + + Returns a bitwise combination of HDRDisplaySupportFlags describing the support for HDR displays on the system. + + + + + Returns the maximum anisotropic level for anisotropic filtering that is supported on the device. + + + + + Determines how many compute buffers Unity supports simultaneously in a compute shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a domain shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a fragment shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a geometry shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a hull shader for reading. (Read Only) + + + + + Determines how many compute buffers Unity supports simultaneously in a vertex shader for reading. (Read Only) + + + + + The largest total number of invocations in a single local work group that can be dispatched to a compute shader (Read Only). + + + + + The maximum number of work groups that a compute shader can use in X dimension (Read Only). + + + + + The maximum number of work groups that a compute shader can use in Y dimension (Read Only). + + + + + The maximum number of work groups that a compute shader can use in Z dimension (Read Only). + + + + + Maximum Cubemap texture size (Read Only). + + + + + The maximum size of a graphics buffer (GraphicsBuffer, ComputeBuffer, vertex/index buffer, etc.) in bytes (Read Only). + + + + + Maximum 3D Texture size (Read Only). + + + + + Maximum number of slices in a Texture array (Read Only). + + + + + Maximum texture size (Read Only). + + + + + Obsolete - use SystemInfo.constantBufferOffsetAlignment instead. Minimum buffer offset (in bytes) when binding a constant buffer using Shader.SetConstantBuffer or Material.SetConstantBuffer. + + + + + What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) + + + + + Operating system name with version (Read Only). + + + + + Returns the operating system family the game is running on (Read Only). + + + + + Number of processors present (Read Only). + + + + + Processor frequency in MHz (Read Only). + + + + + Processor name (Read Only). + + + + + Application's actual rendering threading mode (Read Only). + + + + + The maximum number of random write targets (UAV) that Unity supports simultaneously. (Read Only) + + + + + How many simultaneous render targets (MRTs) are supported? (Read Only) + + + + + Are 2D Array textures supported? (Read Only) + + + + + Are 32-bit index buffers supported? (Read Only) + + + + + Are 3D (volume) RenderTextures supported? (Read Only) + + + + + Are 3D (volume) textures supported? (Read Only) + + + + + Is an accelerometer available on the device? + + + + + Returns true when anisotropic filtering is supported on the device. + + + + + Returns true when the platform supports asynchronous compute queues and false if otherwise. + + + + + Returns true if asynchronous readback of GPU data is available for this device and false otherwise. + + + + + Is there an Audio device available for playback? (Read Only) + + + + + Are compressed formats for 3D (volume) textures supported? (Read Only). + + + + + Are compute shaders supported? (Read Only) + + + + + Is conservative rasterization supported? (Read Only) + + + + + Are Cubemap Array textures supported? (Read Only) + + + + + Are geometry shaders supported? (Read Only) + + + + + This functionality is deprecated, and should no longer be used. Please use SystemInfo.supportsGraphicsFence. + + + + + Specifies whether the current platform supports the GPU Recorder or not. (Read Only). + + + + + Returns true when the platform supports GraphicsFences, and false if otherwise. + + + + + Is a gyroscope available on the device? + + + + + Does the hardware support quad topology? (Read Only) + + + + + Are image effects supported? (Read Only) + + + + + Is GPU draw call instancing supported? (Read Only) + + + + + Is the device capable of reporting its location? + + + + + Is streaming of texture mip maps supported? (Read Only) + + + + + Whether motion vectors are supported on this platform. + + + + + Returns true if multisampled textures are resolved automatically + + + + + Boolean that indicates whether multisampled texture arrays are supported (true if supported, false if not supported). + + + + + Are multisampled textures supported? (Read Only) + + + + + Returns true if the platform supports multisample resolve of depth textures. + + + + + Boolean that indicates whether Multiview is supported (true if supported, false if not supported). (Read Only) + + + + + Is sampling raw depth from shadowmaps supported? (Read Only) + + + + + Checks if ray tracing is supported by the current configuration. + + + + + Boolean that indicates if SV_RenderTargetArrayIndex can be used in a vertex shader (true if it can be used, false if not). + + + + + Are render textures supported? (Read Only) + + + + + Are cubemap render textures supported? (Read Only) + + + + + Returns true when the platform supports different blend modes when rendering to multiple render targets, or false otherwise. + + + + + Does the current renderer support binding constant buffers directly? (Read Only) + + + + + Are built-in shadows supported? (Read Only) + + + + + Are sparse textures supported? (Read Only) + + + + + Is the stencil buffer supported? (Read Only) + + + + + This property is true if the graphics API of the target build platform takes RenderBufferStoreAction.StoreAndResolve into account, false if otherwise. + + + + + Are tessellation shaders supported? (Read Only) + + + + + Returns true if the 'Mirror Once' texture wrap mode is supported. (Read Only) + + + + + Is the device capable of providing the user haptic feedback by vibration? + + + + + Amount of system memory present (Read Only). + + + + + Value returned by SystemInfo string properties which are not supported on the current platform. + + + + + True if the Graphics API takes RenderBufferLoadAction and RenderBufferStoreAction into account, false if otherwise. + + + + + This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only) + + + + + Returns a format supported by the platform for the specified usage. + + The Experimental.Rendering.GraphicsFormat format to look up. + The Experimental.Rendering.FormatUsage usage to look up. + + Returns a format supported by the platform. If no equivalent or compatible format is supported, the function returns GraphicsFormat.None. + + + + + Returns the platform-specific GraphicsFormat that is associated with the DefaultFormat. + + The DefaultFormat format to look up. + + + + Checks if the target platform supports the MSAA samples count in the RenderTextureDescriptor argument. + + The RenderTextureDescriptor to check. + + If the target platform supports the given MSAA samples count of RenderTextureDescriptor, returns the given MSAA samples count. Otherwise returns a lower fallback MSAA samples count value that the target platform supports. + + + + + Verifies that the specified graphics format is supported for the specified usage. + + The Experimental.Rendering.GraphicsFormat format to look up. + The Experimental.Rendering.FormatUsage usage to look up. + + Returns true if the format is supported for the specific usage. Returns false otherwise. + + + + + Is blending supported on render texture format? + + The format to look up. + + True if blending is supported on the given format. + + + + + Tests if a RenderTextureFormat can be used with RenderTexture.enableRandomWrite. + + The format to look up. + + True if the format can be used for random access writes. + + + + + Is render texture format supported? + + The format to look up. + + True if the format is supported. + + + + + Is texture format supported on this device? + + The TextureFormat format to look up. + + True if the format is supported. + + + + + Indicates whether the given combination of a vertex attribute format and dimension is supported on this device. + + The VertexAttributeFormat format to look up. + The dimension of vertex data to check for. + + True if the format with the given dimension is supported. + + + + + The language the user's operating system is running in. Returned by Application.systemLanguage. + + + + + Afrikaans. + + + + + Arabic. + + + + + Basque. + + + + + Belarusian. + + + + + Bulgarian. + + + + + Catalan. + + + + + Chinese. + + + + + ChineseSimplified. + + + + + ChineseTraditional. + + + + + Czech. + + + + + Danish. + + + + + Dutch. + + + + + English. + + + + + Estonian. + + + + + Faroese. + + + + + Finnish. + + + + + French. + + + + + German. + + + + + Greek. + + + + + Hebrew. + + + + + Hungarian. + + + + + Icelandic. + + + + + Indonesian. + + + + + Italian. + + + + + Japanese. + + + + + Korean. + + + + + Latvian. + + + + + Lithuanian. + + + + + Norwegian. + + + + + Polish. + + + + + Portuguese. + + + + + Romanian. + + + + + Russian. + + + + + Serbo-Croatian. + + + + + Slovak. + + + + + Slovenian. + + + + + Spanish. + + + + + Swedish. + + + + + Thai. + + + + + Turkish. + + + + + Ukrainian. + + + + + Unknown. + + + + + Vietnamese. + + + + + Describes the interface for the code coverage data exposed by mono. + + + + + Enables or disables code coverage. Note that Code Coverage can affect the performance. + + + Returns true if code coverage is enabled; otherwise, returns false. + + + + + Returns the coverage sequence points for the method you specify. See CoveredSequencePoint for more information about the coverage data this method returns. + + The method to get the sequence points for. + + Array of sequence points. + + + + + Returns the coverage summary for the specified method. See CoveredMethodStats for more information about the coverage statistics returned by this method. + + The method to get coverage statistics for. + + Coverage summary. + + + + + Returns an array of coverage summaries for the specified array of methods. + + The array of methods. + + Array of coverage summaries. + + + + + Returns an array of coverage summaries for the specified type. + + The type. + + Array of coverage summaries. + + + + + Returns the coverage summary for all methods that have been called since either the Unity process was started or Coverage.ResetAll() has been called. + + + Array of coverage summaries. + + + + + Resets all coverage data. + + + + + Resets the coverage data for the specified method. + + The method. + + + + Describes the summary of the code coverage for the specified method used by TestTools.Coverage. For an example of typical usage, see TestTools.Coverage.GetStatsFor. + + + + + The covered method. + + + + + The total number of sequence points in the method. + + + + + The total number of uncovered sequence points in the method. + + + + + Describes a covered sequence point used by TestTools.Coverage. For an example of typical usage, see TestTools.Coverage.GetSequencePointsFor. + + + + + The column number of the line of the file that contains the sequence point. + + + + + The name of the file that contains the sequence point. + + + + + The number of times the sequence point has been visited. + + + + + The offset in bytes from the start of the method to the first Intermediate Language instruction of this sequence point. + + + + + The line number of the file that contains the sequence point. + + + + + The method covered by the sequence point. + + + + + Allows you to exclude an Assembly, Class, Constructor, Method or Struct from TestTools.Coverage. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + + + + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + + The minimum amount of lines the text area will use. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Represents a raw text or binary file asset. + + + + + The raw bytes of the text asset. (Read Only) + + + + + The size of the text asset data in bytes. (Read Only) + + + + + The text contents of the file as a string. (Read Only) + + + + + Create a new TextAsset with the specified text contents. + +This constructor creates a TextAsset, which is not the same as a plain text file. When saved to disk using the AssetDatabase class, the TextAsset should be saved with the .asset extension. + + The text contents for the TextAsset. + + + + Gets raw text asset data. + + + A reference to an array in native code that provides access to the raw asset data. + + + + + Returns the contents of the TextAsset. + + + + + Base class for Texture handling. + + + + + Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread). + + + + + Defines the anisotropic filtering level of the Texture. + + + + + The amount of memory that all Textures in the scene use. + + + + + The total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the which reduces the loaded Texture resolution if the Texture sizes exceed its value. The `desiredTextureMemory` value takes into account the mipmap levels that Unity has requested or that you have set manually. + +For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the `desiredTextureMemory` value to match the total memory needed. + +The `desiredTextureMemory` value can be greater than the `targetTextureMemory` value. + + + + + + Dimensionality (type) of the Texture (Read Only). + + + + + Filtering mode of the Texture. + + + + + Returns the GraphicsFormat format or color format of a Texture object. + + + + + Height of the Texture in pixels (Read Only). + + + + + The hash value of the Texture. + + + + + Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory. + + + + + The mipmap bias of the Texture. + + + + + How many mipmap levels are in this Texture (Read Only). + + + + + The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + How many times has a Texture been uploaded due to Texture mipmap streaming. + + + + + Number of renderers registered with the Texture streaming system. + + + + + Number of streaming Textures. + + + + + This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory. + + + + + Force streaming Textures to load all mipmap levels. + + + + + Number of streaming Textures with mipmaps currently loading. + + + + + Number of streaming Textures with outstanding mipmaps to be loaded. + + + + + The total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + The total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0. + +This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually. + +To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`. + +`totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. + + + + + This counter is incremented when the Texture is updated. + + + + + Width of the Texture in pixels (Read Only). + + + + + Texture coordinate wrapping mode. + + + + + Texture U coordinate wrapping mode. + + + + + Texture V coordinate wrapping mode. + + + + + Texture W coordinate wrapping mode for Texture3D. + + + + + Can be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. + + + + + Retrieve a native (underlying graphics API) pointer to the Texture resource. + + + Pointer to an underlying graphics API Texture resource. + + + + + Increment the update counter. + + + + + Sets Anisotropic limits. + + + + + + + This function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system. + + + + + Class that represents textures in C# code. + + + + + Indicates whether this texture was imported with TextureImporter.alphaIsTransparency enabled. This setting is available only in the Editor scripts. Note that changing this setting will have no effect; it must be enabled in TextureImporter instead. + + + + + Gets a small Texture with all black pixels. + + + + + The mipmap level calculated by the streaming system, which takes into account the streaming Cameras and the location of the objects containing this Texture. This is unaffected by requestedMipmapLevel or minimumMipmapLevel. + + + + + The mipmap level that the streaming system would load before memory budgets are applied. + + + + + The format of the pixel data in the texture (Read Only). + + + + + Gets a small Texture with all gray pixels. + + + + + This property causes a texture to ignore the QualitySettings.masterTextureLimit. + + + + + Gets a small Texture with all gray pixels. + + + + + The mipmap level that is currently loaded by the streaming system. + + + + + The mipmap level that the mipmap streaming system is in the process of loading. + + + + + Restricts the mipmap streaming system to a minimum mip level for this Texture. + + + + + Gets a small Texture with pixels that represent surface normal vectors at a neutral position. + + + + + Gets a small Texture with all red pixels. + + + + + The mipmap level to load. + + + + + Determines whether mipmap streaming is enabled for this Texture. + + + + + Sets the relative priority for this Texture when reducing memory size to fit within the memory budget. + + + + + Returns true if the VTOnly checkbox was checked when the texture was imported; otherwise returns false. For additional information, see TextureImporter.vtOnly. + + + + + Gets a small Texture with all white pixels. + + + + + Actually apply all previous SetPixel and SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Resets the minimumMipmapLevel field. + + + + + Resets the requestedMipmapLevel field. + + + + + Compress texture at runtime to DXT/BCn or ETC formats. + + + + + + Creates a Unity Texture out of an externally created native texture object. + + Native 2D texture object. + Width of texture in pixels. + Height of texture in pixels. + Format of underlying texture object. + Does the texture have mipmaps? + Is texture using linear color space? + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Create a new empty texture. + + + + + + + + + + Flags used to control the encoding to an EXR file. + + + + + This texture will use Wavelet compression. This is best used for grainy images. + + + + + The texture will use RLE (Run Length Encoding) EXR compression format (similar to Targa RLE compression). + + + + + The texture will use the EXR ZIP compression format. + + + + + No flag. This will result in an uncompressed 16-bit float EXR file. + + + + + The texture will be exported as a 32-bit float EXR file (default is 16-bit). + + + + + Packs a set of rectangles into a square atlas, with optional padding between rectangles. + + An array of rectangle dimensions. + Amount of padding to insert between adjacent rectangles in the atlas. + The size of the atlas. + If the function succeeds, Unity populates this with the packed rectangles. + + Returns true if the function succeeds. Otherwise, returns false. + + + + + Returns pixel color at coordinates (x, y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns pixel color at coordinates (x, y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns filtered pixel color at normalized coordinates (u, v). + + U coordinate of the sample. + V coordinate of the sample. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Returns filtered pixel color at normalized coordinates (u, v). + + U coordinate of the sample. + V coordinate of the sample. + Mip level to sample, must be in the range [0, mipCount[. + + Pixel color sampled. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + + View into the texture system memory data buffer. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given area of a given mip level. The colors are represented by Color structs. + + The x position of the pixel array to fetch. + The y position of the pixel array to fetch. + The width length of the pixel array to fetch. + The height length of the pixel array to fetch. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the the pixel color data for a given area of a given mip level. The colors are represented by Color structs. + + The x position of the pixel array to fetch. + The y position of the pixel array to fetch. + The width length of the pixel array to fetch. + The height length of the pixel array to fetch. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Get raw data from a texture for reading or writing. + + + Raw texture data view. + + + + + Get raw data from a texture. + + + Raw texture data as a byte array. + + + + + Checks to see whether the mipmap level set by requestedMipmapLevel has finished loading. + + + True if the mipmap level requested by requestedMipmapLevel has finished loading. + + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Fills texture pixels with raw preformatted data. + + Raw data array to initialize texture pixels with. + Size of data in bytes. + + + + Packs multiple Textures into a texture atlas. + + Array of textures to pack into the atlas. + Padding in pixels between the packed textures. + Maximum size of the resulting texture. + Should the texture be marked as no longer readable? + + An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. + + + + + Reads the pixels from the current render target (the screen, or a RenderTexture), and writes them to the texture. + + The region of the render target to read from. + The horizontal pixel position in the texture to write the pixels to. + The vertical pixel position in the texture to write the pixels to. + If this parameter is true, Unity automatically recalculates the mipmaps for the texture after writing the pixel data. Otherwise, Unity does not do this automatically. + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture. This action also clears the pixel data associated with the texture from the CPU and GPU. +This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one. +It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See for more information about compressed and crunched textures. +Call Apply to upload the changed pixels to the graphics card. +Texture.isReadable must be true. + + New width of the Texture. + New height of the Texture. + New format of the Texture. + Indicates if the Texture should reserve memory for a full mip map chain. + + Returns true if the reinitialization was a success. + + + + + Resizes the texture. + + + + + + + + + Resizes the texture. + + + + + + + Sets pixel color at coordinates (x,y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to sample, must be in the range [0, mipCount[. + + + + Sets pixel color at coordinates (x,y). + + X coordinate of the pixel to set. + Y coordinate of the pixel to set. + Color to set. + Mip level to sample, must be in the range [0, mipCount[. + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set a block of pixel colors. + + The array of pixel colours to assign (a 2D image flattened to a 1D array). + The mip level of the texture to write to. + + + + Set a block of pixel colors. + + The mip level of the texture to write to. + + + + + + + + + Set a block of pixel colors. + + Pixel values to assign to the Texture. + Mip level of the Texture passed in pixel values. + + + + Set a block of pixel colors. + + Pixel values to assign to the Texture. + Mip level of the Texture passed in pixel values. + + + + Set a block of pixel colors. + + + + + + + + + + + Set a block of pixel colors. + + + + + + + + + + + Updates Unity texture to use different native texture object. + + Native 2D texture object. + + + + Class for handling 2D texture arrays. + + + + + Read Only. This property is used as a parameter in some overloads of the CommandBuffer.Blit, Graphics.Blit, CommandBuffer.SetRenderTarget, and Graphics.SetRenderTarget methods to indicate that all texture array slices are bound. The value of this property is -1. + + + + + Number of elements in a texture array (Read Only). + + + + + Texture format (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, Unity discards the copy of pixel data in CPU-addressable memory after this operation. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + Format of the texture. + Should mipmaps be created? + Amount of mips to allocate for the texture array. + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + The array slice to reference. + + The view into the texture system memory data buffer. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given slice. The colors are represented by Color structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given mip level of a given slice. The colors are represented by Color structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data for a given slice, at a given mip level. The colors are represented by lower-precision Color32 structs. + + The array slice to read pixel data from. + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Array slice to copy pixels to. + Index in the source array to start copying from (default 0). + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Class for handling 3D Textures, Use this to create. + + + + + The depth of the texture (Read Only). + + + + + The format of the pixel data in the texture (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + Whether to discard the copy of pixel data in CPU-addressable memory after this operation. + + + + Creates Unity Texture out of externally created native texture object. + + Native 3D texture object. + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels + Format of underlying texture object. + Does the texture have mipmaps? + + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps. + External native texture pointer to use. Defaults to generating its own internal native texture. + Amount of mipmaps to allocate for the texture. + + + + Returns the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The mipmap level to be accessed. + + The color of the pixel. + + + + + Returns the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The mipmap level to be accessed. + + The color of the pixel. + + + + + Returns the filtered pixel color that represents one mip level of the 3D texture at normalized coordinates (u,v,w). + + U normalized coordinate to access a pixel. + V normalized coordinate to access a pixel. + W normalized coordinate to access a pixel. + The mipmap level to be accessed. + + The colors to return by bilinear filtering. + + + + + Returns the filtered pixel color that represents one mip level of the 3D texture at normalized coordinates (u,v,w). + + U normalized coordinate to access a pixel. + V normalized coordinate to access a pixel. + W normalized coordinate to access a pixel. + The mipmap level to be accessed. + + The colors to return by bilinear filtering. + + + + + Gets raw data from a Texture for reading or writing. + + The mip level to reference. + + View into the texture system memory data buffer. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the the pixel color data for a given mip level. The colors are represented by Color structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors, represented by Color structs. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Retrieves a copy of the pixel color data at a given mip level. The colors are represented by lower-precision Color32 structs. + + The mip level to read pixel data from. The default is 0. + + An array that contains a copy of the requested pixel colors. + + + + + Sets the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets the pixel color that represents one mip level of the 3D texture at coordinates (x,y,z). + + X coordinate to access a pixel. + Y coordinate to access a pixel. + Z coordinate to access a pixel. + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Set pixel values from raw preformatted data. + + Data array to initialize texture pixels with. + Mip level to fill. + Index in the source array to start copying from (default 0). + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Updates Unity texture to use different native texture object. + + Native 3D texture object. + + + + Format used when creating textures from scripts. + + + + + Alpha-only texture format, 8 bit integer. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + A 16 bits/pixel texture format. Texture stores color with an alpha channel. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB(A) HDR texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. + + + + + Compressed one channel (R) texture format. + + + + + Compressed two-channel (RG) texture format. + + + + + HDR compressed color texture format. + + + + + High quality compressed color texture format. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Compressed color texture format. + + + + + Compressed color texture format with Crunch compression for smaller storage sizes. + + + + + Compressed color with alpha channel texture format. + + + + + Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format. + + + + + ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC 4 bits/pixel compressed RGB texture format. + + + + + Compressed color texture format with Crunch compression for smaller storage sizes. + + + + + ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. + + + + + ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. + + + + + Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes. + + + + + PowerVR (iOS) 2 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. + + + + + Single channel (R) texture format, 16 bit integer. + + + + + Single channel (R) texture format, 8 bit integer. + + + + + Scalar (R) texture format, 32 bit floating point. + + + + + Two color (RG) texture format, 8-bits per channel. + + + + + Two channel (RG) texture format, 16 bit integer per channel. + + + + + Color texture format, 8-bits per channel. + + + + + Three channel (RGB) texture format, 16 bit integer per channel. + + + + + A 16 bit color texture format. + + + + + RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Color and alpha texture format, 4 bit per channel. + + + + + Four channel (RGBA) texture format, 16 bit integer per channel. + + + + + RGB color and alpha texture format, 32-bit floats per channel. + + + + + RGB color and alpha texture format, 16 bit floating point per channel. + + + + + Two color (RG) texture format, 32 bit floating point per channel. + + + + + Two color (RG) texture format, 16 bit floating point per channel. + + + + + Scalar (R) texture format, 16 bit floating point. + + + + + A format that uses the YUV color space and is often used for video encoding or playback. + + + + + Wrap mode for textures. + + + + + Clamps the texture to the last pixel at the edge. + + + + + Tiles the texture, creating a repeating pattern by mirroring it at every integer boundary. + + + + + Mirrors the texture once, then clamps to edge pixels. + + + + + Tiles the texture, creating a repeating pattern. + + + + + Priority of a thread. + + + + + Below normal thread priority. + + + + + Highest thread priority. + + + + + Lowest thread priority. + + + + + Normal thread priority. + + + + + Provides an interface to get time information from Unity. + + + + + Slows your application’s playback time to allow Unity to save screenshots in between frames. + + + + + The reciprocal of Time.captureDeltaTime. + + + + + The interval in seconds from the last frame to the current one (Read Only). + + + + + The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed. + + + + + The time since the last MonoBehaviour.FixedUpdate started (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision time since the last MonoBehaviour.FixedUpdate started (Read Only). This is the time in seconds since the start of the game. + + + + + The timeScale-independent interval in seconds from the last MonoBehaviour.FixedUpdate phase to the current one (Read Only). + + + + + The timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate phase (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision timeScale-independent time at the beginning of the last MonoBehaviour.FixedUpdate (Read Only). This is the time in seconds since the start of the game. + + + + + The total number of frames since the start of the game (Read Only). + + + + + Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false. + + + + + The maximum value of Time.deltaTime in any given frame. This is a time in seconds that limits the increase of Time.time between two frames. + + + + + The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates. + + + + + The real time in seconds since the game started (Read Only). + + + + + The real time in seconds since the game started (Read Only). Double precision version of Time.realtimeSinceStartup. + + + + + A smoothed out Time.deltaTime (Read Only). + + + + + The time at the beginning of this frame (Read Only). + + + + + The double precision time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. + + + + + The scale at which time passes. + + + + + The time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading. + + + + + The double precision time since this frame started (Read Only). This is the time in seconds since the last non-additive scene has finished loading. + + + + + The timeScale-independent interval in seconds from the last frame to the current one (Read Only). + + + + + The timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game. + + + + + The double precision timeScale-independent time for this frame (Read Only). This is the time in seconds since the start of the game. + + + + + Specify a tooltip for a field in the Inspector window. + + + + + The tooltip text. + + + + + Specify a tooltip for a field. + + The tooltip text. + + + + Interface for on-screen keyboards. Only native iPhone, Android, and Windows Store Apps are supported. + + + + + Is the keyboard visible or sliding into the position on the screen? + + + + + Returns portion of the screen which is covered by the keyboard. + + + + + Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) + + + + + Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) + + + + + How many characters the keyboard input field is limited to. 0 = infinite. + + + + + Specifies if input process was finished. (Read Only) + + + + + Will text input field above the keyboard be hidden when the keyboard is on screen? + + + + + Checks if the text within an input field can be selected and modified while TouchScreenKeyboard is open. + + + Returns true when you are able to select and modify the input field, returns false otherwise. + + + + + Is touch screen keyboard supported. + + + + + Gets or sets the character range of the selected text within the string currently being edited. + + + + + Returns the status of the on-screen keyboard. (Read Only) + + + + + Specified on which display the on-screen keyboard will appear. + + + + + Returns the text displayed by the input field of the keyboard. + + + + + Returns the TouchScreenKeyboardType of the keyboard. + + + + + Returns true whenever any keyboard is visible on the screen. + + + + + Specifies if input process was canceled. (Read Only) + + + + + Android specific on-screen keyboard settings. + + + + + Enable legacy on-screen keyboard hiding on Android. + + + + + Indicates whether the keyboard consumes screen touches outside the visible keyboard area. + + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) + + + + The status of the on-screen keyboard. + + + + + The on-screen keyboard was canceled. + + + + + The user has finished providing input. + + + + + The on-screen keyboard has lost focus. + + + + + The on-screen keyboard is visible. + + + + + Enumeration of the different types of supported touchscreen keyboards. + + + + + Keyboard with standard ASCII keys. + + + + + Keyboard with numbers and a decimal point. + + + + + The default keyboard layout of the target platform. + + + + + Keyboard with additional keys suitable for typing email addresses. + + + + + Keyboard with alphanumeric keys. + + + + + Keyboard for the Nintendo Network (Deprecated). + + + + + Keyboard with standard numeric keys. + + + + + Keyboard with numbers and punctuation mark keys. + + + + + Keyboard with standard numeric keys. + + + + + Keyboard with a layout suitable for typing telephone numbers. + + + + + Keyboard with the "." key beside the space key, suitable for typing search terms. + + + + + Keyboard with symbol keys often used on social media, such as Twitter. + + + + + Keyboard with keys for URL entry. + + + + + The trail renderer is used to make trails behind objects in the Scene as they move about. + + + + + Select whether the trail will face the camera, or the orientation of the Transform Component. + + + + + Does the GameObject of this Trail Renderer auto destruct? + + + + + Set the color gradient describing the color of the trail at various points along its length. + + + + + Creates trails when the GameObject moves. + + + + + Set the color at the end of the trail. + + + + + The width of the trail at the end of the trail. + + + + + Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Set the minimum distance the trail can travel before a new vertex is added to it. + + + + + Set this to a value greater than 0, to get rounded corners on each end of the trail. + + + + + Set this to a value greater than 0, to get rounded corners between each segment of the trail. + + + + + Get the number of line segments in the trail. + + + + + Get the number of line segments in the trail. + + + + + Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment. + + + + + Set the color at the start of the trail. + + + + + The width of the trail at the spawning point. + + + + + Choose whether the U coordinate of the trail texture is tiled or stretched. + + + + + How long does the trail take to fade out. + + + + + Set the curve describing the width of the trail at various points along its length. + + + + + Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. + + + + + Adds a position to the trail. + + The position to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Add an array of positions to the trail. + + The positions to add to the trail. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Creates a snapshot of TrailRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the trail. + The camera used for determining which way camera-space trails will face. + Include the rotation and scale of the Transform in the baked mesh. + + + + Removes all points from the TrailRenderer. +Useful for restarting a trail from a new position. + + + + + Get the position of a vertex in the trail. + + The index of the position to retrieve. + + The position at the specified index in the array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Set the position of a vertex in the trail. + + Which position to set. + The new position. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Sets the positions of all vertices in the trail. + + The array of positions to set. + + + + Position, rotation and scale of an object. + + + + + The number of children the parent Transform has. + + + + + The rotation as Euler angles in degrees. + + + + + Returns a normalized vector representing the blue axis of the transform in world space. + + + + + Has the transform changed since the last time the flag was set to 'false'? + + + + + The transform capacity of the transform's hierarchy data structure. + + + + + The number of transforms in the transform's hierarchy data structure. + + + + + The rotation as Euler angles in degrees relative to the parent transform's rotation. + + + + + Position of the transform relative to the parent transform. + + + + + The rotation of the transform relative to the transform rotation of the parent. + + + + + The scale of the transform relative to the GameObjects parent. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + The global scale of the object (Read Only). + + + + + The parent of the transform. + + + + + The world space position of the Transform. + + + + + The red axis of the transform in world space. + + + + + Returns the topmost transform in the hierarchy. + + + + + A Quaternion that stores the rotation of the Transform in world space. + + + + + The green axis of the transform in world space. + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Unparents all children. + + + + + Finds a child by name n and returns it. + + Name of child to be found. + + The found child transform. Null if child with matching name isn't found. + + + + + Returns a transform child by index. + + Index of the child transform to return. Must be smaller than Transform.childCount. + + Transform child by index. + + + + + Gets the position and rotation of the Transform component in local space (that is, relative to its parent transform). + + + + + + + Gets the position and rotation of the Transform component in world space. + + + + + + + Gets the sibling index. + + + + + Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. + + + + + + Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection. + + + + + + + + Transforms position from world space to local space. + + + + + + Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint. + + + + + + + + Transforms a vector from world space to local space. The opposite of Transform.TransformVector. + + + + + + Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector. + + + + + + + + Is this transform a child of parent? + + + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order). + + The rotation to apply in euler angles. + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + + + + The implementation of this method applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + Degrees to rotate the GameObject around the X axis. + Degrees to rotate the GameObject around the Y axis. + Degrees to rotate the GameObject around the Z axis. + + + + Rotates the object around the given axis by the number of degrees defined by the given angle. + + The degrees of rotation to apply. + The axis to apply rotation to. + Determines whether to rotate the GameObject either locally to the GameObject or relative to the Scene in world space. + + + + Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order). + + The rotation to apply in euler angles. + + + + The implementation of this method applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + Degrees to rotate the GameObject around the X axis. + Degrees to rotate the GameObject around the Y axis. + Degrees to rotate the GameObject around the Z axis. + + + + Rotates the object around the given axis by the number of degrees defined by the given angle. + + The axis to apply rotation to. + The degrees of rotation to apply. + + + + Rotates the transform about axis passing through point in world coordinates by angle degrees. + + + + + + + + + + + + + + + Move the transform to the start of the local transform list. + + + + + Move the transform to the end of the local transform list. + + + + + Sets the position and rotation of the Transform component in local space (i.e. relative to its parent transform). + + + + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before. + + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before. + + + + + Sets the world space position and rotation of the Transform component. + + + + + + + Sets the sibling index. + + Index to set. + + + + Transforms direction from local space to world space. + + + + + + Transforms direction x, y, z from local space to world space. + + + + + + + + Transforms position from local space to world space. + + + + + + Transforms the position x, y, z from local space to world space. + + + + + + + + Transforms vector from local space to world space. + + + + + + Transforms vector x, y, z from local space to world space. + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Transparent object sorting mode of a Camera. + + + + + Sort objects based on distance along a custom axis. + + + + + Default transparency sorting mode. + + + + + Orthographic transparency sorting mode. + + + + + Perspective transparency sorting mode. + + + + + Interface into tvOS specific functionality. + + + + + Advertising ID. + + + + + Is advertising tracking enabled. + + + + + The generation of the device. (Read Only) + + + + + iOS version. + + + + + Vendor ID. + + + + + Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. + + + + + + Set file flag to be excluded from iCloud/iTunes backup. + + + + + + iOS device generation. + + + + + Apple TV HD. + + + + + First generation Apple TV 4K. + + + + + First generation Apple TV 4K. + + + + + Second generation Apple TV 4K. + + + + + Apple TV HD. + + + + + A class for Apple TV remote input configuration. + + + + + Configures how "Menu" button behaves on Apple TV Remote. If this property is set to true hitting "Menu" on Remote will exit to system home screen. When this property is false current application is responsible for handling "Menu" button. It is recommended to set this property to true on top level menus of your application. + + + + + Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is false. + + + + + Configures how touches are mapped to analog joystick axes in relative or absolute values. If set to true it will return +1 on Horizontal axis when very far right is being touched on Remote touch aread (and -1 when very left area is touched correspondingly). The same applies for Vertical axis too. When this property is set to false player should swipe instead of touching specific area of remote to generate Horizontal or Vertical input. + + + + + Disables Apple TV Remote touch propagation to Unity Input.touches API. Useful for 3rd party frameworks, which do not respect Touch.type == Indirect. +Default is false. + + + + + Provides a base class for 2D lights. + + + + + A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers. + + + + + To achieve a pixel perfect render, Sprites must be displaced to discrete positions at render time. This value defines the minimum distance between these positions. This doesn’t affect the GameObject's transform position. + + + + + Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution. + + + + + Return true if this SpriteAtlas is a variant. + + + + + Get the total number of Sprite packed into this atlas. + + + + + Get the tag of this SpriteAtlas. + + + + + Return true if Sprite is packed into this SpriteAtlas. + + + + + + Clone the first Sprite in this atlas that matches the name packed in this atlas and return it. + + The name of the Sprite. + + + + Clone all the Sprite in this atlas and fill them into the supplied array. + + Array of Sprite that will be filled. + + The size of the returned array. + + + + + Clone all the Sprite matching the name in this atlas and fill them into the supplied array. + + Array of Sprite that will be filled. + The name of the Sprite. + + + + Manages SpriteAtlas during runtime. + + + + + Trigger when a SpriteAtlas is registered via invoking the callback in U2D.SpriteAtlasManager.atlasRequested. + + + + + + Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime. + + + + + + Stores a set of information that describes the bind pose of this Sprite. + + + + + Shows the color set for the bone in the Editor. + + + + + The Unique GUID of this bone. + + + + + The length of the bone. This is important for the leaf bones to describe their length without needing another bone as the terminal bone. + + + + + The name of the bone. This is useful when recreating bone hierarchy at editor or runtime. You can also use this as a way of resolving the bone path when a Sprite is bound to a more complex or richer hierarchy. + + + + + The ID of the parent of this bone. + + + + + The position in local space of this bone. + + + + + The rotation of this bone in local space. + + + + + A list of methods designed for reading and writing to the rich internal data of a Sprite. + + + + + Returns an array of BindPoses. + + The sprite to retrieve the bind pose from. + + A list of bind poses for this sprite. There is no need to dispose the returned NativeArray. + + + + + Returns a list of SpriteBone in this Sprite. + + The sprite to get the list of SpriteBone from. + + An array of SpriteBone that belongs to this Sprite. + + + + + Returns a list of indices. This is the same as Sprite.triangle. + + + + A read-only list of indices indicating how the triangles are formed between the vertices. The array is marked as undisposable. + + + + + Retrieves a strided accessor to the internal vertex attributes. + + + + + A read-only list of. + + + + + Returns the number of vertices in this Sprite. + + + + + + Checks if a specific channel exists for this Sprite. + + + + + True if the channel exists. + + + + + Sets the bind poses for this Sprite. + + The list of bind poses for this Sprite. The array must be disposed of by the caller. + + + + + Sets the SpriteBones for this Sprite. + + + + + + + Set the indices for this Sprite. This is the same as Sprite.triangle. + + The list of indices for this Sprite. The array must be disposed of by the caller. + + + + + Sets a specific channel of the VertexAttribute. + + The list of values for this specific VertexAttribute channel. The array must be disposed of by the caller. + + + + + + Sets the vertex count. This resizes the internal buffer. It also preserves any configurations of VertexAttributes. + + + + + + + A list of methods that allow the caller to override what the SpriteRenderer renders. + + + + + Stop using the deformable buffer to render the Sprite and use the original mesh instead. + + + + + + The BurstAuthorizedExternalMethod attribute lets you mark a function as being authorized for Burst to call from within a static constructor. + + + + + The BurstAuthorizedExternalMethod attribute lets you mark a function as being authorized for Burst to call from within a static constructor. + + + + + The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. + + + + + The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. + + + + + Used to specify allocation type for NativeArray. + + + + + Allocation associated with a DSPGraph audio kernel. + + + + + Invalid allocation. + + + + + No allocation. + + + + + Persistent allocation. + + + + + Temporary allocation. + + + + + Temporary job allocation. + + + + + DeallocateOnJobCompletionAttribute. + + + + + Enumeration of AtomicSafetyHandle errors. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed on the main thread after it is deallocated. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed by a worker thread after it is deallocated. + + + + + Corresponds to an error triggered when the object protected by this AtomicSafetyHandle is accessed by a worker thread before it is allocated. + + + + + AtomicSafetyHandle is used by the job system to provide validation and full safety. + + + + + Checks if the handle can be deallocated. Throws an exception if it has already been destroyed or a job is currently accessing the data. + + Safety handle. + + + + Checks if the handle is still valid and throws an exception if it is already destroyed. + + Safety handle. + + + + CheckGetSecondaryDataPointerAndThrow. + + Safety handle. + + + + Checks if the handle can be read from. Throws an exception if already destroyed or a job is currently writing to the data. + + Safety handle. + + + + Performs CheckWriteAndThrow and then bumps the secondary version. + + Safety handle. + + + + Checks if the handle can be written to. Throws an exception if already destroyed or a job is currently reading or writing to the data. + + Safety handle. + + + + Creates a new AtomicSafetyHandle that is valid until AtomicSafetyHandle.Release is called. + + + Safety handle. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete. + + Safety handle. + + Result. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete and then disables the read and write access on this atomic safety handle. + + Safety handle. + + Result. + + + + + Waits for all jobs running against this AtomicSafetyHandle to complete and then releases the atomic safety handle. + + Safety handle. + + Result. + + + + + Returns true if the AtomicSafetyHandle is configured to allow reading or writing. + + Safety handle. + + True if the AtomicSafetyHandle is configured to allow reading or writing, false otherwise. + + + + + Fetch the job handles of all jobs reading from the safety handle. + + The atomic safety handle to return readers for. + The maximum number of handles to be written to the output array. + A buffer where the job handles will be written. + + The actual number of readers on the handle, which can be greater than the maximum count provided. + + + + + Return the name of the specified reading job. + + Safety handle. + Index of the reader. + + The debug name of the reader. + + + + + Returns the safety handle which should be used for all temp memory allocations in this temp memory scope. All temp memory allocations share the same safety handle since they are automatically disposed of at the same time. + + + The safety handle for temp memory allocations in the current scope. + + + + + Returns a single shared handle, that can be shared by for example NativeSlice pointing to stack memory. + + + Safety handle. + + + + + Return the writer (if any) on an atomic safety handle. + + Safety handle. + + The job handle of the writer. + + + + + Return the debug name of the current writer on an atomic safety handle. + + Safety handle. + + Name of the writer, if any. + + + + + Checks if an AtomicSafetyHandle is the temp memory safety handle for the currently active temp memory scope. + + Safety handle. + + True if the safety handle is the temp memory handle for the current scope. + + + + + Allocates a new static safety ID, to store information for the provided type T. + + The name of the scripting type that owns this AtomicSafetyHandle, to be embedded in error messages involving the handle. This is expected to be a UTF8-encoded byte array, and is not required to be null-terminated. + The number of bytes in the ownerTypeNameBytes array, excluding the optional null terminator. + + + + Allocates a new static safety ID, to store information for the provided type T. + + + + + Marks the AtomicSafetyHandle so that it cannot be disposed of. + + Safety handle. + + + + Releases a previously created AtomicSafetyHandle. + + Safety handle. + + + + Lets you prevent read or write access on the atomic safety handle. + + Safety handle. + Use false to disallow read or write access, or true otherwise. + + + + Switches the AtomicSafetyHandle to the secondary version number. + + Safety handle. + Allow writing. + + + + Lets you bump the secondary version when scheduling a job that has write access to the atomic safety handle. + + Safety handle. + Use true to bump secondary version on schedule. + + + + Provide a custom error message for a specific job debugger error type, in cases where additional context can be provided. + + The static safety ID with which the provided custom error message should be associated. This ID must have been allocated with NewStaticSafetyId. Passing 0 is invalid; this is the default static safety ID, and its error messages can not be modified. + The class of error that should use the provided custom error message instead of the default job debugger error message. + The error message to use for the specified error type. This is expected to be a UTF8-encoded byte array, and is not required to be null-terminated. + The number of bytes in the messageBytes array, excluding the optional null terminator. + + + + Assigns the provided static safety ID to an AtomicSafetyHandle. The ID's owner type name and any custom error messages are used by the job debugger when reporting errors involving the target handle. + + The AtomicSafetyHandle to modify. + The static safety ID to associate with the provided handle. This ID must have been allocated with NewStaticSafetyId. + + + + Switches the AtomicSafetyHandle to the secondary version number. + + Safety handle. + + + + DisposeSentinel is used to automatically detect memory leaks. + + + + + Clears the DisposeSentinel. + + The DisposeSentinel to clear. + + + + Creates a new AtomicSafetyHandle and a new DisposeSentinel, to be used to track safety and leaks on some native data. + + The AtomicSafetyHandle that can be used to control access to the data related to the DisposeSentinel being created. + The new DisposeSentinel. + The stack depth where to extract the logging information from. + + + + Releases the AtomicSafetyHandle and clears the DisposeSentinel. + + The AtomicSafetyHandle returned when invoking Create. + The DisposeSentinel. + + + + EnforceJobResult. + + + + + AllJobsAlreadySynced. + + + + + DidSyncRunningJobs. + + + + + HandleWasAlreadyDeallocated. + + + + + NativeArray Unsafe Utility. + + + + + Converts an existing buffer to a NativeArray. + + Pointer to the preallocated data. + Number of elements. The length of the data in bytes will be computed automatically from this. + Allocation strategy to use. + + A new NativeArray, allocated with the given strategy and wrapping the provided data. + + + + + Returns the AtomicSafetyHandle that is used for safety control on the NativeArray. + + NativeArray. + + Safety handle. + + + + + Gets the pointer to the data owner by the NativeArray, without performing checks. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets the pointer to the memory buffer owner by the NativeArray, performing checks on whether the native array can be written to. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets a pointer to the memory buffer of the NativeArray or NativeArray.ReadOnly. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Gets a pointer to the memory buffer of the NativeArray or NativeArray.ReadOnly. + + NativeArray. + + NativeArray memory buffer pointer. + + + + + Sets a new AtomicSafetyHandle for the provided NativeArray. + + NativeArray. + Safety handle. + + + + Allows you to create your own custom native container. + + + + + NativeContainerIsAtomicWriteOnlyAttribute. + + + + + NativeContainerIsReadOnlyAttribute. + + + + + NativeContainerSupportsDeallocateOnJobCompletionAttribute. + + + + + NativeContainerSupportsDeferredConvertListToArray. + + + + + NativeContainerSupportsMinMaxWriteRestrictionAttribute. + + + + + By default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start. + + + + + By default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job. + + + + + When this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job. + + + + + This attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel. + + + + + NativeSlice unsafe utility class. + + + + + ConvertExistingDataToNativeSlice. + + Memory pointer. + Number of elements. + + + + Get safety handle for native slice. + + NativeSlice. + + Safety handle. + + + + + Get NativeSlice memory buffer pointer. Checks whether the native array can be written to. + + NativeSlice. + + Memory pointer. + + + + + Get NativeSlice memory buffer pointer. Checks whether the native array can be read from. + + NativeSlice. + + Memory pointer. + + + + + Set safetly handle on NativeSlice. + + NativeSlice. + Safety handle. + + + + Unsafe utility class. + + + + + The memory address of the struct. + + Struct. + + Memory pointer. + + + + + Minimum alignment of a struct. + + + Memory pointer. + + + + + Gets a reference to the array element at its current location in memory. + + The pointer to beginning of array of struct to reference. + Index of element in array. + + A reference to a value of type T. + + + + + Reinterprets the reference as a reference of a different type. + + The reference to reinterpret. + + A reference to a value of type T. + + + + + Gets a reference to the struct at its current location in memory. + + The pointer of struct to reference. + + A reference to a value of type T. + + + + + Any memory allocated before this call, that hasn't already been freed, is assumed to have leaked. Prints a list of leaks. + + + The number of leaks found. + + + + + Assigns an Object reference to a struct or pinned class. See Also: UnsafeUtility.PinGCObjectAndGetAddress. + + + + + + + Copies sizeof(T) bytes from ptr to output. + + Memory pointer. + Struct. + + + + Copies sizeof(T) bytes from input to ptr. + + Memory pointer. + Struct. + + + + Determines whether the specified enums are equal without boxing. + + The first enum to compare. + The second enum to compare. + + True if equal, otherwise false. + + + + + Return integer representation of enum value without boxing. + + Enum value to convert. + + Returns the integer representation of the enum value. + + + + + Tells the leak checking system to ignore any memory allocations made up to that point - if they leak, they are forgiven. + + + The number of leaks forgiven. + + + + + Free memory. + + Memory pointer. + Allocator. + + + + Free memory with leak tracking. + + Memory pointer. + Allocator. + + + + Returns the offset of the field relative struct or class it is contained in. + + + + + + Get whether leak detection is 1=disabled, 2=enabled, or 3=enabled with callstacks. + + + The mode of leak detection. + + + + + Returns whether the struct is blittable. + + The System.Type of a struct. + + True if struct is blittable, otherwise false. + + + + + Returns whether the struct is blittable. + + The System.Type of a struct. + + True if struct is blittable, otherwise false. + + + + + Returns whether the struct or type is unmanaged. An unmanaged type contains no managed fields, and can be freely copied in memory. + + The System.Type of a struct. + + True if struct is unmanaged, otherwise false. + + + + + Returns whether the struct or type is unmanaged. An unmanaged type contains no managed fields, and can be freely copied in memory. + + The System.Type of a struct. + + True if struct is unmanaged, otherwise false. + + + + + Returns true if the allocator label is valid and can be used to allocate or deallocate memory. + + + + + + Returns whether the type is acceptable as an element type in native containers. + + The System.Type to check. + + True if type is acceptable as a native container element. + + + + + Returns whether the type is acceptable as an element type in native containers. + + The System.Type to check. + + True if type is acceptable as a native container element. + + + + + Allocate memory. + + Size. + Alignment. + Allocator. + + Memory pointer. + + + + + Allocate memory with leak tracking. + + Size. + Alignment. + Allocator. + Callstacks to skip. + + Memory pointer. + + + + + Clear memory. + + Memory pointer. + Size. + + + + Checks to see whether two memory regions are identical or not by comparing a specified memory region in the first given memory buffer with the same region in the second given memory buffer. + + Pointer to the first memory buffer. + Pointer to the second memory buffer to compare the first one to. + Number of bytes to compare. + + 0 if the contents are identical, non-zero otherwise. + + + + + Copy memory. + + Destination memory pointer. + Source memory pointer. + Size. + + + + Copy memory and replicate. + + Destination memory pointer. + Source memory pointer. + Size. + Count. + + + + Similar to UnsafeUtility.MemCpy but can skip bytes via desinationStride and sourceStride. + + + + + + + + + + + Move memory. + + Destination memory pointer. + Source memory pointer. + Size. + + + + Set memory to specified value. + + Destination memory pointer. + Value to be set. + Size. + + + + Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the first element of the array. + +See Also: UnsafeUtility.ReleaseGCObject. + + + + + Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the memory location of the object. + +See Also: UnsafeUtility.ReleaseGCObject. + + + + + + + Read array element. + + Memory pointer. + Array index. + + Array Element. + + + + + Read array element with stride. + + Memory pointer. + Array index. + Stride. + + Array element. + + + + + Releases a GC Object Handle, previously aquired by UnsafeUtility.PinGCObjectAndGetAddress. + + + + + + Sets whether leak detection is 1=disabled, 2=enabled, or 3=enabled with callstacks. + + The mode of leak detection. + + + + Size of struct. + + + Size of struct. + + + + + Write array element. + + Memory pointer. + Array index. + Value to write. + + + + Write array element with stride. + + Memory pointer. + Array index. + Stride. + Value to write. + + + + Used in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked. + + + + + A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native without marshalling costs. + + + + + Cast NativeArray to read-only array. + + + Read-only array. + + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copies a range of elements from a source array to a destination array, starting from the source index and copying them to the destination index. + + The data to copy. + The array that receives the data. + A 32-bit integer that represents the number of elements to copy. The integer must be equal or greater than zero. + A 32-bit integer that represents the index in the srcArray at which copying begins. + A 32-bit integer that represents the index in the dstArray at which storing begins. + + + + Copy all the elements from another NativeArray or managed array of the same length. + + Source array. + + + + Copy all the elements from another NativeArray or managed array of the same length. + + Source array. + + + + Copy all elements to another NativeArray or managed array of the same length. + + Destination array. + + + + Copy all elements to another NativeArray or managed array of the same length. + + Destination array. + + + + Creates a new NativeArray from an existing array of elements. + + An array to copy the data from. + The allocation strategy used for the data. + + + + Creates a new NativeArray from an existing NativeArray. + + NativeArray to copy the data from. + The allocation strategy used for the data. + + + + Creates a new NativeArray allocating enough memory to fit the provided amount of elements. + + Number of elements to be allocated. + The allocation strategy used for the data. + Options to control the behaviour of the NativeArray. + + + + Disposes the NativeArray. + + + + + Compares to NativeArray. + + NativeArray to compare against. + + True in case the two NativeArray are the same, false otherwise. + + + + + Compares to NativeArray. + + Object to compare against. + + True in case the two NativeArray are the same, false otherwise. + + + + + Get enumerator. + + + Enumerator. + + + + + Returns a hash code for the current instance. + + + Hash code. + + + + + Return a view into the array starting at the specified index. + + The start index of the sub array. + The length of the sub array. + + A view into the array that aliases the original array. Cannot be disposed. + + + + + Indicates that the NativeArray has an allocated memory buffer. + + + + + Number of elements in the NativeArray. + + + + + NativeArray interface constrained to read-only operation. + + + + + Copy all elements to a NativeArray or managed array of the same length. + + The destination array to copy to. + + + + Copy all elements to a NativeArray or managed array of the same length. + + The destination array to copy to. + + + + Get enumerator. + + + Enumerator. + + + + + Indicates that the NativeArray.ReadOnly has an allocated memory buffer. + + + + + Number of elements in the NativeArray.ReadOnly. + + + + + Reinterpret the array as having a different data type (type punning). + + + An alias of the same array, but reinterpreted as the target type. + + + + + Read-only access to NativeArray.ReadOnly elements by index. + + + + + Convert the data in this NativeArray.ReadOnly to a managed array. + + + A new managed array with the same contents as this array. + + + + + Reinterpret the array as having a different data type (type punning). + + The expected size (in bytes, as given by sizeof) of the current element type of the array. + + An alias of the same array, but reinterpreted as the target type. + + + + + Reinterpret the array as having a different data type (type punning). + + The expected size (in bytes, as given by sizeof) of the current element type of the array. + + An alias of the same array, but reinterpreted as the target type. + + + + + Reinterpret and load data starting at underlying index as a different type. + + Index in underlying array where the load should start. + + The loaded data. + + + + + Reinterpret and store data starting at underlying index as a different type. + + Index in the underlying array where the data is to be stored. + The data to store. + + + + Access NativeArray elements by index. Notice that structs are returned by value and not by reference. + + + + + Convert NativeArray to array. + + + Array. + + + + + NativeArrayOptions lets you control if memory should be cleared on allocation or left uninitialized. + + + + + Clear NativeArray memory on allocation. + + + + + Uninitialized memory can improve performance, but results in the contents of the array elements being undefined. +In performance sensitive code it can make sense to use NativeArrayOptions.Uninitialized, if you are writing to the entire array right after creating it without reading any of the elements first. + + + + + + NativeDisableParallelForRestrictionAttribute. + + + + + The container has from start a size that will never change. + + + + + The specified number of elements will never change. + + The fixed number of elements in the container. + + + + The fixed number of elements in the container. + + + + + Static class for native leak detection settings. + + + + + Set whether native memory leak detection should be enabled or disabled. + + + + + Native leak memory leak detection mode enum. + + + + + Indicates that native memory leak detection is disabled. + + + + + Indicates that native memory leak detection is enabled. It is lightweight and will not collect any stacktraces. + + + + + Indicates that native memory leak detection is enabled with full stack trace extraction & logging. + + + + + Native Slice. + + + + + Copy all the elements from a NativeSlice or managed array of the same length. + + NativeSlice. + Array. + + + + Copy all the elements from a NativeSlice or managed array of the same length. + + NativeSlice. + Array. + + + + Copy all the elements of the slice to a NativeArray or managed array of the same length. + + Array. + + + + Copy all the elements of the slice to a NativeArray or managed array of the same length. + + Array. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + Constructor. + + NativeArray. + Start index. + Memory pointer. + Length. + + + + GetEnumerator. + + + Enumerator. + + + + + Implicit operator for creating a NativeSlice from a NativeArray. + + NativeArray. + + + + Number of elements in the slice. + + + + + SliceConvert. + + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + SliceWithStride. + + Stride offset. + Field name whos offset should be used as stride. + + NativeSlice. + + + + + Returns stride set for Slice. + + + + + Access NativeSlice elements by index. Notice that structs are returned by value and not by reference. + + + + + Convert NativeSlice to array. + + + Array. + + + + + The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. + + + + + The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. + + + + + The WriteOnly attribute lets you mark a member of a struct used in a job as write-only. + + + + + Subsystem tags for the read request, describing broad asset type or subsystem that triggered the read request. + + + + + The read request originated from an audio subsystem. + + + + + The read request originated in a Unity.Entities scene loading subsystem. + + + + + The read request originated in a Unity.Entities.Serialization binary reader subsystem. + + + + + A request for file information. + + + + + The read request originated in mesh loading. + + + + + The subsystem where the read request originated is unknown. + + + + + The read request originated in scripts. + + + + + The read request originated in texture loading. + + + + + The read request originated in Virtual Texturing. + + + + + With the AsyncReadManager, you can perform asynchronous I/O operations through Unity's virtual file system. You can perform these operations on any thread or job. + + + + + Closes a file held open internally by the AsyncReadManager. + + The path to the file to close. + (Optional) A JobHandle to wait on before performing the close. + + A JobHandle that completes when the asynchronous close operation finishes. + + + + + Gets information about a file. + + The name of the file to query. + A struct that this function fills in with information about the file upon completion of this asynchronous request. + + A read handle that you can use to monitor the progress and status of this GetFileInfo command. + + + + + Opens the file asynchronously. + + The path to the file to be opened. + + The FileHandle of the file being opened. Use the FileHandle to check the status of the open operation, to read the file, and to close the file when done. + + + + + Issues an asynchronous file read operation. Returns a ReadHandle. + + The filename to read from. + A pointer to an array of ReadCommand structs that specify offset, size, and destination buffer. + The number of read commands pointed to by readCmds. + (Optional) The name of the object being read, for metrics purposes. + (Optional) The of the object being read, for metrics purposes. + (Optional) The AssetLoadingSubsystem|Subsystem tag for the read operation, for metrics purposes. + + Used to monitor the progress and status of the read command. + + + + + Queues a set of read operations for a file opened with OpenFileAsync. + + The FileHandle to be read from, opened by AsyncReadManager.OpenFileAsync. + A struct containing the read commands to queue. + + A ReadHandle object you can use to check the status and monitor the progress of the read operations. + + + + + Queues a set of read operations for a file once the specified Jobs have completed. + + The FileHandle to be read from, opened by AsyncReadManager.OpenFileAsync. + A pointer to a struct containing the read commands to queue. + The dependency that will trigger the read to begin. + + A ReadHandle object you can to use to check the status and monitor the progress of the read operations. + + + + + Manages the recording and retrieval of metrics from the AsyncReadManager. + + + + + Clears the metrics for all completed requests, including failed and canceled requests. + + + + + Flags controlling the behaviour of AsyncReadManagerMetrics.GetMetrics and AsyncReadManagerMetrics.GetCurrentSummaryMetrics. + + + + + Clear metrics for completed read requests after returning. + + + + + Pass no flags. + + + + + Gets a summary of the metrics collected for AsyncReadManager read operations since you started data collection or last cleared the metrics data. + + Flags to control the behavior, including clearing the underlying completed metrics after reading. + + A summary of the current metrics data. + + + + + Gets a filtered summary of the metrics collected for AsyncReadManager read operations since you started data collection or last cleared the metrics data. + + The filters to apply to the metrics before calculating the summary. + Flags to control the behavior, including clearing the underlying completed metrics after reading. + + A summary of the current metric data, filtered by the specified metricsFilters. + + + + + Returns the current AsyncReadManager metrics. + + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + Array of AsyncReadManagerRequestMetric|read request metrics currently stored in the AsyncReadManager, which can be filtered by passing AsyncReadManagerMetricsFilters. + + + + + Returns the current AsyncReadManager metrics. + + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + Array of AsyncReadManagerRequestMetric|read request metrics currently stored in the AsyncReadManager, which can be filtered by passing AsyncReadManagerMetricsFilters. + + + + + Writes the current AsyncReadManager metrics into the given List. + + The pre-allocated list to store the metrics in. + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + + + Writes the current AsyncReadManager metrics into the given List. + + The pre-allocated list to store the metrics in. + Flags to control the behaviour, including clearing the underlying completed metrics after reading. + (Optional) The AsyncReadManagerMetricsFilters|filters to control the data returned. + + + + Summarizes an array containing AsyncReadManagerRequestMetric records. + + Array of previously collected AsyncReadManagerRequestMetrics. + + Calculated summary of the given metrics. + + + + + Summarizes an array containing AsyncReadManagerRequestMetric records. + + Array of previously collected AsyncReadManagerRequestMetrics. + + Calculated summary of the given metrics. + + + + + Summarizes AsyncReadManagerRequestMetric records that match the specified filter. + + List of previously collected AsyncReadManagerRequestMetrics. + AsyncReadManagerMetricsFilters|Filters to apply to the data used in calculating the summary. + + Calculated summary of given metrics that match the filters. + + + + + Summarizes AsyncReadManagerRequestMetric records that match the specified filter. + + List of previously collected AsyncReadManagerRequestMetrics. + AsyncReadManagerMetricsFilters|Filters to apply to the data used in calculating the summary. + + Calculated summary of given metrics that match the filters. + + + + + Returns the amount of data (in bytes) read through systems other than the AsyncReadManager. + + Set to true to reset the underlying data counter to zero after calling this function. Set to false if you want each call to this function to return the running, cumulative total. + + Number of bytes of data read through systems other than the AsyncReadManager since you started metrics collection or you cleared this data counter by setting emptyAfterRead to true. + + + + + Reports whether the metrics system for the AsyncReadManager is currently recording data. + + + True, if the metrics system of the AsyncReadManager is currently recording data; false, otherwise. + + + + + Begin recording metrics data for AsyncReadManager read operations. + + + + + Stop recording metrics data for AsyncReadManager read operations. + + + + + Defines a filter for selecting specific categories of data when summarizing AsyncReadManager metrics. + + + + + Clears all the filters on an existing AsyncReadManagerMetricsFilters instance. + + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + The YAML Class ID for the asset type to include in the summary calculations. See the page. + The Processing State to include in the summary calculations. + The type of file read (async or sync) to include in the summary calculations. + The priority level to include in the summary calculations. + The Subsystem 'tag' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Constructor for an instance of the Summary Metrics Filters, used to filter the metrics data that is included in the calculation of a summary. + + An array of all the to include in the summary calculations. + An array of all the ProcessingStates to include in the summary calculations. + An array of all the FileReadTypes to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Priority levels to include in the summary calculations. As there are only two options, this is generally unnecesary. + An array of all the Subsystem 'tags' to include in the summary calculations. + + + + Remove the Priority filters from an existing SummaryMetricsFilters instance. + + + + + Remove the ReadType filters from an existing SummaryMetricsFilters instance. + + + + + Remove the State filters from an existing SummaryMetricsFilters instance. + + + + + Remove the Subsystem filters from an existing SummaryMetricsFilters instance. + + + + + Remove the TypeID filters from an existing SummaryMetricsFilters instance. + + + + + Set Priority filters on an existing SummaryMetricsFilters instance. + + Priority level to filter by. Summary will include reads that had this priority level only. + Array of priority levels to filter by. Summary will include reads that have any of these priority levels. + + + + Set Priority filters on an existing SummaryMetricsFilters instance. + + Priority level to filter by. Summary will include reads that had this priority level only. + Array of priority levels to filter by. Summary will include reads that have any of these priority levels. + + + + Set FileReadType filters on an existing SummaryMetricsFilters instance. + + FileReadType to filter by. Summary will include reads that had this read type only. + Array of FileReadType|FileReadTypes to filter by. Summary will include reads that have any of these read types. + + + + Set FileReadType filters on an existing SummaryMetricsFilters instance. + + FileReadType to filter by. Summary will include reads that had this read type only. + Array of FileReadType|FileReadTypes to filter by. Summary will include reads that have any of these read types. + + + + Set ProcessingState filters on an existing SummaryMetricsFilters instance. + + ProcessingState to filter by. Summary will include reads that have this state only. + Array of ProcessingState|ProcessingStates to filter by. Summary will include reads that have any of these states. + + + + Set ProcessingState filters on an existing SummaryMetricsFilters instance. + + ProcessingState to filter by. Summary will include reads that have this state only. + Array of ProcessingState|ProcessingStates to filter by. Summary will include reads that have any of these states. + + + + Set AssetLoadingSubsystem filters on an existing SummaryMetricsFilters instance. + + AssetLoadingSubsystem to filter by. Summary will include reads that have this subsystem tag only. + Array of AssetLoadingSubsystem|AssetLoadingSubsystems to filter by. Summary will include reads that have any of these subsystem tags. + + + + Set AssetLoadingSubsystem filters on an existing SummaryMetricsFilters instance. + + AssetLoadingSubsystem to filter by. Summary will include reads that have this subsystem tag only. + Array of AssetLoadingSubsystem|AssetLoadingSubsystems to filter by. Summary will include reads that have any of these subsystem tags. + + + + Set TypeID filters on an existing SummaryMetricsFilters instance. + + to filter by. Summary will include reads that have this type ID only. + Array of to filter by. Summary will include reads that have any of these Type IDs. + + + + Set TypeID filters on an existing SummaryMetricsFilters instance. + + to filter by. Summary will include reads that have this type ID only. + Array of to filter by. Summary will include reads that have any of these Type IDs. + + + + Metrics for an individual read request. + + + + + The name of the asset being read. + + + + + The of the asset being read in the read request. + + + + + The number of batch read commands contained in the read request. + + + + + Total number of bytes of the read request read so far. + + + + + The filename the read request is reading from. + + + + + Returns whether this read request contained batch read commands. + + + + + The offset of the read request from the start of the file, in bytes. + + + + + The Priority|priority level of the read request. + + + + + The FileReadType|read type (sync or async) of the read request. + + + + + The time at which the read request was made, in microseconds elapsed since application startup. + + + + + The size of the read request, in bytes. + + + + + The ProcessingState|state of the read request at the time of retrieving the metrics. + + + + + The AssetLoadingSubsystem|Subsystem tag assigned to the read operation. + + + + + The amount of time the read request waited in the AsyncReadManager queue, in microseconds. + + + + + The total time in microseconds from the read request being added until its completion, or the time of metrics retrieval, depending whether the read has completed or not. + + + + + A summary of the metrics collected for AsyncReadManager read operations. + + + + + The mean rate of reading of data (bandwidth), in Mbps, for read request metrics included in the summary calculation. + + + + + The mean size of data read, in bytes, for read request metrics included in the summary calculation. + + + + + The mean time taken for reading (excluding queue time), in microseconds, for read request metrics included in the summary calculation. + + + + + The mean rate of request throughput, in Mbps, for read request metrics included in the summary calculation. + + + + + The mean time taken from request to completion, in microseconds, for completed read request metrics included in the summary calculation. + + + + + The mean time taken from request to the start of reading, in microseconds, for read request metrics included in the summary calculation. + + + + + The for the longest read included in the summary calculation. + + + + + The Subsystem tag for the longest read included in the summary calculation. + + + + + The longest read time (not including time in queue) included in the summary calculation in microseconds. + + + + + The for the longest wait time included in the summary calculation. + + + + + The Subsystem tag for the longest wait time included in the summary calculation. + + + + + The longest time spent waiting of metrics included in the summary calculation, in microseconds. + + + + + The total number of Async reads in the metrics included in the summary calculation. + + + + + The total number of cached reads (so read time was zero) in the metrics included in the summary calculation. + + + + + The total number of canceled requests in the metrics included in the summary calculation. + + + + + The total number of completed requests in the metrics included in the summary calculation. + + + + + The total number of failed requests in the metrics included in the summary calculation. + + + + + The total number of in progress requests in the metrics included in the summary calculation. + + + + + The total number of Sync reads in the metrics included in the summary calculation. + + + + + The total number of waiting requests in the metrics included in the summary calculation. + + + + + The total number of bytes read in the metrics included in the summary calculation. + + + + + The total number of read requests included in the summary calculation. + + + + + A handle to an asynchronously opened file. + + + + + Asynchronously closes the file referenced by this FileHandle and disposes the FileHandle instance. + + (Optional) The JobHandle to wait on before closing the file. + + The JobHandle for the asynchronous close operation. You can use this JobHandle as a dependency when scheduling other jobs that must not run before the close operation is finished. + + + + + Reports whether this FileHandle instance is valid. + + + True, if this FileHandle represents an open file; otherwise, false. + + + + + The JobHandle of the asynchronous file open operation begun by the call to AsyncReadManager.OpenFileAsync that returned this FileHandle instance. + + + + + The current status of this FileHandle. + + + + + The results of an asynchronous AsyncReadManager.GetFileInfo call. + + + + + Indicates the size of the file in bytes. + + + + + Indicates whether the file exists or not. + + + + + The type of FileReadType|file read requested from the AsyncReadManager. + + + + + Async Read Request. + + + + + Sync Read Request. + + + + + Defines the possible existential states of a file. + + + + + The file does not exist. + + + + + The file exists. + + + + + The possible statuses of a FileHandle. + + + + + The file has been closed. + + + + + The file is open for reading. + + + + + The request to open this file has failed. You must still dispose of the FileHandle using FileHandle.Close. + + + + + The asynchronous operation to open the file is still in progress. + + + + + The priority level attached to the AsyncReadManager read request. + + + + + High priority request. + + + + + Low priority request. + + + + + The state of the read request at the time of retrieval of AsyncReadManagerMetrics. + + + + + The read was canceled before completion. + + + + + The read request had fully completed. + + + + + The read request had failed before completion. + + + + + The read request was waiting in the queue to be read. + + + + + The read request was in the process of being read. + + + + + The read request status was unknown. + + + + + Describes the offset, size, and destination buffer of a single read operation. + + + + + The buffer that receives the read data. + + + + + The offset where the read begins, within the file. + + + + + The size of the read in bytes. + + + + + An array of ReadCommand instances to pass to AsyncReadManager.Read and AsyncReadManager.ReadDeferred. + + + + + The number of individual entries in the array of ReadCommands pointed to by ReadCommands. + + + + + Pointer to a NativeArray of ReadCommands. + + + + + You can use this handle to query the status of an asynchronous read operation. Note: To avoid a memory leak, you must call Dispose. + + + + + Cancels the AsyncReadManager.Read operation on this handle. + + + + + Disposes the ReadHandle. Use this to free up internal resources for reuse. + + + + + Returns the total number of bytes read by all the ReadCommand operations the asynchronous file read request. + + + The total number of bytes read by the asynchronous file read request. + + + + + Returns the total number of bytes read for a specific ReadCommand index. + + The index of the ReadCommand for which to retrieve the number of bytes read. + + The number of bytes read for the specified ReadCommand. + + + + + Returns an array containing the number of bytes read by the ReadCommand operations during the asynchronous file read request, where each index corresponds to the ReadCommand index. + + + An unsafe pointer to the array storing the number of bytes read for each ReadCommand in the request. + + + + + Check if the ReadHandle is valid. + + + True if the ReadHandle is valid. + + + + + JobHandle that completes when the read operation completes. + + + + + The number of read commands performed for this read operation. Will return zero until the reads have begun. + + + + + Current state of the read operation. + + + + + The state of an asynchronous file request. + + + + + The asynchronous file request was canceled before the read operations were completed. + + + + + The asynchronous file request completed successfully and all read operations within it were completed in full. + + + + + One or more of the asynchronous file request's read operations have failed. + + + + + The asynchronous file request is in progress. + + + + + The asynchronous file request has completed but one or more of the read operations were truncated. + + + + + Class that provides access to some of the Unity low level virtual file system APIs. + + + + + This method looks up the virtual file entry specified, and returns the details of that file within the file on the local filesystem. + + Virtual file entry to find. + Out parameter containing the file on the local filesystem. + Out parameter containing the offset inside of file on the local filesystem. + Out parameter containing the size inside of file on the local filesystem. + + Details were successfully found. + + + + + Use IJob to schedule a single job that runs in parallel to other jobs and the main thread. + + + + + Implement this method to perform work on a worker thread. + + + + + Extension methods for Jobs using the IJob interface. + + + + + Perform the job's Execute method immediately on the same thread. + + The job and data to Run. + + + + Schedule the job for execution on a worker thread. + + The job and data to schedule. + Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + For jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations. +This Job type gives you the most flexibility over how you want your job scheduled. + + + + + Implement this method to perform work against a specific iteration index. + + The index of the for loop at which to perform work. + + + + Extension methods for Jobs using the IJobFor. + + + + + Perform the job's Execute method immediately on the main thread. + + The job and data to Run. + The number of iterations the for loop will execute. + + + + Schedule the job for execution on a single worker thread. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Dependencies are used to ensure that a job executes on worker threads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Schedule the job for concurrent execution on a number of worker threads. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + Dependencies are used to ensure that a job executes on worker threads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + Parallel-for jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations. + + + + + Implement this method to perform work against a specific iteration index. + + The index of the Parallel for loop at which to perform work. + + + + Extension methods for Jobs using the IJobParallelFor. + + + + + Perform the job's Execute method immediately on the same thread. + + The job and data to Run. + The number of iterations the for loop will execute. + + + + Schedule the job for execution on a worker thread. + + The job and data to Schedule. + The number of iterations the for loop will execute. + Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop. + Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. + + The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. + + + + + JobHandle. + + + + + CheckFenceIsDependencyOrDidSyncFence. + + Job handle. + Job handle dependency. + + Return value. + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Combines multiple dependencies into a single one. + + + + + + + + + Ensures that the job has completed. + + + + + Ensures that all jobs have completed. + + + + + + + + + Ensures that all jobs have completed. + + + + + + + + + Ensures that all jobs have completed. + + + + + + + + + Returns false if the task is currently running. Returns true if the task has completed. + + + + + By default jobs are only put on a local queue when using Job Schedule functions, this actually makes them available to the worker threads to execute them. + + + + + Struct used to implement batch query jobs. + + + + + Create BatchQueryJob. + + NativeArray containing the commands to execute during a batch. The job executing the query will only read from the array, not write to it. + NativeArray which can contain the results from the commands. The job executing the query will write to the array. + + + + Struct used to schedule batch query jobs. + + + + + Initializes a BatchQueryJobStruct and returns a pointer to an internal structure (System.IntPtr) which should be passed to JobsUtility.JobScheduleParameters. + + + + + JobHandle Unsafe Utilities. + + + + + Combines multiple dependencies into a single one using an unsafe array of job handles. +See Also: JobHandle.CombineDependencies. + + + + + + + All job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector. + + + + + + + The type containing a static method named "Execute" method which is the method invokes by the job system. + + + + ProducerType is the type containing a static method named "Execute" method which is the method invokes by the job system. + + + + + Struct containing information about a range the job is allowed to work on. + + + + + Total iteration count. + + + + + Static class containing functionality to create, run and debug jobs. + + + + + Size of a cache line. + + + + + Creates job reflection data. + + + + + + + + + Returns pointer to internal JobReflectionData. + + + + + Creates job reflection data. + + + + + + + + + Returns pointer to internal JobReflectionData. + + + + + Returns the begin index and end index of the range. + + + + + + + + + Returns the work stealing range. + + + + + + + Returns true if successful. + + + + + Returns true if we this is called from inside of a C# job. + + + + + When disabled, forces jobs that have already been compiled with burst to run in mono instead. For example if you want to debug the C# jobs or just want to compare behaviour or performance. + + + + + Enables and disables the job debugger at runtime. Note that currently the job debugger is only supported in the Editor. Thus this only has effect in the editor. + + + + + Struct containing job parameters for scheduling. + + + + + Constructor. + + + + + + + + + A JobHandle to any dependency this job would have. + + + + + Pointer to the job data. + + + + + Pointer to the reflection data. + + + + + ScheduleMode option. + + + + + Current number of worker threads available to the Unity JobQueue. + + + + + Maximum number of worker threads available to the Unity JobQueue (Read Only). + + + + + Maximum job thread count. + + + + + Injects debug checks for min and max ranges of native array. + + + + + Reset JobWorkerCount to the Unity adjusted value. + + + + + Schedule a single IJob. + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule a IJobParallelFor job. + + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule a IJobParallelFor job. + + + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule an IJobParallelForTransform job. + + + + + Returns a JobHandle to the newly created Job. + + + + + Schedule an IJobParallelForTransform job with read-only access to the transform data. This method provides better parallelization because it can read all transforms in parallel instead of just parallelizing across transforms in different hierarchies. + + + + + + Returns a JobHandle to the newly created Job. + + + + + Determines what the job is used for (ParallelFor or a single job). + + + + + A parallel for job. + + + + + A single job. + + + + + ScheduleMode options for scheduling a manage job. + + + + + Schedule job as batched (ScheduleMode.Batched is the same as ScheduleMode.Parallel; this enumeration value is retained to support legacy code) + + + + + Schedule job to run on multiple worker threads if possible. Jobs that cannot run concurrently will run on one thread only. + + + + + Run job immediately on calling thread. + + + + + Schedule job to run on a single worker thread. + + + + + Profiler marker usage flags. + + + + + Specifies that marker is present only in the Editor. + + + + + Specifies that marker is present in non-development Players. + + + + + Marker represents a counter. + + + + + Default value for markers created in native code. + + + + + Specifies that marker is capable of capturing GPU timings. + + + + + Marker is created by scripting code. + + + + + Specifies that marker is generated by deep profiling. + + + + + Specifies that marker is generated by invocation of scripting method from native code. + + + + + Specifies that marker highlights performance suboptimal behavior. + + + + + Options for the Profiler metadata type. + + + + + Signifies that ProfilerMarkerData.Ptr points to a raw byte array. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type double. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type float. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type int. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type long. + + + + + Signifies that ProfilerMarkerData.Ptr points to a char*. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type uint. + + + + + Signifies that ProfilerMarkerData.Ptr points to a value of type ulong. + + + + + Provides information about Profiler category. + + + + + Profiler category color. + + + + + Profiler category flags. + + + + + Profiler category identifier. + + + + + Gets Profiler category name as string. + + + + + Profiler category name pointer. + + + + + Profiler category name length. + + + + + Describes Profiler metadata parameter that can be associated with a sample. + + + + + Raw pointer to the metadata value. + + + + + Size of the metadata value in bytes. + + + + + Metadata type. + + + + + Gets the description of a Profiler metric. + + + + + Gets the ProfilerCategory value of the Profiler metric. + + + + + Gets the data value type of the Profiler metric. + + + + + Profiler marker flags of the metric. + + + + + The name of the Profiler metric. + + + + + The name of the Profiler metric as a pointer to UTF-8 byte array. + + + + + Name length excluding null terminator. + + + + + Gets the data unit type of the Profiler metric. + + + + + Gets the handle of a Profiler metric. + + + + + Gets all available handles which can be accessed with ProfilerRecorder. + + + + + + Gets description of Profiler marker or counter handle. + + + + + + Indicates if a handle is valid and can be used with ProfilerRecorder. + + + + + Utility class which provides access to low level Profiler API. + + + + + Starts profiling a piece of code marked with a custom name that the markerPtr handle has defined. + + Profiler marker handle. + + + + Starts profiling a piece of code marked with a custom name that the markerPtr handle and metadata parameters has defined. + + Profiler marker handle. + Metadata parameters count. + Unsafe pointer to the ProfilerMarkerData array. + + + + AI and NavMesh Profiler category. + + + + + Memory allocation Profiler category. + + + + + Animation Profiler category. + + + + + Audio system Profiler category. + + + + + File IO Profiler category. + + + + + UI Profiler category. + + + + + Input system Profiler category. + + + + + Internal Unity systems Profiler category. + + + + + Global Illumination Profiler category. + + + + + Loading system Profiler category. + + + + + Networking system Profiler category. + + + + + Uncategorized Profiler category. + + + + + Particle system Profiler category. + + + + + Physics system Profiler category. + + + + + Rendering system Profiler category. + + + + + Generic C# code Profiler category. + + + + + Video system Profiler category. + + + + + Virtual Texturing system Profiler category. + + + + + VR systen Profiler category. + + + + + Create a new Profiler flow identifier. + + + + Returns flow identifier. + + + + + Constructs a new Profiler marker handle for code instrumentation. + + A marker name. + A profiler category identifier. + The marker flags. + The metadata parameters count, or 0 if no parameters are expected. + Marker name string length. + + Returns the marker native handle. + + + + + Constructs a new Profiler marker handle for code instrumentation. + + A marker name. + A profiler category identifier. + The marker flags. + The metadata parameters count, or 0 if no parameters are expected. + Marker name string length. + + Returns the marker native handle. + + + + + End profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Marker handle. + + + + Add flow event to a Profiler sample. + + Profiler flow identifier. + Flow event type. + + + + Gets the Profiler category identifier. + + Category name. + Category name length. + + Returns Profiler category identifier. + + + + + Retrieves Profiler category information such as name or color. + + Profiler category identifier. + + Returns description of the category. + + + + + Set Profiler marker metadata name and type. + + Profiler marker handle. + Metadata parameter index. + Metadata parameter name. + Metadata type. Must be one of ProfilerMarkerDataType values. + Metadata unit. Must be one of ProfilerMarkerDataUnit values. + Metadata parameter name length. + + + + Set Profiler marker metadata name and type. + + Profiler marker handle. + Metadata parameter index. + Metadata parameter name. + Metadata type. Must be one of ProfilerMarkerDataType values. + Metadata unit. Must be one of ProfilerMarkerDataUnit values. + Metadata parameter name length. + + + + Creates profiling sample with a custom name that the markerPtr handle and metadata parameters has defined. + + Profiler marker handle. + Metadata parameters count. + Unsafe pointer to the ProfilerMarkerData array. + + + + Gets Profiler timestamp. + + + + + Fraction that converts the Profiler timestamp to nanoseconds. + + + + + Denominator of timestamp to nanoseconds conversion fraction. + + + + + Numerator of timestamp to nanoseconds conversion fraction. + + + + + Gets conversion ratio from Profiler timestamp to nanoseconds. + + + + + Use to specify category for instrumentation Profiler markers. + + + + + AI and NavMesh Profiler category. + + + + + Animation Profiler category. + + + + + Audio system Profiler category. + + + + + Gets Profiler category color. + + + + + Use to construct ProfilerCategory by category name. + + Profiler category name. + + + + File IO Profiler category. + + + + + UI Profiler category. + + + + + Input system Profiler category. + + + + + Internal Unity systems Profiler category. + + + + + Global Illumination Profiler category. + + + + + Loading system Profiler category. + + + + + Memory allocation Profiler category. + + + + + Gets Profiler category name. + + + + + Networking system Profiler category. + + + + + Particle system Profiler category. + + + + + Physics system Profiler category. + + + + + Rendering system Profiler category. + + + + + Generic C# code Profiler category. + + + + + Video system Profiler category. + + + + + Virtual Texturing system Profiler category. + + + + + VR systen Profiler category. + + + + + Profiler category colors enum. + + + + + Animation category markers color. + + + + + Audio category markers color. + + + + + Audio Jobs category markers color. + + + + + Audio Update Jobs category markers color. + + + + + Build System category markers color. + + + + + Burst Jobs category markers color. + + + + + Garbage Collection category markers color. + + + + + Input category markers color. + + + + + Internal category markers color. + + + + + Lighting and Global Illumination category markers color. + + + + + Memory Allocation category markers color. + + + + + Multiple miscellaneous categories markers color. + + + + + Physics category markers color. + + + + + Render category markers color. + + + + + Scripts category markers color. + + + + + User Interface category markers color. + + + + + Rendering Vertical Sync category markers color. + + + + + Options for determining if a Profiler category is built into Unity by default. + + + + + Use this flag to determine that a Profiler category is built into the Unity Editor by default. + + + + + Use this flag to determine that a Profiler category is not built into Unity by default. + + + + + Defines Profiler flow event type. + + + + + Use for the flow start point. + + + + + Use for the flow end point. + + + + + Use for the flow continuation point. + + + + + Use for the parallel flow continuation point. + + + + + Performance marker used for profiling arbitrary code blocks. + + + + + Creates a helper struct for the scoped using blocks. + + + IDisposable struct which calls Begin and End automatically. + + + + + Helper IDisposable struct for use with ProfilerMarker.Auto. + + + + + Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Object associated with the operation. + + + + Begin profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + Object associated with the operation. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + Constructs a new performance marker for code instrumentation. + + Marker name. + Profiler category. + Marker name length. + The marker flags. + + + + End profiling a piece of code marked with a custom name defined by this instance of ProfilerMarker. + + + + + Gets native handle of the ProfilerMarker. + + + + + Options for Profiler marker data unit types. + + + + + Display data value as a size, specified in bytes. + + + + + Display data value as a simple number without any unit abbreviations. + + + + + Display data value as a frequency, specified in hertz. + + + + + Display data value as a percentage value with % postfix. + + + + + Display data value as a time, specified in nanoseconds. + + + + + Use to display data value as string if ProfilerMarkerDataTypes.String16 or as a simple number without any unit abbreviations. Also use Undefined in combination with ProfilerMarkerDataTypes.Blob8 which won't be visualized. + + + + + Records the Profiler metric data that a Profiler marker or counter produces. + + + + + Maximum amount of samples ProfilerRecorder can capture. + + + + + Copies collected samples to the destination array. + + Pointer to the destination samples array. + Destination samples array size. + Reset ProfilerRecorder. + + Returns the count of the copied elements. + + + + + Copies all collected samples to the destination list. + + Destination list. + Reset ProfilerRecorder. + + + + Collected samples count. + + + + + Constructs ProfilerRecorder instance with a Profiler metric name and category. + + Profiler category name. + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler category identifier. + + + + Constructs ProfilerRecorder instance with a Profiler metric name and category. + + Profiler category name. + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler category identifier. + + + + Constructs ProfilerRecorder instance with a Profiler metric name. + + Profiler marker or counter name. + Maximum amount of samples to be collected. + Profiler recorder options. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Constructs ProfilerRecorder instance with a Profiler metric name pointer or other unsafe handles. + + Profiler category identifier. + Profiler marker or counter name pointer. + Profiler marker or counter name length. + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + Profiler recorder handle. + + + + Gets current value of the Profiler metric. + + + + + Gets current value of the Profiler metric as double value. + + + + + Value data type of the Profiler metric. + + + + + Releases unmanaged instance of the ProfilerRecorder. + + + + + Gets sample data. + + + + + + Indicates if ProfilerRecorder is attached to the Profiler metric. + + + + + Gets the last value collected by the ProfilerRecorder. + + + + + Gets the last value collected by the ProfilerRecorder as double. + + + + + Clears collected samples. + + + + + Start data collection. + + + + + Initialize a new instance of ProfilerRecorder and start data collection. + + Profiler category. + Profiler marker or counter name. + Maximum amount of samples to collect. + ProfilerRecorder options. + + Returns new enabled recorder instance. + + + + + Initialize a new instance of ProfilerRecorder for ProfilerMarker and start data collection. + + Maximum amount of samples to be collected. + Profiler recorder options. + Profiler marker instance. + + Returns new enabled recorder instance. + + + + + Stops data collection. + + + + + Use to convert collected samples to an array. + + + + + Unit type. + + + + + Indicates whether ProfilerRecorder is associated with a valid Profiler marker or counter. + + + + + Indicates if ProfilerRecorder capacity has been exceeded. + + + + + ProfilerRecorder lifecycle and collection options. + + + + + Use to collect samples only on the thread ProfilerRecorder was initialized on. + + + + + Default initialization options. Equivalent to (SumSamplesInFrame | WrapAroundWhenCapacityReached). + + + + + Use to indicate that ProfilerRecorder should collect GPU timing instead of CPU. + + + + + Use to keep the ProfilerRecorder unmanaged instance running across a Unity domain reload. + + + + + Use to start data collection immediately upon ProfilerRecorder initialization. + + + + + Use to sum all samples within a frame and collect those as one sample per frame. + + + + + Use to allow sample value overwrite when ProfilerRecorder capacity is exceeded. + + + + + Sample value structure. + + + + + Sample count. + + + + + Raw sample value. + + + + + Reflection data for a DOTS instancing constant buffer. + + + + + The index of this constant buffer in the list of constant buffers returned by HybridV2ShaderReflection.GetDOTSInstancingCbuffers. + + + + + The value returned by Shader.PropertyToID for the name of this constant buffer. + + + + + The size of this constant buffer in bytes. + + + + + Reflection data for a DOTS instancing property. + + + + + The index of the constant buffer that contains this property in the list of constant buffers returned by HybridV2ShaderReflection.GetDOTSInstancingCbuffers. + + + + + The amount of columns or elements of this property if it's a matrix or a vector, respectively. + + + + + The value returned by Shader.PropertyToID for the name of this property. + + + + + The type of this property. + + + + + The value returned by Shader.PropertyToID for the DOTS instancing metadata constant of this property. + + + + + The offset of the metadata constant of this property in its DOTS instancing metadata constant buffer. + + + + + The amount of rows of this property if it's a matrix. + + + + + The size of this property in bytes. + + + + + Describes the type of a DOTS instancing property. + + + + + The property has type bool. + + + + + The property has type float. + + + + + The property has type half. + + + + + The property has type int. + + + + + The property has type short. + + + + + The property has a structure type. + + + + + The property has type uint. + + + + + The property has an unknown type. + + + + + Contains methods for reading Hybrid Renderer specific reflection data from shaders. + + + + + Returns the list of detected Hybrid Renderer DOTS instancing constant buffers for the given shader. + + Shader to get reflection data from. + + List of detected DOTS instancing constant buffers. + + + + + Returns the list of detected DOTS instancing properties for the given shader. + + Shader to get reflection data from. + + List of detected DOTS instancing properties. + + + + + Returns a monotonically increasing DOTS reflection data version number, which is incremented whenever a shader is loaded that contains DOTS instancing properties. + + + DOTS reflection data version number. + + + + + Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API. + + + + + Version of Unity API. + + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. + + Unity version that this assembly is compatible with. + Must be set to true. + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. This overload has been deprecated. + + Unity version that this assembly is compatible with. + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. This constructor is used by internal tooling. + + Unity version that this assembly is compatible with. + A comma-separated list comprised of the assembly name and attribute hash pairs. For example, assemblyname:hash,assemblyname:hash. + + + + The Core module implements basic classes required for Unity to function. + + + + + Constants to pass to Application.RequestUserAuthorization. + + + + + Request permission to use any audio input sources attached to the computer. + + + + + Request permission to use any video input sources attached to the computer. + + + + + Representation of 2D vectors and points. + + + + + Shorthand for writing Vector2(0, -1). + + + + + Shorthand for writing Vector2(-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector2(1, 1). + + + + + Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity). + + + + + Shorthand for writing Vector2(1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2(0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2(0, 0). + + + + + Gets the unsigned angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The unsigned angle in degrees between the two vectors. + + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Constructs a new vector with given x, y components. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Converts a Vector3 to a Vector2. + + + + + + Converts a Vector2 to a Vector3. + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Divides a vector by another vector. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by another vector. + + + + + + + Adds two vectors. + + + + + + + Returns the 2D vector perpendicular to this 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up. + + The input direction. + + The perpendicular direction. + + + + + Reflects a vector off the vector defined by a normal. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2. + + + + + + + Gets the signed angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The signed angle in degrees between the two vectors. + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 2D vectors and points using integers. + + + + + Shorthand for writing Vector2Int(0, -1). + + + + + Shorthand for writing Vector2Int(-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector2Int(1, 1). + + + + + Shorthand for writing Vector2Int(1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2Int(0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2Int(0, 0). + + + + + Converts a Vector2 to a Vector2Int by doing a Ceiling to each value. + + + + + + Clamps the Vector2Int to the bounds given by min and max. + + + + + + + Returns the distance between a and b. + + + + + + + Returns true if the objects are equal. + + + + + + Converts a Vector2 to a Vector2Int by doing a Floor to each value. + + + + + + Gets the hash code for the Vector2Int. + + + The hash code of the Vector2Int. + + + + + Converts a Vector2Int to a Vector2. + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Converts a Vector2Int to a Vector3Int. + + + + + + Subtracts one vector from another. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Converts a Vector2 to a Vector2Int by doing a Round to each value. + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2Int. + + + + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 3D vectors and points. + + + + + Shorthand for writing Vector3(0, 0, -1). + + + + + Shorthand for writing Vector3(0, -1, 0). + + + + + Shorthand for writing Vector3(0, 0, 1). + + + + + Shorthand for writing Vector3(-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector3(1, 1, 1). + + + + + Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). + + + + + Shorthand for writing Vector3(1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3(0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3(0, 0, 0). + + + + + Calculates the angle between vectors from and. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + The angle in degrees between the two vectors. + + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Cross Product of two vectors. + + + + + + + Creates a new vector with given x, y, z components. + + + + + + + + Creates a new vector with given x, y components and sets z to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Linearly interpolates between two points. + + Start value, returned when t = 0. + End value, returned when t = 1. + Value used to interpolate between a and b. + + Interpolated value, equals to a + (b - a) * t. + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta. + + The position to move from. + The position to move towards. + Distance to move current per call. + + The new position. + + + + + Makes this vector have a magnitude of 1. + + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors are different. + + + + + + + Adds two vectors. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + + Projects a vector onto another vector. + + + + + + + Projects a vector onto a plane defined by a normal orthogonal to the plane. + + The direction from the vector towards the plane. + The location of the vector above the plane. + + The location of the vector on the plane. + + + + + Reflects a vector off the plane defined by a normal. + + + + + + + Rotates a vector current towards target. + + The vector being managed. + The vector. + The maximum angle in radians allowed for this rotation. + The maximum allowed change in vector magnitude for this rotation. + + The location that RotateTowards generates. + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3. + + + + + + + + Calculates the signed angle between vectors from and to in relation to axis. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + A vector around which the other vectors are rotated. + + Returns the signed angle between from and to in degrees. + + + + + Spherically interpolates between two vectors. + + + + + + + + Spherically interpolates between two vectors. + + + + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x, y, z components using [0], [1], [2] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of 3D vectors and points using integers. + + + + + Shorthand for writing Vector3Int(0, 0, -1). + + + + + Shorthand for writing Vector3Int(0, -1, 0). + + + + + Shorthand for writing Vector3Int(0, 0, 1). + + + + + Shorthand for writing Vector3Int(-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector3Int(1, 1, 1). + + + + + Shorthand for writing Vector3Int(1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3Int(0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3Int(0, 0, 0). + + + + + Converts a Vector3 to a Vector3Int by doing a Ceiling to each value. + + + + + + Clamps the Vector3Int to the bounds given by min and max. + + + + + + + Initializes and returns an instance of a new Vector3Int with x, y, z components. + + The X component of the Vector3Int. + The Y component of the Vector3Int. + The Z component of the Vector3Int. + + + + Initializes and returns an instance of a new Vector3Int with x and y components and sets z to zero. + + The X component of the Vector3Int. + The Y component of the Vector3Int. + + + + Returns the distance between a and b. + + + + + + + Returns true if the objects are equal. + + + + + + Converts a Vector3 to a Vector3Int by doing a Floor to each value. + + + + + + Gets the hash code for the Vector3Int. + + + The hash code of the Vector3Int. + + + + + Converts a Vector3Int to a Vector3. + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Divides a vector by a number. + + + + + + + Returns true if the vectors are equal. + + + + + + + Converts a Vector3Int to a Vector2Int. + + + + + + Subtracts one vector from another. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Converts a Vector3 to a Vector3Int by doing a Round to each value. + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3Int. + + + + + + + + Access the x, y or z component using [0], [1] or [2] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Representation of four-dimensional vectors. + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector4(1,1,1,1). + + + + + Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). + + + + + Returns the squared length of this vector (Read Only). + + + + + W component of the vector. + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector4(0,0,0,0). + + + + + Creates a new vector with given x, y, z, w components. + + + + + + + + + Creates a new vector with given x, y, z components and sets w to zero. + + + + + + + + Creates a new vector with given x, y components and sets z and w to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Converts a Vector4 to a Vector2. + + + + + + Converts a Vector4 to a Vector3. + + + + + + Converts a Vector2 to a Vector4. + + + + + + Converts a Vector3 to a Vector4. + + + + + + Linearly interpolates between two vectors. + + + + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Adds two vectors. + + + + + + + Projects a vector onto another vector. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y, z and w components of an existing Vector4. + + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + Returns a formatted string for this vector. + + A numeric format string. + An object that specifies culture-specific formatting. + + + + This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. + + + + + The texture used by an external XR provider. The provider is responsible for defining the texture's layout and use. + + + + + The RenderTexture is not a VR eye texture. No special rendering behavior will occur. + + + + + This texture corresponds to a single eye on a stereoscopic display. + + + + + This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions. + + + + + Waits until the end of the frame after Unity has rendererd every Camera and GUI, just before displaying the frame on screen. + + + + + Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate. + + + + + Suspends the coroutine execution for the given amount of seconds using scaled time. + + + + + Suspends the coroutine execution for the given amount of seconds using scaled time. + + Delay execution by the amount of time in seconds. + + + + Suspends the coroutine execution for the given amount of seconds using unscaled time. + + + + + The given amount of seconds that the yield instruction will wait for. + + + + + Creates a yield instruction to wait for a given number of seconds using unscaled time. + + + + + + Suspends the coroutine execution until the supplied delegate evaluates to true. + + + + + Initializes a yield instruction with a given delegate to be evaluated. + + Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true. + + + + Suspends the coroutine execution until the supplied delegate evaluates to false. + + + + + Initializes a yield instruction with a given delegate to be evaluated. + + The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false. + + + + Sets which weights to use when calculating curve segments. + + + + + Include inWeight and outWeight when calculating curve segments. + + + + + Include inWeight when calculating the previous curve segment. + + + + + Exclude both inWeight or outWeight when calculating curve segments. + + + + + Include outWeight when calculating the next curve segment. + + + + + Exposes useful information related to crash reporting on Windows platforms. + + + + + Returns the path to the crash report folder on Windows. + + + + + Class representing cryptography algorithms. + + + + + Computes MD5 hash value for the specified byte array. + + The input to compute the hash code for. + + + + Computes SHA1 hash value for the specified byte array. + + The input to compute the hash code for. + + + + Exposes static methods for directory operations. + + + + + Returns a path to local folder. + + + + + Returns a path to roaming folder. + + + + + Returns a path to temporary folder. + + + + + Creates directory in the specified path. + + The directory path to create. + + + + Deletes a directory from a specified path. + + The name of the directory to remove. + + + + Determines whether the given path refers to an existing directory. + + The path to test. + + + + Provides static methods for file operations. + + + + + Deletes the specified file. + + The name of the file to be deleted. + + + + Determines whether the specified file exists. + + The file to check. + + + + Opens a binary file, reads the contents of the file into a byte array, and then closes the file. + + The file to open for reading. + + + + Creates a new file, writes the specified byte array to the file, and then closes the file. If the target file already exists, it is overwritten. + + The file to write to. + The bytes to write to the file. + + + + Provides static methods for Windows specific input manipulation. + + + + + Forwards raw input events to Unity. + + Pointer to array of indices that specify the byte offsets of RAWINPUTHEADER structures in rawInputData. + Pointer to array of indices that specify the byte offsets of RAWINPUT::data field in rawInputData. + Number of RAWINPUT events. + Pointer to byte array containing RAWINPUT events. + RawInputData array size in bytes. + + + + Forwards raw input events to Unity. + + Pointer to array of indices that specify the byte offsets of RAWINPUTHEADER structures in rawInputData. + Pointer to array of indices that specify the byte offsets of RAWINPUT::data field in rawInputData. + Number of RAWINPUT events. + Pointer to byte array containing RAWINPUT events. + RawInputData array size in bytes. + + + + This class provides information regarding application's trial status and allows initiating application purchase. + + + + + Checks whether the application is installed in trial mode. + + + + + Attempts to purchase the app if it is in installed in trial mode. + + + Purchase receipt. + + + + + Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored. + + + + + High confidence level. + + + + + Low confidence level. + + + + + Medium confidence level. + + + + + Everything is rejected. + + + + + Represents the reason why dictation session has completed. + + + + + Dictation session completion was caused by bad audio quality. + + + + + Dictation session was either cancelled, or the application was paused while dictation session was in progress. + + + + + Dictation session has completed successfully. + + + + + Dictation session has finished because a microphone was not available. + + + + + Dictation session has finished because network connection was not available. + + + + + Dictation session has reached its timeout. + + + + + Dictation session has completed due to an unknown error. + + + + + DictationRecognizer listens to speech input and attempts to determine what phrase was uttered. + + + + + The time length in seconds before dictation recognizer session ends due to lack of audio input. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Event that is triggered when the recognizer session completes. + + Delegate that is to be invoked on DictationComplete event. + + + + Delegate for DictationComplete event. + + The cause of dictation session completion. + + + + Event that is triggered when the recognizer session encouters an error. + + Delegate that is to be invoked on DictationError event. + + + + Delegate for DictationError event. + + The error mesage. + HRESULT code that corresponds to the error. + + + + Event that is triggered when the recognizer changes its hypothesis for the current fragment. + + Delegate to be triggered in the event of a hypothesis changed event. + + + + Callback indicating a hypothesis change event. You should register with DictationHypothesis event. + + The text that the recognizer believes may have been recognized. + + + + Event indicating a phrase has been recognized with the specified confidence level. + + The delegate to be triggered when this event is triggered. + + + + Callback indicating a phrase has been recognized with the specified confidence level. You should register with DictationResult event. + + The recognized text. + The confidence level at which the text was recognized. + + + + Disposes the resources this dictation recognizer uses. + + + + + The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session. + + + + + Starts the dictation recognization session. Dictation recognizer can only be started if PhraseRecognitionSystem is not running. + + + + + Indicates the status of dictation recognizer. + + + + + Stops the dictation recognization session. + + + + + DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize. + + + + + Dictation recognizer will optimize for dictation scenario. + + + + + Dictation recognizer will optimize for form-filling scenario. + + + + + Dictation recognizer will optimize for web search scenario. + + + + + The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. +The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines. + + + + + Creates a grammar recognizer using specified file path and minimum confidence. + + Path of the grammar file. + The confidence level at which the recognizer will begin accepting phrases. + + + + Creates a grammar recognizer using specified file path and minimum confidence. + + Path of the grammar file. + The confidence level at which the recognizer will begin accepting phrases. + + + + Returns the grammar file path which was supplied when the grammar recognizer was created. + + + + + KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords. + + + + + Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. + + The keywords that the recognizer will listen to. + The minimum confidence level of speech recognition that the recognizer will accept. + + + + Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. + + The keywords that the recognizer will listen to. + The minimum confidence level of speech recognition that the recognizer will accept. + + + + Returns the list of keywords which was supplied when the keyword recognizer was created. + + + + + Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them. + + + + + Returns whether speech recognition is supported on the machine that the application is running on. + + + + + Delegate for OnError event. + + Error code for the error that occurred. + + + + Event that gets invoked when phrase recognition system encounters an error. + + Delegate that will be invoked when the event occurs. + + + + Event which occurs when the status of the phrase recognition system changes. + + Delegate that will be invoked when the event occurs. + + + + Attempts to restart the phrase recognition system. + + + + + Shuts phrase recognition system down. + + + + + Returns the current status of the phrase recognition system. + + + + + Delegate for OnStatusChanged event. + + The new status of the phrase recognition system. + + + + Provides information about a phrase recognized event. + + + + + A measure of correct recognition certainty. + + + + + The time it took for the phrase to be uttered. + + + + + The moment in time when uttering of the phrase began. + + + + + A semantic meaning of recognized phrase. + + + + + The text that was recognized. + + + + + A common base class for both keyword recognizer and grammar recognizer. + + + + + Disposes the resources used by phrase recognizer. + + + + + Tells whether the phrase recognizer is listening for phrases. + + + + + Event that gets fired when the phrase recognizer recognizes a phrase. + + Delegate that will be invoked when the event occurs. + + + + Delegate for OnPhraseRecognized event. + + Information about a phrase recognized event. + + + + Makes the phrase recognizer start listening to phrases. + + + + + Stops the phrase recognizer from listening to phrases. + + + + + Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files. + + + + + A key of semantic meaning. + + + + + Values of semantic property that the correspond to the semantic meaning key. + + + + + Represents an error in a speech recognition system. + + + + + Speech recognition engine failed because the audio quality was too low. + + + + + Speech recognition engine failed to compiled specified grammar. + + + + + Speech error occurred because a microphone was not available. + + + + + Speech error occurred due to a network failure. + + + + + No error occurred. + + + + + A speech recognition system has timed out. + + + + + Supplied grammar file language is not supported. + + + + + A speech recognition system has encountered an unknown error. + + + + + Represents the current status of the speech recognition system or a dictation recognizer. + + + + + Speech recognition system has encountered an error and is in an indeterminate state. + + + + + Speech recognition system is running. + + + + + Speech recognition system is stopped. + + + + + When calling PhotoCapture.StartPhotoModeAsync, you must pass in a CameraParameters object that contains the various settings that the web camera will use. + + + + + A valid height resolution for use with the web camera. + + + + + A valid width resolution for use with the web camera. + + + + + The framerate at which to capture video. This is only for use with VideoCapture. + + + + + The opacity of captured holograms. + + + + + The pixel format used to capture and record your image data. + + + + + The encoded image or video pixel format to use for PhotoCapture and VideoCapture. + + + + + 8 bits per channel (blue, green, red, and alpha). + + + + + Encode photo in JPEG format. + + + + + 8-bit Y plane followed by an interleaved U/V plane with 2x2 subsampling. + + + + + Portable Network Graphics Format. + + + + + Captures a photo from the web camera and stores it in memory or on disk. + + + + + Contains the result of the capture request. + + + + + Specifies that the desired operation was successful. + + + + + Specifies that an unknown error occurred. + + + + + Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos. + + Will allow you to capture holograms in your photo. + This callback will be invoked when the PhotoCapture instance is created and ready to be used. + + + + Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos. + + Will allow you to capture holograms in your photo. + This callback will be invoked when the PhotoCapture instance is created and ready to be used. + + + + Dispose must be called to shutdown the PhotoCapture instance. + + + + + Provides a COM pointer to the native IVideoDeviceController. + + + A native COM pointer to the IVideoDeviceController. + + + + + Called when a photo has been saved to the file system. + + Indicates whether or not the photo was successfully saved to the file system. + + + + Called when a photo has been captured to memory. + + Indicates whether or not the photo was successfully captured to memory. + Contains the target texture. If available, the spatial information will be accessible through this structure as well. + + + + Called when a PhotoCapture resource has been created. + + The PhotoCapture instance. + + + + Called when photo mode has been started. + + Indicates whether or not photo mode was successfully activated. + + + + Called when photo mode has been stopped. + + Indicates whether or not photo mode was successfully deactivated. + + + + A data container that contains the result information of a photo capture operation. + + + + + The specific HResult value. + + + + + A generic result that indicates whether or not the PhotoCapture operation succeeded. + + + + + Indicates whether or not the operation was successful. + + + + + Asynchronously starts photo mode. + + The various settings that should be applied to the web camera. + This callback will be invoked once photo mode has been activated. + + + + Asynchronously stops photo mode. + + This callback will be invoked once photo mode has been deactivated. + + + + A list of all the supported device resolutions for taking pictures. + + + + + Asynchronously captures a photo from the web camera and saves it to disk. + + The location where the photo should be saved. The filename must end with a png or jpg file extension. + The encoding format that should be used. + Invoked once the photo has been saved to disk. + Invoked once the photo has been copied to the target texture. + + + + Asynchronously captures a photo from the web camera and saves it to disk. + + The location where the photo should be saved. The filename must end with a png or jpg file extension. + The encoding format that should be used. + Invoked once the photo has been saved to disk. + Invoked once the photo has been copied to the target texture. + + + + Image Encoding Format. + + + + + JPEG Encoding. + + + + + PNG Encoding. + + + + + Contains information captured from the web camera. + + + + + The length of the raw IMFMediaBuffer which contains the image captured. + + + + + Specifies whether or not spatial data was captured. + + + + + The raw image data pixel format. + + + + + Will copy the raw IMFMediaBuffer image data into a byte list. + + The destination byte list to which the raw captured image data will be copied to. + + + + Disposes the PhotoCaptureFrame and any resources it uses. + + + + + Provides a COM pointer to the native IMFMediaBuffer that contains the image data. + + + A native COM pointer to the IMFMediaBuffer which contains the image data. + + + + + This method will return the camera to world matrix at the time the photo was captured if location data if available. + + A matrix to be populated by the Camera to world Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will return the projection matrix at the time the photo was captured if location data if available. + + The near clip plane distance. + The far clip plane distance. + A matrix to be populated by the Projection Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will return the projection matrix at the time the photo was captured if location data if available. + + The near clip plane distance. + The far clip plane distance. + A matrix to be populated by the Projection Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + + + + + This method will copy the captured image data into a user supplied texture for use in Unity. + + The target texture that the captured image data will be copied to. + + + + Records a video from the web camera directly to disk. + + + + + Specifies what audio sources should be recorded while recording the video. + + + + + Include both the application audio as well as the mic audio in the video recording. + + + + + Only include the application audio in the video recording. + + + + + Only include the mic audio in the video recording. + + + + + Do not include any audio in the video recording. + + + + + Contains the result of the capture request. + + + + + Specifies that the desired operation was successful. + + + + + Specifies that an unknown error occurred. + + + + + Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk. + + Allows capturing holograms in your video. + This callback will be invoked when the VideoCapture instance is created and ready to be used. + + + + Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk. + + Allows capturing holograms in your video. + This callback will be invoked when the VideoCapture instance is created and ready to be used. + + + + You must call Dispose to shutdown the VideoCapture instance and release the native WinRT objects. + + + + + Returns the supported frame rates at which a video can be recorded given a resolution. + + A recording resolution. + + The frame rates at which the video can be recorded. + + + + + Provides a COM pointer to the native IVideoDeviceController. + + + A native COM pointer to the IVideoDeviceController. + + + + + Indicates whether or not the VideoCapture instance is currently recording video. + + + + + Called when the web camera begins recording the video. + + Indicates whether or not video recording started successfully. + + + + Called when the video recording has been saved to the file system. + + Indicates whether or not video recording was saved successfully to the file system. + + + + Called when a VideoCapture resource has been created. + + The VideoCapture instance. + + + + Called when video mode has been started. + + Indicates whether or not video mode was successfully activated. + + + + Called when video mode has been stopped. + + Indicates whether or not video mode was successfully deactivated. + + + + Asynchronously records a video from the web camera to the file system. + + The name of the video to be recorded to. + Invoked as soon as the video recording begins. + + + + Asynchronously starts video mode. + + The various settings that should be applied to the web camera. + Indicates how audio should be recorded. + This callback will be invoked once video mode has been activated. + + + + Asynchronously stops recording a video from the web camera to the file system. + + Invoked as soon as video recording has finished. + + + + Asynchronously stops video mode. + + This callback will be invoked once video mode has been deactivated. + + + + A list of all the supported device resolutions for recording videos. + + + + + A data container that contains the result information of a video recording operation. + + + + + The specific Windows HRESULT code. + + + + + A generic result that indicates whether or not the VideoCapture operation succeeded. + + + + + Indicates whether or not the operation was successful. + + + + + Contains general information about the current state of the web camera. + + + + + Specifies what mode the Web Camera is currently in. + + + + + Describes the active mode of the Web Camera resource. + + + + + Resource is not in use. + + + + + Resource is in Photo Mode. + + + + + Resource is in Video Mode. + + + + + Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve. + + + + + Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing. + + + + + Reads the default repeat mode set higher up. + + + + + When time reaches the end of the animation clip, time will continue at the beginning. + + + + + When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip. + + + + + When time reaches the end of the animation clip, time will ping pong back between beginning and end. + + + + + Delegate that can be invoked on specific thread. + + + + + Provides essential methods related to Window Store application. + + + + + Advertising ID. + + + + + Arguments passed to application. + + + + + Fired when application window is activated. + + + + + + Fired when window size changes. + + + + + + Executes callback item on application thread. + + Item to execute. + Wait until item is executed. + + + + Executes callback item on UI thread. + + Item to execute. + Wait until item is executed. + + + + Returns true if you're running on application thread. + + + + + Returns true if you're running on UI thread. + + + + + Cursor API for Windows Store Apps. + + + + + Set a custom cursor. + + The cursor resource id. + + + + List of accessible folders on Windows Store Apps. + + + + + Class which is capable of launching user's default app for file type or a protocol. See also PlayerSettings where you can specify file or URI associations. + + + + + Launches the default app associated with specified file. + + Folder type where the file is located. + Relative file path inside the specified folder. + Shows user a warning that application will be switched. + + + + Opens a dialog for picking the file. + + File extension. + + + + Starts the default app associated with the URI scheme name for the specified URI, using the specified options. + + The URI. + Displays a warning that the URI is potentially unsafe. + + + + Defines the default look of secondary tile. + + + + + + Arguments to be passed for application when secondary tile is activated. + + + + + Defines background color for secondary tile. + + + + + + Defines, whether backgroundColor should be used. + + + + + + Display name for secondary tile. + + + + + + Defines the style for foreground text on a secondary tile. + + + + + + Uri to logo, shown for secondary tile on lock screen. + + + + + + Whether to show secondary tile on lock screen. + + + + + + Phonetic name for secondary tile. + + + + + + Defines whether secondary tile is copied to another device when application is installed by the same users account. + + + + + + Defines whether the displayName should be shown on a medium secondary tile. + + + + + + Defines whether the displayName should be shown on a large secondary tile. + + + + + + Defines whether the displayName should be shown on a wide secondary tile. + + + + + + Uri to the logo for medium size tile. + + + + + Uri to the logo shown on tile + + + + + + Uri to the logo for large size tile. + + + + + + Uri to the logo for small size tile. + + + + + + Unique identifier within application for a secondary tile. + + + + + + Uri to the logo for wide tile. + + + + + Constructor for SecondaryTileData, sets default values for all members. + + Unique identifier for secondary tile. + A display name for a tile. + + + + Represents tile on Windows start screen + + + + + + Whether secondary tile is pinned to start screen. + + + + + + Whether secondary tile was approved (pinned to start screen) or rejected by user. + + + + + + A unique string, identifying secondary tile + + + + + Returns applications main tile + + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Creates new or updates existing secondary tile. + + The data used to create or update secondary tile. + The coordinates for a request to create new tile. + The area on the screen above which the request to create new tile will be displayed. + + New Tile object, that can be used for further work with the tile. + + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Show a request to unpin secondary tile from start screen. + + An identifier for secondary tile. + The coordinates for a request to unpin tile. + The area on the screen above which the request to unpin tile will be displayed. + + + + Whether secondary tile is pinned to start screen. + + An identifier for secondary tile. + + + + Gets all secondary tiles. + + + An array of Tile objects. + + + + + Returns the secondary tile, identified by tile id. + + A tile identifier. + + A Tile object or null if secondary tile does not exist (not pinned to start screen and user request is complete). + + + + + Get template XML for tile notification. + + A template identifier. + + String, which is an empty XML document to be filled and used for tile notification. + + + + + Starts periodic update of a badge on a tile. + + + A remote location from where to retrieve tile update + A time interval in minutes, will be rounded to a value, supported by the system + + + + Starts periodic update of a tile. + + + a remote location fromwhere to retrieve tile update + a time interval in minutes, will be rounded to a value, supported by the system + + + + Remove badge from tile. + + + + + Stops previously started periodic update of a tile. + + + + + Stops previously started periodic update of a tile. + + + + + Send a notification for tile (update tiles look). + + A string containing XML document for new tile look. + An uri to 150x150 image, shown on medium tile. + An uri to a 310x150 image to be shown on a wide tile (if such issupported). + An uri to a 310x310 image to be shown on a large tile (if such is supported). + A text to shown on a tile. + + + + Send a notification for tile (update tiles look). + + A string containing XML document for new tile look. + An uri to 150x150 image, shown on medium tile. + An uri to a 310x150 image to be shown on a wide tile (if such issupported). + An uri to a 310x310 image to be shown on a large tile (if such is supported). + A text to shown on a tile. + + + + Sets or updates badge on a tile to an image. + + Image identifier. + + + + Set or update a badge on a tile to a number. + + Number to be shown on a badge. + + + + Style for foreground text on a secondary tile. + + + + + Templates for various tile styles. + + + + + + Represents a toast notification in Windows Store Apps. + + + + + + true if toast was activated by user. + + + + + Arguments to be passed for application when toast notification is activated. + + + + + true if toast notification was dismissed (for any reason). + + + + + true if toast notification was explicitly dismissed by user. + + + + + Create toast notification. + + XML document with tile data. + Uri to image to show on a toast, can be empty, in that case text-only notification will be shown. + A text to display on a toast notification. + + A toast object for further work with created notification or null, if creation of toast failed. + + + + + Create toast notification. + + XML document with tile data. + Uri to image to show on a toast, can be empty, in that case text-only notification will be shown. + A text to display on a toast notification. + + A toast object for further work with created notification or null, if creation of toast failed. + + + + + Get template XML for toast notification. + + + A template identifier. + + string, which is an empty XML document to be filled and used for toast notification. + + + + + Hide displayed toast notification. + + + + + Show toast notification. + + + + + Templates for various toast styles. + + + + + + This event occurs when window completes activation or deactivation, it also fires up when you snap and unsnap the application. + + + + + + Specifies the set of reasons that a windowActivated event was raised. + + + + + The window was activated. + + + + + The window was deactivated. + + + + + The window was activated by pointer interaction. + + + + + This event occurs when window rendering size changes. + + + + + + + Base class for all yield instructions. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CrashReportingModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CrashReportingModule.dll new file mode 100644 index 00000000..13c7e055 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CrashReportingModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CrashReportingModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CrashReportingModule.xml new file mode 100644 index 00000000..b898b868 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.CrashReportingModule.xml @@ -0,0 +1,39 @@ + + + + + UnityEngine.CrashReportingModule + + + + Engine API for CrashReporting Service. + + + + + This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true. + + + + + The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash reports. The default is 10 log messages, the max is 50. Set this to 0 to disable capture of logs with your crash reports. + + + + + Get a custom crash report metadata field that has been set. + + + + Value that was previously set for the key, or null if no value was found. + + + + + Set a custom metadata key-value pair to be included with crash reports. + + + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DSPGraphModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DSPGraphModule.dll new file mode 100644 index 00000000..df7afeba Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DSPGraphModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DSPGraphModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DSPGraphModule.xml new file mode 100644 index 00000000..9ba5da66 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DSPGraphModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.DSPGraphModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DirectorModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DirectorModule.dll new file mode 100644 index 00000000..ce0477a9 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DirectorModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DirectorModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DirectorModule.xml new file mode 100644 index 00000000..bb410f06 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.DirectorModule.xml @@ -0,0 +1,176 @@ + + + + + UnityEngine.DirectorModule + + + + Instantiates a PlayableAsset and controls playback of Playable objects. + + + + + The duration of the Playable in seconds. + + + + + Controls how the time is incremented when it goes beyond the duration of the playable. + + + + + The time at which the Playable should start when first played. + + + + + Event that is raised when a PlayableDirector component has paused. + + + + + + The PlayableAsset that is used to instantiate a playable for playback. + + + + + The PlayableGraph created by the PlayableDirector. + + + + + Event that is raised when a PlayableDirector component has begun playing. + + + + + + Whether the playable asset will start playing back as soon as the component awakes. + + + + + The current playing state of the component. (Read Only) + + + + + Event that is raised when a PlayableDirector component has stopped. + + + + + + The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually. + + + + + Controls how time is incremented when playing back. + + + + + Clears the binding of a reference object. + + The source object in the PlayableBinding. + + + + Clears an exposed reference value. + + Identifier of the ExposedReference. + + + + Tells the PlayableDirector to evaluate it's PlayableGraph on the next update. + + + + + Evaluates the currently playing Playable at the current time. + + + + + Returns a binding to a reference object. + + The object that acts as a key. + + + + Retreives an ExposedReference binding. + + Identifier of the ExposedReference. + Whether the reference was found. + + + + Pauses playback of the currently running playable. + + + + + Instatiates a Playable using the provided PlayableAsset and starts playback. + + An asset to instantiate a playable from. + What to do when the time passes the duration of the playable. + + + + Instatiates a Playable using the provided PlayableAsset and starts playback. + + An asset to instantiate a playable from. + What to do when the time passes the duration of the playable. + + + + Instatiates a Playable using the provided PlayableAsset and starts playback. + + An asset to instantiate a playable from. + What to do when the time passes the duration of the playable. + + + + Rebinds each PlayableOutput of the PlayableGraph. + + + + + Discards the existing PlayableGraph and creates a new instance. + + + + + Resume playing a paused playable. + + + + + Sets the binding of a reference object from a PlayableBinding. + + The source object in the PlayableBinding. + The object to bind to the key. + + + + Sets an ExposedReference value. + + Identifier of the ExposedReference. + The object to bind to set the reference value to. + + + + Stops playback of the current Playable and destroys the corresponding graph. + + + + + The Director module implements the PlayableDirector class. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GIModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GIModule.dll new file mode 100644 index 00000000..5051f506 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GIModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GIModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GIModule.xml new file mode 100644 index 00000000..7d007de0 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GIModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.GIModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GameCenterModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GameCenterModule.dll new file mode 100644 index 00000000..4c949dda Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GameCenterModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GameCenterModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GameCenterModule.xml new file mode 100644 index 00000000..82af4cde --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GameCenterModule.xml @@ -0,0 +1,509 @@ + + + + + UnityEngine.GameCenterModule + + + + Generic access to the Social API. + + + + + The local user (potentially not logged in). + + + + + This is the currently active social platform. + + + + + Create an IAchievement instance. + + + + + Create an ILeaderboard instance. + + + + + Loads the achievement descriptions associated with this application. + + + + + + Load the achievements the logged in user has already achieved or reported progress on. + + + + + + Load a default set of scores from the given leaderboard. + + + + + + + Load the user profiles associated with the given array of user IDs. + + + + + + + Reports the progress of an achievement. + + + + + + + + Report a score to a specific leaderboard. + + + + + + + + Show a default/system view of the games achievements. + + + + + Show a default/system view of the games leaderboards. + + + + + iOS GameCenter implementation for network services. + + + + + Reset all the achievements for the local user. + + + + + + Show the default iOS banner when achievements are completed. + + + + + + Show the leaderboard UI with a specific leaderboard shown initially with a specific time scope selected. + + + + + + + Information for a user's achievement. + + + + + Set to true when percentCompleted is 100.0. + + + + + This achievement is currently hidden from the user. + + + + + The unique identifier of this achievement. + + + + + Set by server when percentCompleted is updated. + + + + + Progress for this achievement. + + + + + Send notification about progress on this achievement. + + + + + + Static data describing an achievement. + + + + + Description when the achivement is completed. + + + + + Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0). + + + + + Unique identifier for this achievement description. + + + + + Image representation of the achievement. + + + + + Point value of this achievement. + + + + + Human readable title. + + + + + Description when the achivement has not been completed. + + + + + The leaderboard contains the scores of all players for a particular game. + + + + + Unique identifier for this leaderboard. + + + + + The leaderboad is in the process of loading scores. + + + + + The leaderboard score of the logged in user. + + + + + The total amount of scores the leaderboard contains. + + + + + The rank range this leaderboard returns. + + + + + The leaderboard scores returned by a query. + + + + + The time period/scope searched by this leaderboard. + + + + + The human readable title of this leaderboard. + + + + + The users scope searched by this leaderboard. + + + + + Load scores according to the filters set on this leaderboard. + + + + + + Only search for these user IDs. + + List of user ids. + + + + Represents the local or currently logged in user. + + + + + Checks if the current user has been authenticated. + + + + + The users friends list. + + + + + Is the user underage? + + + + + Authenticate the local user to the current active Social API implementation and fetch his profile data. + + Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful. + + + + Authenticate the local user to the current active Social API implementation and fetch his profile data. + + Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful. + + + + Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds. + + + + + + Returns the ID provided in the Apple GameKit by GKPlayer.playerID (deprecated and marked obsolete in iOS 12.4). + + + + + A game score. + + + + + The date the score was achieved. + + + + + The correctly formatted value of the score, like X points or X kills. + + + + + The ID of the leaderboard this score belongs to. + + + + + The rank or position of the score in the leaderboard. + + + + + The user who owns this score. + + + + + The score value achieved. + + + + + Report this score instance. + + + + + + The generic Social API interface which implementations must inherit. + + + + + See Social.localUser. + + + + + See Social.CreateAchievement.. + + + + + See Social.CreateLeaderboard. + + + + + See Social.LoadAchievementDescriptions. + + + + + + See Social.LoadAchievements. + + + + + + See Social.LoadScores. + + + + + + + + See Social.LoadScores. + + + + + + + + See Social.LoadUsers. + + + + + + + See Social.ReportProgress. + + + + + + + + See Social.ReportScore. + + + + + + + + See Social.ShowAchievementsUI. + + + + + See Social.ShowLeaderboardUI. + + + + + Represents generic user instances, like friends of the local user. + + + + + This user's global unique identifier. + + + + + Avatar image of the user. + + + + + Is this user a friend of the current logged in user? + + + + + Presence state of the user. + + + + + This user's username or alias. + + + + + The score range a leaderboard query should include. + + + + + The total amount of scores retreived. + + + + + The rank of the first score which is returned. + + + + + Constructor for a score range, the range starts from a specific value and contains a maxium score count. + + The minimum allowed value. + The number of possible values. + + + + The scope of time searched through when querying the leaderboard. + + + + + The scope of the users searched through when querying the leaderboard. + + + + + User presence state. + + + + + The user is offline. + + + + + The user is online. + + + + + The user is online but away from their computer. + + + + + The user is online but set their status to busy. + + + + + The user is playing a game. + + + + + The GameCenter module provides APIs to use Apple's GameCenter service. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GridModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GridModule.dll new file mode 100644 index 00000000..74bff466 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GridModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GridModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GridModule.xml new file mode 100644 index 00000000..eded3fc0 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.GridModule.xml @@ -0,0 +1,255 @@ + + + + + UnityEngine.GridModule + + + + Grid is the base class for plotting a layout of uniformly spaced points and lines. + + + + + The size of the gap between each cell in the Grid. + + + + + The layout of the cells in the Grid. + + + + + The size of each cell in the Grid. + + + + + The cell swizzle for the Grid. + + + + + Get the logical center coordinate of a grid cell in local space. + + Grid cell position. + + Center of the cell transformed into local space coordinates. + + + + + Get the logical center coordinate of a grid cell in world space. + + Grid cell position. + + Center of the cell transformed into world space coordinates. + + + + + Does the inverse swizzle of the given position for given swizzle order. + + Determines the rearrangement order for the inverse swizzle. + Position to inverse swizzle. + + The inversed swizzled position. + + + + + Swizzles the given position with the given swizzle order. + + Determines the rearrangement order for the swizzle. + Position to swizzle. + + The swizzled position. + + + + + An abstract class that defines a grid layout. + + + + + The size of the gap between each cell in the layout. + + + + + The layout of the cells. + + + + + The size of each cell in the layout. + + + + + The cell swizzle for the layout. + + + + + The layout of the GridLayout. + + + + + Hexagonal layout for cells in the GridLayout. + + + + + Isometric layout for cells in the GridLayout. + + + + + Isometric layout for cells in the GridLayout where any Z cell value set will be added as a Y value. + + + + + Rectangular layout for cells in the GridLayout. + + + + + Swizzles cell positions to other positions. + + + + + Keeps the cell positions at XYZ. + + + + + Swizzles the cell positions from XYZ to XZY. + + + + + Swizzles the cell positions from XYZ to YXZ. + + + + + Swizzles the cell positions from XYZ to YZX. + + + + + Swizzles the cell positions from XYZ to ZXY. + + + + + Swizzles the cell positions from XYZ to ZYX. + + + + + Converts a cell position to local position space. + + Cell position to convert. + + Local position of the cell position. + + + + + Converts an interpolated cell position in floats to local position space. + + Interpolated cell position to convert. + + Local position of the cell position. + + + + + Converts a cell position to world position space. + + Cell position to convert. + + World position of the cell position. + + + + + Returns the local bounds for a cell at the location. + + Location of the cell. + + Local bounds of cell at the location. + + + + + Returns the local bounds for the groups of cells at the location. + + Origin of the group of cells. + Size of the group of cells. + + Local bounds of the group of cells at the location. + + + + + Get the default center coordinate of a cell for the set layout of the Grid. + + + Cell Center coordinate. + + + + + Converts a local position to cell position. + + Local Position to convert. + + Cell position of the local position. + + + + + Converts a local position to cell position. + + Local Position to convert. + + Interpolated cell position of the local position. + + + + + Converts a local position to world position. + + Local Position to convert. + + World position of the local position. + + + + + Converts a world position to cell position. + + World Position to convert. + + Cell position of the world position. + + + + + Converts a world position to local position. + + World Position to convert. + + Local position of the world position. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.HotReloadModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.HotReloadModule.dll new file mode 100644 index 00000000..50f57ace Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.HotReloadModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.HotReloadModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.HotReloadModule.xml new file mode 100644 index 00000000..67bd6d6b --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.HotReloadModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.HotReloadModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.IMGUIModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.IMGUIModule.dll new file mode 100644 index 00000000..d1739867 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.IMGUIModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.IMGUIModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.IMGUIModule.xml new file mode 100644 index 00000000..f59ac854 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.IMGUIModule.xml @@ -0,0 +1,4746 @@ + + + + + UnityEngine.IMGUIModule + + + + A UnityGUI event. + + + + + Is Alt/Option key held down? (Read Only) + + + + + Which mouse button was pressed. + + + + + Is Caps Lock on? (Read Only) + + + + + The character typed. + + + + + How many consecutive mouse clicks have we received. + + + + + Is Command/Windows key held down? (Read Only) + + + + + The name of an ExecuteCommand or ValidateCommand Event. + + + + + Is Control key held down? (Read Only) + + + + + The current event that's being processed right now. + + + + + The relative movement of the mouse compared to last event. + + + + + Index of display that the event belongs to. + + + + + Is the current keypress a function key? (Read Only) + + + + + Is this event a keyboard event? (Read Only) + + + + + Is this event a mouse event? (Read Only) + + + + + The raw key code for keyboard events. + + + + + Which modifier keys are held down. + + + + + The mouse position. + + + + + Is the current keypress on the numeric keyboard? (Read Only) + + + + + The type of pointer that created this event (for example, mouse, touch screen, pen). + + + + + How hard stylus pressure is applied. + + + + + Is Shift held down? (Read Only) + + + + + The type of event. + + + + + Returns the current number of events that are stored in the event queue. + + + Current number of events currently in the event queue. + + + + + Get a filtered event type for a given control ID. + + The ID of the control you are querying from. + + + + Create a keyboard event. + + + + + + Get the next queued [Event] from the event system. + + Next Event. + + + + Use this event. + + + + + Types of modifier key that can be active during a keystroke event. + + + + + Alt key. + + + + + Caps lock key. + + + + + Command key (Mac). + + + + + Control key. + + + + + Function key. + + + + + No modifier key pressed during a keystroke event. + + + + + Num lock key. + + + + + Shift key. + + + + + Types of UnityGUI input and processing events. + + + + + An event that is called when the mouse is clicked. + + + + + An event that is called when the mouse is clicked and dragged. + + + + + An event that is called when the mouse is no longer being clicked. + + + + + User has right-clicked (or control-clicked on the mac). + + + + + Editor only: drag & drop operation exited. + + + + + Editor only: drag & drop operation performed. + + + + + Editor only: drag & drop operation updated. + + + + + Execute a special command (eg. copy & paste). + + + + + Event should be ignored. + + + + + A keyboard key was pressed. + + + + + A keyboard key was released. + + + + + A layout event. + + + + + Mouse button was pressed. + + + + + Mouse was dragged. + + + + + Mouse entered a window (Editor views only). + + + + + Mouse left a window (Editor views only). + + + + + Mouse was moved (Editor views only). + + + + + Mouse button was released. + + + + + A repaint event. One is sent every frame. + + + + + The scroll wheel was moved. + + + + + Direct manipulation device (finger, pen) touched the screen. + + + + + Direct manipulation device (finger, pen) moving into the window (drag). + + + + + Direct manipulation device (finger, pen) moved out of the window (drag). + + + + + Direct manipulation device (finger, pen) moved on the screen (drag). + + + + + Direct manipulation device (finger, pen) stationary event (long touch down). + + + + + Direct manipulation device (finger, pen) left the screen. + + + + + Already processed event. + + + + + Validates a special command (e.g. copy & paste). + + + + + An exception that will prevent all subsequent immediate mode GUI functions from evaluating for the remainder of the GUI loop. + + + + + Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls. + + + + + This control can receive keyboard focus. + + + + + This control can not receive keyboard focus. + + + + + The GUI class is the interface for Unity's GUI with manual positioning. + + + + + Global tinting color for all background elements rendered by the GUI. + + + + + Returns true if any controls changed the value of the input data. + + + + + Applies a global tint to the GUI. The tint affects backgrounds and text colors. + + + + + Tinting color for all text rendered by the GUI. + + + + + The sorting depth of the currently executing GUI behaviour. + + + + + Is the GUI enabled? + + + + + The GUI transform matrix. + + + + + The global skin to use. + + + + + The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only). + + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Bring a specific window to back of the floating windows. + + The identifier used when you created the window in the Window call. + + + + Bring a specific window to front of the floating windows. + + The identifier used when you created the window in the Window call. + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a window draggable. + + The part of the window that can be dragged. This is clipped to the actual window. + + + + If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function. + + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + A tint color to apply on the texture. + The width of the border. If 0, the full texture is drawn. + The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn. + The radius for rounded corners. If 0, corners will not be rounded. + The radiuses for rounded corners (top-left, top-right, bottom-right and bottom-left). If Vector4.zero, corners will not be rounded. + + + + Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + A tint color to apply on the texture. + The width of the border. If 0, the full texture is drawn. + The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn. + The radius for rounded corners. If 0, corners will not be rounded. + The radiuses for rounded corners (top-left, top-right, bottom-right and bottom-left). If Vector4.zero, corners will not be rounded. + + + + Draw a texture within a rectangle with the given texture coordinates. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. + + + + Draw a texture within a rectangle with the given texture coordinates. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. + + + + End a group. + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + + Move keyboard focus to a named control. + + Name set using SetNextControlName. + + + + Make a window become the active window. + + The identifier used when you created the window in the Window call. + + + + Get the name of named control that has focus. + + + + + Disposable helper class for managing BeginGroup / EndGroup. + + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Scrolls all enclosing scrollviews so they try to make position visible. + + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Set the name of the next control. + + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Determines how toolbar button size is calculated. + + + + + The width of each toolbar button is calculated based on the width of its content. + + + + + Calculates the button size by dividing the available width by the number of buttons. The minimum size is the maximum content width. + + + + + Remove focus from all windows. + + + + + Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the top of the scrollbar. + The value at the bottom of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the top of the scrollbar. + The value at the bottom of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Callback to draw GUI within a window (used with GUI.Window). + + + + + + The contents of a GUI element. + + + + + The icon image contained. + + + + + Shorthand for empty content. + + + + + The text contained. + + + + + The tooltip of this element. + + + + + Constructor for GUIContent in all shapes and sizes. + + + + + Build a GUIContent object containing only text. + + + + + + Build a GUIContent object containing only an image. + + + + + + Build a GUIContent object containing both text and an image. + + + + + + + Build a GUIContent containing some text. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + Build a GUIContent that contains both text, an image and has a tooltip defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + + Build a GUIContent as a copy of another GUIContent. + + + + + + Base class for images & text strings displayed in a GUI. + + + + + Returns bounding rectangle of GUIElement in screen coordinates. + + + + + + Returns bounding rectangle of GUIElement in screen coordinates. + + + + + + Is a point on screen inside the element? + + + + + + + Is a point on screen inside the element? + + + + + + + The GUILayout class is the interface for Unity gui with automatic layout. + + + + + Disposable helper class for managing BeginArea / EndArea. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Close a GUILayout block started with BeginArea. + + + + + Close a group started with BeginHorizontal. + + + + + End a scroll view begun with a call to BeginScrollView. + + + + + Close a group started with BeginVertical. + + + + + Option passed to a control to allow or disallow vertical expansion. + + + + + + Option passed to a control to allow or disallow horizontal expansion. + + + + + + Insert a flexible space element. + + + + + Option passed to a control to give it an absolute height. + + + + + + Disposable helper class for managing BeginHorizontal / EndHorizontal. + + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a horizontal scrollbar. + + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a horizontal scrollbar. + + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The value that has been set by the user. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The value that has been set by the user. + + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Option passed to a control to specify a maximum height. + + + + + + Option passed to a control to specify a maximum width. + + + + + + Option passed to a control to specify a minimum height. + + + + + + Option passed to a control to specify a minimum width. + + + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Insert a space in the current layout group. + + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Disposable helper class for managing BeginVertical / EndVertical. + + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a vertical scrollbar. + + The position between min and max. + How much can we see? + The value at the top end of the scrollbar. + The value at the bottom end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a vertical scrollbar. + + The position between min and max. + How much can we see? + The value at the top end of the scrollbar. + The value at the bottom end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + + + The value that has been set by the user. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + + + The value that has been set by the user. + + + + + Option passed to a control to give it an absolute width. + + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class. + + + + + Utility functions for implementing and extending the GUILayout class. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Get the rectangle last used by GUILayout for a control. + + + The last used rectangle. + + + + + Reserve layout space for a rectangle for displaying some contents with a specific style. + + The content to make room for displaying. + The GUIStyle to layout for. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle that is large enough to contain content when rendered in style. + + + + + Reserve layout space for a rectangle for displaying some contents with a specific style. + + The content to make room for displaying. + The GUIStyle to layout for. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle that is large enough to contain content when rendered in style. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + General settings for how the GUI behaves. + + + + + The color of the cursor in text fields. + + + + + The speed of text field cursor flashes. + + + + + Should double-clicking select words in text fields. + + + + + The color of the selection rect in text fields. + + + + + Should triple-clicking select whole text in text fields. + + + + + Defines how GUI looks and behaves. + + + + + Style used by default for GUI.Box controls. + + + + + Style used by default for GUI.Button controls. + + + + + Array of GUI styles for specific needs. + + + + + The default font to use for all styles. + + + + + Style used by default for the background part of GUI.HorizontalScrollbar controls. + + + + + Style used by default for the left button on GUI.HorizontalScrollbar controls. + + + + + Style used by default for the right button on GUI.HorizontalScrollbar controls. + + + + + Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls. + + + + + Style used by default for the background part of GUI.HorizontalSlider controls. + + + + + Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls. + + + + + Style used by default for GUI.Label controls. + + + + + Style used by default for the background of ScrollView controls (see GUI.BeginScrollView). + + + + + Generic settings for how controls should behave with this skin. + + + + + Style used by default for GUI.TextArea controls. + + + + + Style used by default for GUI.TextField controls. + + + + + Style used by default for GUI.Toggle controls. + + + + + Style used by default for the background part of GUI.VerticalScrollbar controls. + + + + + Style used by default for the down button on GUI.VerticalScrollbar controls. + + + + + Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls. + + + + + Style used by default for the up button on GUI.VerticalScrollbar controls. + + + + + Style used by default for the background part of GUI.VerticalSlider controls. + + + + + Style used by default for the thumb that is dragged in GUI.VerticalSlider controls. + + + + + Style used by default for Window controls (See Also: GUI.Window). + + + + + Try to search for a GUIStyle. This functions returns NULL and does not give an error. + + + + + + Get a named GUIStyle. + + + + + + Styling information for GUI elements. + + + + + Rendering settings for when the control is pressed down. + + + + + Text alignment. + + + + + The borders of all background images. + + + + + What to do when the contents to be rendered is too large to fit within the area given. + + + + + Pixel offset to apply to the content of this GUIstyle. + + + + + If non-0, any GUI elements rendered with this style will have the height specified here. + + + + + If non-0, any GUI elements rendered with this style will have the width specified here. + + + + + Rendering settings for when the element has keyboard focus. + + + + + The font to use for rendering. If null, the default font for the current GUISkin is used instead. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + Rendering settings for when the mouse is hovering over the control. + + + + + How image and text of the GUIContent is combined. + + + + + The height of one line of text with this style, measured in pixels. (Read Only) + + + + + The margins between elements rendered in this style and any other GUI elements. + + + + + The name of this GUIStyle. Used for getting them based on name. + + + + + Shortcut for an empty GUIStyle. + + + + + Rendering settings for when the component is displayed normally. + + + + + Rendering settings for when the element is turned on and pressed down. + + + + + Rendering settings for when the element has keyboard and is turned on. + + + + + Rendering settings for when the control is turned on and the mouse is hovering it. + + + + + Rendering settings for when the control is turned on. + + + + + Extra space to be added to the background image. + + + + + Space from the edge of GUIStyle to the start of the contents. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + Can GUI elements of this style be stretched vertically for better layout? + + + + + Can GUI elements of this style be stretched horizontally for better layouting? + + + + + Should the text be wordwrapped? + + + + + How tall this element will be when rendered with content and a specific width. + + + + + + + Calculate the minimum and maximum widths for this style rendered with content. + + + + + + + + Calculate the size of an element formatted with this style, and a given space to content. + + + + + + Calculate the size of some content if it is rendered with this style. + + + + + + Constructor for empty GUIStyle. + + + + + Constructs GUIStyle identical to given other GUIStyle. + + + + + + Draw this GUIStyle on to the screen, internal version. + + + + + + + + + + Draw the GUIStyle with a text string inside. + + + + + + + + + + + Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw this GUIStyle with selected content. + + + + + + + + + Draw this GUIStyle with selected content. + + + + + + + + + + Get the pixel position of a given string index. + + + + + + + + Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition. + + + + + + + + Get a named GUI style from the current skin. + + + + + + Specialized values for the given states used by GUIStyle objects. + + + + + The background image used by GUI elements in this given state. + + + + + Background images used by this state when on a high-resolution screen. It should either be left empty, or contain a single image that is exactly twice the resolution of background. This is only used by the editor. The field is not copied to player data, and is not accessible from player code. + + + + + The text color used by GUI elements in this state. + + + + + Allows to control for which display the OnGUI is called. + + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Utility class for making new GUI controls. + + + + + A global property, which is true if a ModalWindow is being displayed, false otherwise. + + + + + The controlID of the current hot control. + + + + + The controlID of the control that has keyboard focus. + + + + + Get access to the system-wide clipboard. + + + + + Align a local space rectangle to the pixel grid. + + The local space rectangle that needs to be processed. + Width, in pixel units, of the axis-aligned bounding box that encompasses the aligned points. + Height, in pixel units, of the axis-aligned bounding box that encompasses the aligned points. + + + The aligned rectangle in local space. + + + + + Align a local space rectangle to the pixel grid. + + The local space rectangle that needs to be processed. + Width, in pixel units, of the axis-aligned bounding box that encompasses the aligned points. + Height, in pixel units, of the axis-aligned bounding box that encompasses the aligned points. + + + The aligned rectangle in local space. + + + + + Puts the GUI in a state that will prevent all subsequent immediate mode GUI functions from evaluating for the remainder of the GUI loop by throwing an ExitGUIException. + + + + + Get a unique ID for a control. + + + + + + + Get a unique ID for a control. + + + + + + + Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + + + + + + + + + Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + + + + + + + + + Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a state object from a controlID. + + + + + + + Convert a point from GUI position to screen space. + + + + + + Convert a rect from GUI position to screen space. + + + + + + Get an existing state object from a controlID. + + + + + + + Helper function to rotate the GUI around a point. + + + + + + + Helper function to scale the GUI around a point. + + + + + + + Convert a point from screen space to GUI position. + + + + + + Convert a rect from screen space to GUI position. + + + + + + How image and text is placed inside GUIStyle. + + + + + Image is above the text. + + + + + Image is to the left of the text. + + + + + Only the image is displayed. + + + + + Only the text is displayed. + + + + + Pointer types. + + + + + The pointer type for mouse events. + + + + + The pointer type for pen events. + + + + + The pointer type for touch events. + + + + + Scaling mode to draw textures with. + + + + + Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped. + + + + + Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture. + + + + + Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture. + + + + + Different methods for how the GUI system handles text being too large to fit the rectangle allocated. + + + + + Text gets clipped to be inside the element. + + + + + Text flows freely outside the element. + + + + + The IMGUI module provides Unity's immediate mode GUI solution for creating in-game and editor user interfaces. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ImageConversionModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ImageConversionModule.dll new file mode 100644 index 00000000..65edf470 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ImageConversionModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ImageConversionModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ImageConversionModule.xml new file mode 100644 index 00000000..ae6b42b1 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ImageConversionModule.xml @@ -0,0 +1,151 @@ + + + + + UnityEngine.ImageConversionModule + + + + This class provides utility and extension methods to convert image data from or to PNG, EXR, TGA, and JPEG formats. + + + + + Enables legacy PNG runtime import behavior. + + + + + Encodes this array into the EXR format. + + The byte array to convert. + The pixel format of the image data. + The width of the image data in pixels. + The height of the image data in pixels. + The length of a single row in bytes. + Flags used to control compression and the output format. + + + + Encodes this array into JPG format. + + The byte array to convert. + The pixel format of the image data. + The width of the image data in pixels. + The height of the image data in pixels. + The length of a single row in bytes. + JPG quality to encode with, 1..100 (default 75). + + + + Encodes this array into PNG format. + + The byte array to convert. + The pixel format of the image data. + The width of the image data in pixels. + The height of the image data in pixels. + The length of a single row in bytes. + + + + Encodes this array into TGA format. + + The byte array to convert. + The pixel format of the image data. + The width of the image data in pixels. + The height of the image data in pixels. + The length of a single row in bytes. + + + + Encodes this native array into the EXR format. + + The native array to convert. + The pixel format of the image data. + The width of the image data in pixels. + The height of the image data in pixels. + The length of a single row in bytes. + Flags used to control compression and the output format. + + + + Encodes this native array into JPG format. + + The native array to convert. + The pixel format of the image data. + The width of the image data in pixels. + The height of the image data in pixels. + The length of a single row in bytes. + JPG quality to encode with, 1..100 (default 75). + + + + Encodes this native array into PNG format. + + The native array to convert. + The pixel format of the image data. + The width of the image data in pixels. + The height of the image data in pixels. + The length of a single row in bytes. + + + + Encodes this native array into TGA format. + + The native array to convert. + The pixel format of the image data. + The width of the image data in pixels. + The height of the image data in pixels. + The length of a single row in bytes. + + + + Encodes this texture into the EXR format. + + The texture to convert. + Flags used to control compression and the output format. + + + + Encodes this texture into JPG format. + + Text texture to convert. + JPG quality to encode with, 1..100 (default 75). + + + + Encodes this texture into JPG format. + + Text texture to convert. + JPG quality to encode with, 1..100 (default 75). + + + + Encodes this texture into PNG format. + + The texture to convert. + + + + Encodes the specified texture in TGA format. + + The texture to encode. + + + + Loads PNG/JPG (or supported format) image byte array into a texture. + + The texture to load the image into. + The byte array containing the image data to load. + Set to false by default, pass true to optionally mark the texture as non-readable. + + Returns true if the data can be loaded, false otherwise. + + + + + The ImageConversion module implements the ImageConversion class which provides helper methods to convert images from and to PNG, JPEG or EXR formats. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputLegacyModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputLegacyModule.dll new file mode 100644 index 00000000..0563b93f Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputLegacyModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputLegacyModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputLegacyModule.xml new file mode 100644 index 00000000..901df8f0 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputLegacyModule.xml @@ -0,0 +1,706 @@ + + + + + UnityEngine.InputLegacyModule + + + + Structure describing acceleration status of the device. + + + + + Value of acceleration. + + + + + Amount of time passed since last accelerometer measurement. + + + + + AndroidInput provides support for off-screen touch input, such as a touchpad. + + + + + Property indicating whether the system provides secondary touch input. + + + + + Property indicating the height of the secondary touchpad. + + + + + Property indicating the width of the secondary touchpad. + + + + + Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only). + + + + + Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables). + + + + + + Interface into compass functionality. + + + + + Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start(). + + + + + Accuracy of heading reading in degrees. + + + + + The heading in degrees relative to the magnetic North Pole. (Read Only) + + + + + The raw geomagnetic data measured in microteslas. (Read Only) + + + + + Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only) + + + + + The heading in degrees relative to the geographic North Pole. (Read Only) + + + + + Describes physical orientation of the device as determined by the OS. + + + + + The device is held parallel to the ground with the screen facing downwards. + + + + + The device is held parallel to the ground with the screen facing upwards. + + + + + The device is in landscape mode, with the device held upright and the home button on the right side. + + + + + The device is in landscape mode, with the device held upright and the home button on the left side. + + + + + The device is in portrait mode, with the device held upright and the home button at the bottom. + + + + + The device is in portrait mode but upside down, with the device held upright and the home button at the top. + + + + + The orientation of the device cannot be determined. + + + + + Interface into the Gyroscope. + + + + + Returns the attitude (ie, orientation in space) of the device. + + + + + Sets or retrieves the enabled status of this gyroscope. + + + + + Returns the gravity acceleration vector expressed in the device's reference frame. + + + + + Returns rotation rate as measured by the device's gyroscope. + + + + + Returns unbiased rotation rate as measured by the device's gyroscope. + + + + + Sets or retrieves gyroscope interval in seconds. + + + + + Returns the acceleration that the user is giving to the device. + + + + + Controls IME input. + + + + + Enable IME input only when a text field is selected (default). + + + + + Disable IME input. + + + + + Enable IME input. + + + + + Interface into the Input system. + + + + + Last measured linear acceleration of a device in three-dimensional space. (Read Only) + + + + + Number of acceleration measurements which occurred during last frame. + + + + + Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables). + + + + + Is any key or mouse button currently held down? (Read Only) + + + + + Returns true the first frame the user hits any key or mouse button. (Read Only) + + + + + Should Back button quit the application? + +Only usable on Android, Windows Phone or Windows Tablets. + + + + + Property for accessing compass (handheld devices only). (Read Only) + + + + + This property controls if input sensors should be compensated for screen orientation. + + + + + The current text input position used by IMEs to open windows. + + + + + The current IME composition string being typed by the user. + + + + + Device physical orientation as reported by OS. (Read Only) + + + + + Property indicating whether keypresses are eaten by a textinput if it has focus (default true). + + + + + Returns default gyroscope. + + + + + Controls enabling and disabling of IME input composition. + + + + + Does the user have an IME keyboard input source selected? + + + + + Returns the keyboard input entered this frame. (Read Only) + + + + + Property for accessing device location (handheld devices only). (Read Only) + + + + + The current mouse position in pixel coordinates. (Read Only). + + + + + Indicates if a mouse device is detected. + + + + + The current mouse scroll delta. (Read Only) + + + + + Property indicating whether the system handles multiple touches. + + + + + Enables/Disables mouse simulation with touches. By default this option is enabled. + + + + + Returns true when Stylus Touch is supported by a device or platform. + + + + + Number of touches. Guaranteed not to change throughout the frame. (Read Only) + + + + + Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables). + + + + + Bool value which let's users check if touch pressure is supported. + + + + + Returns whether the device on which application is currently running supports touch input. + + + + + Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables). + + + + + + Returns the value of the virtual axis identified by axisName. + + + + + + Returns the value of the virtual axis identified by axisName with no smoothing filtering applied. + + + + + + Returns true while the virtual button identified by buttonName is held down. + + The name of the button such as Jump. + + True when an axis has been pressed and not released. + + + + + Returns true during the frame the user pressed down the virtual button identified by buttonName. + + + + + + Returns true the first frame the user releases the virtual button identified by buttonName. + + + + + + Retrieves a list of input device names corresponding to the index of an Axis configured within Input Manager. + + + Returns an array of joystick and gamepad device names. + + + + + Returns true while the user holds down the key identified by name. + + + + + + Returns true while the user holds down the key identified by the key KeyCode enum parameter. + + + + + + Returns true during the frame the user starts pressing down the key identified by name. + + + + + + Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter. + + + + + + Returns true during the frame the user releases the key identified by name. + + + + + + Returns true during the frame the user releases the key identified by the key KeyCode enum parameter. + + + + + + Returns whether the given mouse button is held down. + + + + + + Returns true during the frame the user pressed the given mouse button. + + + + + + Returns true during the frame the user releases the given mouse button. + + + + + + Call Input.GetTouch to obtain a Touch struct. + + The touch input on the device screen. + + Touch details in the struct. + + + + + Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only). + + The name of the joystick to check (returned by Input.GetJoystickNames). + + True if the joystick layout has been preconfigured; false otherwise. + + + + + Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. + + + + + Structure describing device location. + + + + + Geographical device location altitude. + + + + + Horizontal accuracy of the location. + + + + + Geographical device location latitude. + + + + + Geographical device location longitude. + + + + + Timestamp (in seconds since 1970) when location was last time updated. + + + + + Vertical accuracy of the location. + + + + + Provides methods that allow an application to access the device's location. + + + + + Indicates whether the device allows access the application to access the location service. + + + + + The last geographical location that the device registered. + + + + + Returns the location service status. + + + + + Starts location service updates. + + + The service accuracy you want to use, in meters. This determines the accuracy of the device's last location coordinates. Higher values like 500 don't require the device to use its GPS chip and + thus save battery power. Lower values like 5-10 provide the best accuracy but require the GPS chip and thus use more battery power. The default value is 10 meters. + + + The minimum distance, in meters, that the device must move laterally before Unity updates Input.location. Higher values like 500 produce fewer updates and are less resource intensive to process. The default is 10 meters. + + + + + Starts location service updates. + + + The service accuracy you want to use, in meters. This determines the accuracy of the device's last location coordinates. Higher values like 500 don't require the device to use its GPS chip and + thus save battery power. Lower values like 5-10 provide the best accuracy but require the GPS chip and thus use more battery power. The default value is 10 meters. + + + The minimum distance, in meters, that the device must move laterally before Unity updates Input.location. Higher values like 500 produce fewer updates and are less resource intensive to process. The default is 10 meters. + + + + + Starts location service updates. + + + The service accuracy you want to use, in meters. This determines the accuracy of the device's last location coordinates. Higher values like 500 don't require the device to use its GPS chip and + thus save battery power. Lower values like 5-10 provide the best accuracy but require the GPS chip and thus use more battery power. The default value is 10 meters. + + + The minimum distance, in meters, that the device must move laterally before Unity updates Input.location. Higher values like 500 produce fewer updates and are less resource intensive to process. The default is 10 meters. + + + + + Stops location service updates. This is useful to save battery power when the application doesn't require the location service. + + + + + Describes the location service status for a device. + + + + + Location service initialization failed. The user denied access to the location service. + + + + + The location service is initializing. + + + + + The location service is running and the application can query for locations. + + + + + The location service is not running. + + + + + Structure describing the status of a finger touching the screen. + + + + + Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular. + + + + + Value of 0 radians indicates that the stylus is pointed along the x-axis of the device. + + + + + The position delta since last change in pixel coordinates. + + + + + Amount of time that has passed since the last recorded change in Touch values. + + + + + The unique index for the touch. + + + + + The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. + + + + + Describes the phase of the touch. + + + + + The position of the touch in screen space pixel coordinates. + + + + + The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. + + + + + An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size. + + + + + This value determines the accuracy of the touch radius. Add this value to the radius to get the maximum touch size, subtract it to get the minimum touch size. + + + + + The first position of the touch contact in screen space pixel coordinates. + + + + + Number of taps. + + + + + A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type. + + + + + Describes phase of a finger touch. + + + + + A finger touched the screen. + + + + + The system cancelled tracking for the touch. + + + + + A finger was lifted from the screen. This is the final phase of a touch. + + + + + A finger moved on the screen. + + + + + A finger is touching the screen but hasn't moved. + + + + + Describes whether a touch is direct, indirect (or remote), or from a stylus. + + + + + A direct touch on a device. + + + + + An Indirect, or remote, touch on a device. + + + + + A touch from a stylus on a device. + + + + + The InputLegacy module implements the Input class used to read player Input. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputModule.dll new file mode 100644 index 00000000..5cb58781 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputModule.xml new file mode 100644 index 00000000..0eb82816 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.InputModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.InputModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.JSONSerializeModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.JSONSerializeModule.dll new file mode 100644 index 00000000..2bd4c8ae Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.JSONSerializeModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.JSONSerializeModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.JSONSerializeModule.xml new file mode 100644 index 00000000..241b7419 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.JSONSerializeModule.xml @@ -0,0 +1,64 @@ + + + + + UnityEngine.JSONSerializeModule + + + + Utility functions for working with JSON data. + + + + + Create an object from its JSON representation. + + The JSON representation of the object. + + An instance of the object. + + + + + Create an object from its JSON representation. + + The JSON representation of the object. + The type of object represented by the Json. + + An instance of the object. + + + + + Overwrite data in an object by reading from its JSON representation. + + The JSON representation of the object. + The object that should be overwritten. + + + + Generate a JSON representation of the public fields of an object. + + The object to convert to JSON form. + If true, format the output for readability. If false, format the output for minimum size. Default is false. + + The object's data in JSON format. + + + + + Generate a JSON representation of the public fields of an object. + + The object to convert to JSON form. + If true, format the output for readability. If false, format the output for minimum size. Default is false. + + The object's data in JSON format. + + + + + The JSONSerialize module provides the JsonUtility class which lets you serialize Unity Objects to JSON format. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.LocalizationModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.LocalizationModule.dll new file mode 100644 index 00000000..73179bc4 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.LocalizationModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.LocalizationModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.LocalizationModule.xml new file mode 100644 index 00000000..2590413c --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.LocalizationModule.xml @@ -0,0 +1,44 @@ + + + + + UnityEngine.LocalizationModule + + + + An asset to represent a table of localized strings for one specific locale. + + + + + Is this asset used to localize UI components of the Unity Editor + + + + + ISO Code used to identify the locale. ex: en-uk, zh-hans, ja + + + + + Creates a new empty LocalizationAsset object. + + + + + Get the localized string for the specified key. + + Original string acting as key. + + Localized string matching the original in the LocalizationAsset locale + + + + + Set the localized string for the specified key + + Original string acting as key. + Localized string matching the original in the LocalizationAsset locale + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.NVIDIAModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.NVIDIAModule.dll new file mode 100644 index 00000000..cc9d4a24 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.NVIDIAModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.NVIDIAModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.NVIDIAModule.xml new file mode 100644 index 00000000..850113ca --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.NVIDIAModule.xml @@ -0,0 +1,486 @@ + + + + + UnityEngine.NVIDIAModule + + + + Represents the state of a DLSSContext. If you call Device.ExecuteDLSS, Unity sends the values in this struct to the runtime. After this, you can change the values in this struct without any side effects. + + + + + Indicates if the X axis is inverted. Set to 0 or 1. + + + + + Indicates if the Y axis is inverted. Set to 0 or 1. + + + + + The x-axis jitter camera offset in device coordinates. + + + + + The y-axis jitter camera offset in device coordinates. + + + + + If you set the NVIDIA.DLSSFeatureFlags.MVLowRes flag, this value indicates the scale (smaller) of the motion vector buffer input texture used in the x-axis. + + + + + If you set the NVIDIA.DLSSFeatureFlags.MVLowRes flag, this value indicates the scale (smaller) of the motion vector buffer input texture used in the y-axis. + + + + + Specifies a pre exposure multiplier for the input color texture. + + + + + Indicates whether to invalidate the history buffers. + + + + + Specifies how sharp the frame should look as a value from 0 to 1. + + + + + The subrectangle height of input buffers to use. + + + + + The subrectangle x-axis offset of input buffers to use. + + + + + The subrectangle y-axis offset of input buffers to use. + + + + + The subrectangle width of input buffers to use. + + + + + Represent the initialization state of a DLSSContext. You can only use and set this when calling GraphicsDevice.CreateFeature. + + + + + Bit mask containing feature flags to be used for DLSS. + + + + + The texture input height size of the input buffers in texels. + + + + + The texture input width size of the input buffers in texels. + + + + + The output buffer height size in texels to upscale to. + + + + + The output buffer width size in texels to upscale to. + + + + + The quality property for DLSS. + + + + + Helper function. Gets weither if a DLSS feature is set or unset. See Also: NVIDIA.DLSSFeatureFlags. + + The feature flag to get the state from. + + Indicates whether the feautre state is set or unset. + + + + + Helper function. Controls the feature flags used by DLSS. See Also: NVIDIA.DLSSFeatureFlags. + + The feature flag to set or unset. + Indicates whether to set or unset the flag. + + + + Represents the state of DLSS. + + + + + The mutable state of the current DLSS object. + + + + + The immutable initialization data the DLSSContext requires. + + + + + Represents debug information for a particular DLSSContext. + + + + + The last execution data which the DLSSContext during execution. See Also: GraphicsDevice.ExecuteDLSS + + + + + The internal feature slot ID. You can use this feature slot as a unique identifier for DLSSCommand objects. Only use this for debugging purposes. + + + + + The init data which the DLSSContext used. + + + + + Debug information that indicates whether the feature last execution was valid or not. + + + + + Options that represent subfeatures of DLSS. + + + + + Indicates whether to invert the depth buffer or not. + + + + + Indicates whether to use the sharpening feature or not. + + + + + Indicates whether the input buffer uses high dynamic range. If set, the input buffer is raw luminance, if not set, the input buffer is normalized color. + + + + + Indicates whether the input motion vector buffer is jittered or not. If set, you must specify NVIDIA.DLSSCommandExecutionData.jitterOffsetX and NVIDIA.DLSSCommandExecutionData.jitterOffsetY. + + + + + Indicates whether the input motion vector buffer is a lower resolution than the output. If set, you must specify NVIDIA.DLSSCommandExecutionData.mvScaleX and NVIDIA.DLSSCommandExecutionData.mvScaleY. + + + + + Disables every subfeature. + + + + + Options for DLSS performance modes. + + + + + Balances performance with quality. + + + + + Fast performance, lower quality. + + + + + High quality, less performant. + + + + + Fastest performance, lowest quality. + + + + + The set of texture slots available for the DLSSContext. SA GraphicsDevice.ExecuteDLSS + + + + + A mask, same size as colorInput, preferably of format R8_UNORM that informs DLSS of possible moving pixels. If heavy ghosting is encountered, set pixels to this mask to fix the problem. This texture is optional. + + + + + The input color buffer to upsample for DLSSContext. This texture is mandatory and you must set it to a non-null value. + + + + + The output color buffer to write the upsampling result for DLSSContext. This must be large enough to fit in the output rect specified in the command. This texture is mandatory and you must set it to a non-null value. + + + + + The input depth buffer. This must be the same size as the input color buffer. This texture is mandatory and you must set it to a non-null value. + + + + + A 1x1 texture with pre-exposure values. If you do not use pre-exposure, do not set this texture. This texture is optional. + + + + + The motion vectors requested by the DLSSContext. Depending on the NVIDIA.DLSSFeatureFlags specified in DLSSContext.initData, this buffer can be a smaller scale or the full output resolution. This texture is mandatory and you must set it to a non-null value. + + + + + A transparency bit mask. This must be the same size as the input texture. This texture helps the DLSSContext with ghosting issues. This texture is optional. + + + + + Provides the main entry point for the NVIDIA Module. Use this to interact with specific NVIDIA graphics card features. + + + + + Gets the device created by GraphicsDevice.CreateGraphicsDevice. If the device hasn't been created this property evaluates to null. + + + + + Gets the version that corresponds to Unity's host plugin that manages the NVIDIA.NVUnityPlugin official library. + + + + + Creates an object containing debug information of the device. + + + Returns an object of type NVIDIA.GraphicsDeviceDebugView. This object contains a snapshot of the debug information of the device.. + + + + + Creates a specific NVIDIA feature. + + The rendering command buffer to record commands into. This call does not execute the command buffer, you must execute the command buffer yourself at any time after this call. + Initial settings structure for the specific feature. + + Returns a Deep Learning Super Sampling (DLSS) context object. + + + + + Creates the main API object. Call this method only once in your application. + + The projectID of the Unity project. Only the first call to this function uses this ID. + Specifies the directory in which the NVIDIA DLLS are located at. When not used, the system will locate the DLLs right next to the executable of the editor. + + The Device API object to access NVIDIA features. If you call this function again, the function returns the same device, regardless of whether you pass in a different projectID. + + + + + Creates the main API object. Call this method only once in your application. + + The projectID of the Unity project. Only the first call to this function uses this ID. + Specifies the directory in which the NVIDIA DLLS are located at. When not used, the system will locate the DLLs right next to the executable of the editor. + + The Device API object to access NVIDIA features. If you call this function again, the function returns the same device, regardless of whether you pass in a different projectID. + + + + + Creates the main API object. Call this method only once in your application. + + The projectID of the Unity project. Only the first call to this function uses this ID. + Specifies the directory in which the NVIDIA DLLS are located at. When not used, the system will locate the DLLs right next to the executable of the editor. + + The Device API object to access NVIDIA features. If you call this function again, the function returns the same device, regardless of whether you pass in a different projectID. + + + + + Creates the main API object. Call this method only once in your application. + + The projectID of the Unity project. Only the first call to this function uses this ID. + Specifies the directory in which the NVIDIA DLLS are located at. When not used, the system will locate the DLLs right next to the executable of the editor. + + The Device API object to access NVIDIA features. If you call this function again, the function returns the same device, regardless of whether you pass in a different projectID. + + + + + Deletes a debug view created with GraphicsDevice.CreateDebugView. + + The debug view object to use. This is the object that GraphicsDevice.CreateDebugView returns. + + + + Destroys a specific feature created with GraphicsDevice.CreateFeature. + + The rendering command buffer to record commands into. This call does not execute the command buffer, you must execute the command buffer yourself at any time after this call. + The command object to destroy. + + + + Records the execution of DLSS into a rendering command buffer. This call does not execute the command buffer, it only appends custom commands into it. + + The rendering command buffer to record commands into. This call does not execute the command buffer, you must execute the command buffer yourself at any time after this call. + The source feature context to execute. You must set the parameters for this command in the DLSSContext object prior to this call. + The texture table, where inputs / outputs are specified for DLSS to execute. + + + + Returns a structure containing the optimal settings for a specific target resolution and quality. + + Target width in pixels. + Target height in pixels. + Current quality setting. + Output structure, which will be filled with the recommended optimal settings data. + + True if the function has successfully populated optimalSettings. False if it failed. + + + + + Checks if the current NVIDIA graphics card supports the feature you specify using the GraphicsDeviceFeature enum. + + The Feature enum value that represents the feature to check support for. + + Returns true if the graphics card supports the feature. Otherwise, returns false. + + + + + Updates a snapshpot of the debug information for the view object passed. + + The object to update. You must create this using GraphicsDevice.CreateDebugView before you call this function. + + + + Represents a memory snapshot of the current feature states. The memory of the arrays/buffers in this struct are tied to the lifetime of the debug view. See Also: GraphicsDevice.CreateDebugView, GraphicsDevice.UpdateDebugView and GraphicsDevice.DeleteDebugView. + + + + + The version that corresponds to Unity's host plugin NVUnityPlugin. + + + + + A snapshot enumeration of all the active dlss features information currently active in the runtime. The method GraphicsDevice.UpdateDebugView will performs update on this snapshot. + + + + + The current version id of the official internal NV NGX library. This version can change if you swap the DLLs for DLSS. + + + + + Lists every feature ID the NVIDIA.GraphicsDevice API supports. For now, this only includes Deep Learning Super Sampling (DLSS). To check if the device supports a feature, call NVIDIA.GraphicsDevice.IsFeatureAvailable. + + + + + Represents the Deep Learning Super Sampling (DLSS) feature. + + + + + Provides methods to manage loading and unloading NVIDIA module plugins. + + + + + Checks wether the native plugin NVUnityPlugin in the NVIDIA native module has been loaded or not. + + + Returns true if the native plug has been loaded. Otherwise, returns false. + + + + + Attempts to dynamically load the plugin NVUnityPlugin. + + + Returns true if the function loaded the plugin successfully. Otherwise, returns false. + + + + + Represents the performance settings that DLSS recommends based on the system's graphics card and the size of the input and output color buffers. See Also: GraphicsDevice.GetOptimalSettings + + + + + The maximum height that DLSS recommends for dynamic resolution. + + + + + The maximum width that DLSS recommends for dynamic resolution. + + + + + The minimum height that DLSS recommends for dynamic resolution. + + + + + The minimum width that DLSS recommends for dynamic resolution. + + + + + The height of the output render resolution that DLSS recommends. + + + + + The width of the output render resolution that DLSS recommends. + + + + + The sharpness value that DLSS recommends. + + + + + A module that contains API you can use to interact with NVIDIA graphics cards. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ParticleSystemModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ParticleSystemModule.dll new file mode 100644 index 00000000..ff41cbc6 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ParticleSystemModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ParticleSystemModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ParticleSystemModule.xml new file mode 100644 index 00000000..c4e114be --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ParticleSystemModule.xml @@ -0,0 +1,5236 @@ + + + + + UnityEngine.ParticleSystemModule + + + + Information about a particle collision. + + + + + The Collider for the GameObject struck by the particles. + + + + + The Collider or Collider2D for the GameObject struck by the particles. + + + + + Intersection point of the collision in world coordinates. + + + + + Geometry normal at the intersection point of the collision. + + + + + Incident velocity at the intersection point of the collision. + + + + + Method extension for Physics in Particle System. + + + + + Get the particle collision events for a GameObject. Returns the number of events written to the array. + + The GameObject for which to retrieve collision events. + Array to write collision events to. + The Particle System that owns the potentially colliding particles. + + The number of collision events. + + + + + Get the particle collision events for a GameObject. Returns the number of events written to the array. + + The GameObject for which to retrieve collision events. + Array to write collision events to. + The Particle System that owns the potentially colliding particles. + + The number of collision events. + + + + + Safe array size for use with ParticleSystem.GetCollisionEvents. + + + + + + Safe array size for use with ParticleSystem.GetTriggerParticles. + + Particle system. + Type of trigger to return size for. + + Number of particles with this trigger event type. + + + + + Get the particles that met the condition in the particle trigger module. Returns the number of particles written to the array. + + Particle system. + Type of trigger to return particles for. + The array of particles matching the trigger event type. + + Number of particles with this trigger event type. + + + + + Write modified particles back to the Particle System, during a call to OnParticleTrigger. + + Particle system. + Type of trigger to set particles for. + Particle array. + Offset into the array, if you only want to write back a subset of the returned particles. + Number of particles to write, if you only want to write back a subset of the returned particles. + + + + Write modified particles back to the Particle System, during a call to OnParticleTrigger. + + Particle system. + Type of trigger to set particles for. + Particle array. + Offset into the array, if you only want to write back a subset of the returned particles. + Number of particles to write, if you only want to write back a subset of the returned particles. + + + + Script interface for ParticleSystem. Unity's powerful and versatile particle system implementation. + + + + + Does this system support Automatic Culling? + + + + + Script interface for the CollisionModule of a Particle System. + + + + + Script interface for the ColorByLifetimeModule of a Particle System. + + + + + Script interface for the ColorOverLifetimeModule of a Particle System. + + + + + Script interface for the CustomDataModule of a Particle System. + + + + + The duration of the Particle System in seconds (Read Only). + + + + + Script interface for the EmissionModule of a Particle System. + + + + + The rate of particle emission. + + + + + When set to false, the Particle System will not emit particles. + + + + + Script interface for the ExternalForcesModule of a Particle System. + + + + + Script interface for the ForceOverLifetimeModule of a Particle System. + + + + + Scale being applied to the gravity defined by Physics.gravity. + + + + + Script interface for the InheritVelocityModule of a Particle System. + + + + + Determines whether the Particle System is emitting particles. A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using ParticleSystem.Stop|Stop with the ParticleSystemStopBehavior.StopEmitting|StopEmitting flag. Resume emitting by calling ParticleSystem.Play|Play. + + + + + Determines whether the Particle System is paused. + + + + + Determines whether the Particle System is playing. + + + + + Determines whether the Particle System is in the stopped state. + + + + + Script interface for the Particle System Lifetime By Emitter Speed module. + + + + + Script interface for the LightsModule of a Particle System. + + + + + Script interface for the LimitVelocityOverLifetimeModule of a Particle System. . + + + + + Determines whether the Particle System is looping. + + + + + Access the main Particle System settings. + + + + + The maximum number of particles to emit. + + + + + Script interface for the NoiseModule of a Particle System. + + + + + The current number of particles (Read Only). The number doesn't include particles of child Particle Systems + + + + + The playback speed of the Particle System. 1 is normal playback speed. + + + + + If set to true, the Particle System will automatically start playing on startup. + + + + + Does this system support Procedural Simulation? + + + + + Override the random seed used for the Particle System emission. + + + + + Script interface for the RotationBySpeedModule of a Particle System. + + + + + Script interface for the RotationOverLifetimeModule of a Particle System. + + + + + The scaling mode applied to particle sizes and positions. + + + + + Script interface for the ShapeModule of a Particle System. + + + + + This selects the space in which to simulate particles. It can be either world or local space. + + + + + Script interface for the SizeBySpeedModule of a Particle System. + + + + + Script interface for the SizeOverLifetimeModule of a Particle System. + + + + + The initial color of particles when emitted. + + + + + Start delay in seconds. + + + + + The total lifetime in seconds that particles will have when emitted. When using curves, this value acts as a scale on the curve. This value is set in the particle when it is created by the Particle System. + + + + + The initial rotation of particles when emitted. When using curves, this value acts as a scale on the curve. + + + + + The initial 3D rotation of particles when emitted. When using curves, this value acts as a scale on the curves. + + + + + The initial size of particles when emitted. When using curves, this value acts as a scale on the curve. + + + + + The initial speed of particles when emitted. When using curves, this value acts as a scale on the curve. + + + + + Script interface for the SubEmittersModule of a Particle System. + + + + + Script interface for the TextureSheetAnimationModule of a Particle System. + + + + + Playback position in seconds. + + + + + Script interface for the TrailsModule of a Particle System. + + + + + Script interface for the TriggerModule of a Particle System. + + + + + Controls whether the Particle System uses an automatically-generated random number to seed the random number generator. + + + + + Script interface for the VelocityOverLifetimeModule of a Particle System. + + + + + Ensures that the ParticleSystemJobs.ParticleSystemJobData._axisOfRotations|axisOfRotations particle attribute array is allocated. + + + + + Ensures that the ParticleSystemJobs.ParticleSystemJobData.customData1|customData1 and ParticleSystemJobs.ParticleSystemJobData.customData1|customData2 particle attribute arrays are allocated. + + The custom data stream to allocate. + + + + Ensures that the ParticleSystemJobs.ParticleSystemJobData._meshIndices|meshIndices particle attribute array is allocated. + + + + + Script interface for a Burst. + + + + + Specify the number of particles to emit. + + + + + Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely. + + + + + The maximum number of particles to emit. + + + + + The minimum number of particles to emit. + + + + + The probability that the system triggers a burst. + + + + + How often to repeat the burst, in seconds. + + + + + The time that each burst occurs. + + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely. + How often to repeat the burst, in seconds. + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely. + How often to repeat the burst, in seconds. + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely. + How often to repeat the burst, in seconds. + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely. + How often to repeat the burst, in seconds. + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely. + How often to repeat the burst, in seconds. + + + + Remove all particles in the Particle System. + + Clear all child Particle Systems as well. + + + + Remove all particles in the Particle System. + + Clear all child Particle Systems as well. + + + + Script interface for particle Collider data. + + + + + Retrieve a specific Collider that a particle iss interacting with. + + The index of the particle event. + The index of the collider to obtain. + + The Collider or Collider2D Component that a particle is interacting with. + + + + + Returns how how many Colliders a particle is interacting with. + + The index of the particle event. + + The number of Colliders the particle is interacting with. + + + + + Script interface for the CollisionModule of a Particle System. + + + + + How much force is applied to each particle after a collision. + + + + + A multiplier for ParticleSystem.CollisionModule._bounce. + + + + + How much force is applied to a Collider when hit by particles from this Particle System. + + + + + Control which Layers this Particle System collides with. + + + + + How much speed does each particle lose after a collision. + + + + + Change the dampen multiplier. + + + + + Specifies whether the CollisionModule is enabled or disabled. + + + + + Allow particles to collide with dynamic colliders when using world collision mode. + + + + + Allow particles to collide when inside colliders. + + + + + How much a collision reduces a particle's lifetime. + + + + + Change the lifetime loss multiplier. + + + + + The maximum number of collision shapes Unity considers for particle collisions. It ignores excess shapes. Terrains take priority. + + + + + Kill particles whose speed goes above this threshold, after a collision. + + + + + The maximum number of planes it is possible to set as colliders. + + + + + Kill particles whose speed falls below this threshold, after a collision. + + + + + Choose between 2D and 3D world collisions. + + + + + Specifies whether the physics system considers the collision angle when it applies forces from particles to Colliders. + + + + + Specifies whether the physics system considers particle sizes when it applies forces to Colliders. + + + + + Specifies whether the physics system considers particle speeds when it applies forces to Colliders. + + + + + Shows the number of planes currently set as Colliders. + + + + + Specifies the accuracy of particle collisions against colliders in the Scene. + + + + + A multiplier that Unity applies to the size of each particle before collisions are processed. + + + + + Send collision callback messages. + + + + + The type of particle collision to perform. + + + + + Size of voxels in the collision cache. + + + + + Adds a collision plane to use with this Particle System. + + The plane to add. + + + + Get a collision plane associated with this Particle System. + + The plane to return. + + The plane. + + + + + Removes a collision plane associated with this Particle System. + + The collision plane to remove. + + + + Removes a collision plane associated with this Particle System. + + The collision plane to remove. + + + + Set a collision plane to use with this Particle System. + + The plane entry to set. + The plane to collide particles against. + + + + Script interface for the ColorBySpeedModule of a Particle System. + + + + + The gradient that controls the particle colors. + + + + + Specifies whether the ColorBySpeedModule is enabled or disabled. + + + + + Apply the color gradient between these minimum and maximum speeds. + + + + + Script interface for the ColorOverLifetimeModule of a Particle System. + + + + + The gradient that controls the particle colors. + + + + + Specifies whether the ColorOverLifetimeModule is enabled or disabled. + + + + + Script interface for the CustomDataModule of a Particle System. + + + + + Specifies whether the CustomDataModule is enabled or disabled. + + + + + Get a ParticleSystem.MinMaxGradient, that is being used to generate custom HDR color data. + + The name of the custom data stream to retrieve the gradient from. + + The color gradient being used to generate custom color data. + + + + + Find out the type of custom data that is being generated for the chosen data stream. + + The name of the custom data stream to query. + + The type of data being generated for the requested stream. + + + + + Get a ParticleSystem.MinMaxCurve, that is being used to generate custom data. + + The name of the custom data stream to retrieve the curve from. + The component index to retrieve the curve for (0-3, mapping to the xyzw components of a Vector4 or float4). + + The curve being used to generate custom data. + + + + + Query how many ParticleSystem.MinMaxCurve elements are being used to generate this stream of custom data. + + The name of the custom data stream to retrieve the curve from. + + The number of curves. + + + + + Set a ParticleSystem.MinMaxGradient, in order to generate custom HDR color data. + + The name of the custom data stream to apply the gradient to. + The gradient to be used for generating custom color data. + + + + Choose the type of custom data to generate for the chosen data stream. + + The name of the custom data stream to enable data generation on. + The type of data to generate. + + + + Set a ParticleSystem.MinMaxCurve, in order to generate custom data. + + The name of the custom data stream to apply the curve to. + The component index to apply the curve to (0-3, mapping to the xyzw components of a Vector4 or float4). + The curve to be used for generating custom data. + + + + Specify how many curves are used to generate custom data for this stream. + + The name of the custom data stream to apply the curve to. + The number of curves to generate data for. + + + + + Script interface for the EmissionModule of a Particle System. + + + + + The current number of bursts. + + + + + Specifies whether the EmissionModule is enabled or disabled. + + + + + The rate at which the system spawns new particles. + + + + + Change the rate multiplier. + + + + + The rate at which the emitter spawns new particles over distance. + + + + + Change the rate over distance multiplier. + + + + + The rate at which the emitter spawns new particles over time. + + + + + Change the rate over time multiplier. + + + + + The emission type. + + + + + Gets a single burst from the array of bursts. + + The index of the burst to retrieve. + + The burst data at the given index. + + + + + Gets the burst array. + + Array of bursts to fill. + + The number of bursts in the array. + + + + + Sets a single burst in the array of bursts. + + The index of the burst to set. + The new burst data to apply to the Particle System. + + + + Sets the burst array. + + Array of bursts. + Optional array size for if the burst count is less than the array size. + + + + Sets the burst array. + + Array of bursts. + Optional array size for if the burst count is less than the array size. + + + + Emit count particles immediately. + + Number of particles to emit. + + + + Emit a number of particles from script. + + Overidden particle properties. + Number of particles to emit. + + + + + + + + + + + + + + + + + + + + Script interface for Particle System emission parameters. + + + + + Override the angular velocity of particles this system emits. + + + + + Override the 3D angular velocity of particles this system emits. + + + + + When overriding the position of particles, setting this flag to true allows you to retain the influence of the shape module. + + + + + Override the axis of rotation of particles this system emits. + + + + + Set the index that specifies which Mesh to emit. + + + + + Override all the properties of particles this system emits. + + + + + Override the position of particles this system emits. + + + + + Override the random seed of particles this system emits. + + + + + Override the rotation of particles this system emits. + + + + + Override the 3D rotation of particles this system emits. + + + + + Override the initial color of particles this system emits. + + + + + Override the lifetime of particles this system emits. + + + + + Override the initial size of particles this system emits. + + + + + Override the initial 3D size of particles this system emits. + + + + + Override the velocity of particles this system emits. + + + + + Reverts angularVelocity and angularVelocity3D back to the values specified in the Inspector. + + + + + Revert the axis of rotation back to the value specified in the Inspector. + + + + + Revert the Mesh selection back to the default randomized behavior. + + + + + Revert the position back to the value specified in the Inspector. + + + + + Revert the random seed back to the value specified in the Inspector. + + + + + Reverts rotation and rotation3D back to the values specified in the Inspector. + + + + + Revert the initial color back to the value specified in the Inspector. + + + + + Revert the lifetime back to the value specified in the Inspector. + + + + + Revert the initial size back to the value specified in the Inspector. + + + + + Revert the velocity back to the value specified in the Inspector. + + + + + Script interface for the ExternalForcesModule of a Particle System. + + + + + Specifies whether the ExternalForcesModule is enabled or disabled. + + + + + The number of Force Fields explicitly provided to the influencers list. + + + + + Apply all Force Fields belonging to a matching Layer to this Particle System. + + + + + Particle System Force Field Components with a matching Layer affect this Particle System. + + + + + Multiplies the magnitude of external forces affecting the particles. + + + + + Multiplies the magnitude of applied external forces. + + + + + Adds a ParticleSystemForceField to the influencers list. + + The Force Field to add to the influencers list. + + + + Gets the ParticleSystemForceField at the given index in the influencers list. + + The index to return the chosen Force Field from. + + The ForceField from the list. + + + + + Determines whether any particles are inside the influence of a Force Field. + + The Force Field to test. + + Whether the Force Field affects the Particle System. + + + + + Removes every Force Field from the influencers list. + + + + + Removes the Force Field from the influencers list at the given index. + + The index to remove the chosen Force Field from. + The Force Field to remove from the list. + + + + Removes the Force Field from the influencers list at the given index. + + The index to remove the chosen Force Field from. + The Force Field to remove from the list. + + + + Assigns the Force Field at the given index in the influencers list. + + Index to assign the Force Field. + Force Field that to assign. + + + + Script interface for the ForceOverLifetimeModule of a Particle System. + + + + + Specifies whether the ForceOverLifetimeModule is enabled or disabled. + + + + + When randomly selecting values between two curves or constants, this flag causes the system to choose a new random force on each frame. + + + + + Specifies whether the modules applies the forces in local or world space. + + + + + The curve that defines particle forces in the x-axis. + + + + + Defines the x-axis multiplier. + + + + + The curve defining particle forces in the y-axis. + + + + + Defines the y-axis multiplier. + + + + + The curve defining particle forces in the z-axis. + + + + + Defines the z-axis multiplier. + + + + + Get a stream of custom per-particle data. + + The array of per-particle data. + Which stream to retrieve the data from. + + The amount of valid per-particle data. + + + + + Gets the particles of this Particle System. + + Output particle buffer, containing the current particle state. + The number of elements that are read from the Particle System. + The offset into the active particle list, from which to copy the particles. + + The number of particles written to the input particle array (the number of particles currently alive). + + + + + Gets the particles of this Particle System. + + Output particle buffer, containing the current particle state. + The number of elements that are read from the Particle System. + The offset into the active particle list, from which to copy the particles. + + The number of particles written to the input particle array (the number of particles currently alive). + + + + + Gets the particles of this Particle System. + + Output particle buffer, containing the current particle state. + The number of elements that are read from the Particle System. + The offset into the active particle list, from which to copy the particles. + + The number of particles written to the input particle array (the number of particles currently alive). + + + + + Gets the particles of this Particle System. + + Output particle buffer, containing the current particle state. + The number of elements that are read from the Particle System. + The offset into the active particle list, from which to copy the particles. + + The number of particles written to the input particle array (the number of particles currently alive). + + + + + Gets the particles of this Particle System. + + Output particle buffer, containing the current particle state. + The number of elements that are read from the Particle System. + The offset into the active particle list, from which to copy the particles. + + The number of particles written to the input particle array (the number of particles currently alive). + + + + + Gets the particles of this Particle System. + + Output particle buffer, containing the current particle state. + The number of elements that are read from the Particle System. + The offset into the active particle list, from which to copy the particles. + + The number of particles written to the input particle array (the number of particles currently alive). + + + + + Returns all the data that relates to the current internal state of the Particle System. + + + The current internal state of the Particle System. + + + + + Returns all the data relating to the current internal state of the Particle System Trails. + + + The variable to populate with the Trails that currently belong to the Particle System.. + + + + + If you want to restore the Particle System to its current state in the future, store the Trails this function returns along with ParticleSystem.GetParticles and ParticleSystem.GetPlaybackState. + +This method allows you to get the trail data without creating any garbage, if you presize the trail data. + +See Also: Trails, SetTrails, GetPlaybackState. + + The current Trails belonging to the Particle System. + + The number of trails. + + + + + The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted. + + + + + Curve to define how much of the emitter velocity the system applies during the lifetime of a particle. + + + + + Change the curve multiplier. + + + + + Specifies whether the InheritVelocityModule is enabled or disabled. + + + + + Specifies how to apply emitter velocity to particles. + + + + + Does the Particle System contain any live particles, or will it produce more? + + Check all child Particle Systems as well. + + True if the Particle System contains live particles or is still creating new particles. False if the Particle System has stopped emitting particles and all particles are dead. + + + + + Does the Particle System contain any live particles, or will it produce more? + + Check all child Particle Systems as well. + + True if the Particle System contains live particles or is still creating new particles. False if the Particle System has stopped emitting particles and all particles are dead. + + + + + The Lifetime By Emitter Speed Module controls the initial lifetime of each particle based on the speed of the emitter when the particle was spawned. + + + + + Use this curve to define which value to multiply the start lifetime of a particle with, based on the speed of the emitter when the particle is spawned. + + + + + Use this property to change the curve multiplier. + + + + + Use this property to enable or disable the LifetimeByEmitterSpeed module. + + + + + Control the start lifetime multiplier between these minimum and maximum speeds of the emitter. + + + + + Access the ParticleSystem Lights Module. + + + + + Toggle whether the system multiplies the particle alpha by the light intensity when it computes the final light intensity. + + + + + Specifies whether the LightsModule is enabled or disabled. + + + + + Define a curve to apply custom intensity scaling to particle Lights. + + + + + Intensity multiplier. + + + + + Select what Light Prefab you want to base your particle lights on. + + + + + Set a limit on how many Lights this Module can create. + + + + + Define a curve to apply custom range scaling to particle Lights. + + + + + Range multiplier. + + + + + Choose what proportion of particles receive a dynamic light. + + + + + Toggle whether the system multiplies the particle size by the light range to determine the final light range. + + + + + Toggle whether the particle lights multiply their color by the particle color. + + + + + Randomly assign Lights to new particles based on ParticleSystem.LightsModule.ratio. + + + + + Script interface for the Limit Velocity Over Lifetime module. + + + + + Controls how much this module dampens particle velocities that exceed the velocity limit. + + + + + Controls the amount of drag that this modules applies to the particle velocities. + + + + + Specifies the drag multiplier. + + + + + Specifies whether the LimitForceOverLifetimeModule is enabled or disabled. + + + + + Maximum velocity curve, when not using one curve per axis. + + + + + Change the limit multiplier. + + + + + Maximum velocity curve for the x-axis. + + + + + Change the limit multiplier on the x-axis. + + + + + Maximum velocity curve for the y-axis. + + + + + Change the limit multiplier on the y-axis. + + + + + Maximum velocity curve for the z-axis. + + + + + Change the limit multiplier on the z-axis. + + + + + Adjust the amount of drag this module applies to particles, based on their sizes. + + + + + Adjust the amount of drag this module applies to particles, based on their speeds. + + + + + Set the velocity limit on each axis separately. This module uses ParticleSystem.LimitVelocityOverLifetimeModule._drag to dampen a particle's velocity if the velocity exceeds this value. + + + + + Specifies if the velocity limits are in local space (rotated with the transform) or world space. + + + + + Script interface for the MainModule of a Particle System. + + + + + Configure whether the Particle System will still be simulated each frame, when it is offscreen. + + + + + Simulate particles relative to a custom transform component. + + + + + The duration of the Particle System in seconds. + + + + + The current Particle System velocity. + + + + + Control how the Particle System calculates its velocity, when moving in the world. + + + + + Makes some particles spin in the opposite direction. + + + + + A scale that this Particle System applies to gravity, defined by Physics.gravity. + + + + + Change the gravity multiplier. + + + + + Specifies whether the Particle System is looping. + + + + + The maximum number of particles to emit. + + + + + If set to true, the Particle System automatically begins to play on startup. + + + + + If ParticleSystem.MainModule._loop is true, when you enable this property, the Particle System looks like it has already simulated for one loop when first becoming visible. + + + + + Cause some particles to spin in the opposite direction. + + + + + When ParticleSystem.MainModule.ringBufferMode is set to loop, this value defines the proportion of the particle life that loops. + + + + + Configure the Particle System to not kill its particles when their lifetimes are exceeded. + + + + + Control how the Particle System applies its Transform component to the particles it emits. + + + + + This selects the space in which to simulate particles. It can be either world or local space. + + + + + Override the default playback speed of the Particle System. + + + + + The initial color of particles when the Particle System first spawns them. + + + + + Start delay in seconds. + + + + + A multiplier for ParticleSystem.MainModule._startDelay in seconds. + + + + + The total lifetime in seconds that each new particle has. + + + + + A multiplier for ParticleSystem.MainModule._startLifetime. + + + + + The initial rotation of particles when the Particle System first spawns them. + + + + + A flag to enable 3D particle rotation. + + + + + A multiplier for ParticleSystem.MainModule._startRotation. + + + + + The initial rotation of particles around the x-axis when emitted. + + + + + The initial rotation multiplier of particles around the x-axis when the Particle System first spawns them. + + + + + The initial rotation of particles around the y-axis when the Particle System first spawns them. + + + + + The initial rotation multiplier of particles around the y-axis when the Particle System first spawns them.. + + + + + The initial rotation of particles around the z-axis when the Particle System first spawns them + + + + + The initial rotation multiplier of particles around the z-axis when the Particle System first spawns them. + + + + + The initial size of particles when the Particle System first spawns them. + + + + + A flag to enable specifying particle size individually for each axis. + + + + + A multiplier for the initial size of particles when the Particle System first spawns them. + + + + + The initial size of particles along the x-axis when the Particle System first spawns them. + + + + + A multiplier for ParticleSystem.MainModule._startSizeX. + + + + + The initial size of particles along the y-axis when the Particle System first spawns them. + + + + + A multiplier for ParticleSystem.MainModule._startSizeY. + + + + + The initial size of particles along the z-axis when the Particle System first spawns them. + + + + + A multiplier for ParticleSystem.MainModule._startSizeZ. + + + + + The initial speed of particles when the Particle System first spawns them. + + + + + A multiplier for ParticleSystem.MainModule._startSpeed. + + + + + Select whether to Disable or Destroy the GameObject, or to call the MonoBehaviour.OnParticleSystemStopped script Callback, when the Particle System stops and all particles have died. + + + + + When true, use the unscaled delta time to simulate the Particle System. Otherwise, use the scaled delta time. + + + + + Script interface for a Min-Max Curve. + + + + + Set the constant value. + + + + + Set a constant for the upper bound. + + + + + Set a constant for the lower bound. + + + + + Set the curve. + + + + + Set a curve for the upper bound. + + + + + Set a curve for the lower bound. + + + + + Set a multiplier to apply to the curves. + + + + + Set the mode that the min-max curve uses to evaluate values. + + + + + A single constant value for the entire curve. + + Constant value. + + + + Use one curve when evaluating numbers along this Min-Max curve. + + A multiplier to apply to the curve. + A single curve to evaluate against. + + + + + Randomly select values based on the interval between the minimum and maximum curves. + + A multiplier to apply to the curves. + The curve describing the minimum values to be evaluated. + The curve describing the maximum values to be evaluated. + + + + + Randomly select values based on the interval between the minimum and maximum constants. + + The constant describing the minimum values to be evaluated. + The constant describing the maximum values to be evaluated. + + + + Manually query the curve to calculate values based on what mode it is in. + + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves. + Blend between the two curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves). + + Calculated curve/constant value. + + + + + Manually query the curve to calculate values based on what mode it is in. + + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves. + Blend between the two curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves). + + Calculated curve/constant value. + + + + + Script interface for a Min-Max Gradient. + + + + + Set a constant color. + + + + + Set a constant color for the upper bound. + + + + + Set a constant color for the lower bound. + + + + + Set the gradient. + + + + + Set a gradient for the upper bound. + + + + + Set a gradient for the lower bound. + + + + + Set the mode that the Min-Max Gradient uses to evaluate colors. + + + + + A single constant color for the entire gradient. + + Constant color. + + + + Use one gradient when evaluating numbers along this Min-Max Gradient. + + A single gradient for evaluating against. + + + + Randomly select colors based on the interval between the minimum and maximum constants. + + The constant color describing the minimum colors to be evaluated. + The constant color describing the maximum colors to be evaluated. + + + + Randomly select colors based on the interval between the minimum and maximum gradients. + + The gradient describing the minimum colors to be evaluated. + The gradient describing the maximum colors to be evaluated. + + + + Manually query the gradient to calculate colors based on what mode it is in. + + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients. + Blend between the two gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients). + + Calculated gradient/color value. + + + + + Manually query the gradient to calculate colors based on what mode it is in. + + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients. + Blend between the two gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients). + + Calculated gradient/color value. + + + + + Script interface for the NoiseModule. + + + + + Higher frequency noise reduces the strength by a proportional amount, if enabled. + + + + + Specifies whether the the NoiseModule is enabled or disabled. + + + + + Low values create soft, smooth noise, and high values create rapidly changing noise. + + + + + Layers of noise that combine to produce final noise. + + + + + When combining each octave, scale the intensity by this amount. + + + + + When combining each octave, zoom in by this amount. + + + + + How much the noise affects the particle positions. + + + + + Generate 1D, 2D or 3D noise. + + + + + Define how the noise values are remapped. + + + + + Enable remapping of the final noise values, allowing for noise values to be translated into different values. + + + + + Remap multiplier. + + + + + Define how the noise values are remapped on the x-axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + x-axis remap multiplier. + + + + + Define how the noise values are remapped on the y-axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + y-axis remap multiplier. + + + + + Define how the noise values are remapped on the z-axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + z-axis remap multiplier. + + + + + How much the noise affects the particle rotation, in degrees per second. + + + + + Scroll the noise map over the Particle System. + + + + + Scroll speed multiplier. + + + + + Control the noise separately for each axis. + + + + + How much the noise affects the particle sizes, applied as a multiplier on the size of each particle. + + + + + How strong the overall noise effect is. + + + + + Strength multiplier. + + + + + Define the strength of the effect on the x-axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + x-axis strength multiplier. + + + + + Define the strength of the effect on the y-axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + y-axis strength multiplier. + + + + + Define the strength of the effect on the z-axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + z-axis strength multiplier. + + + + + Script interface for a Particle. + + + + + The angular velocity of the particle. + + + + + The 3D angular velocity of the particle. + + + + + The animated velocity of the particle. + + + + + Mesh particles rotate around this axis. + + + + + The lifetime of the particle. + + + + + The position of the particle. + + + + + The random seed of the particle. + + + + + The random value of the particle. + + + + + The remaining lifetime of the particle. + + + + + The rotation of the particle. + + + + + The 3D rotation of the particle. + + + + + The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules. + + + + + The starting lifetime of the particle. + + + + + The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. + + + + + The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. + + + + + The total velocity of the particle. + + + + + The velocity of the particle, measured in units per second. + + + + + Calculate the current color of the particle by applying the relevant curves to its startColor property. + + The Particle System from which this particle was emitted. + + Current color. + + + + + Calculate the current size of the particle by applying the relevant curves to its startSize property. + + The Particle System from which this particle was emitted. + + Current size. + + + + + Calculate the current 3D size of the particle by applying the relevant curves to its startSize3D property. + + The Particle System from which this particle was emitted. + + Current size. + + + + + Calculate the Mesh index of the particle, used for choosing which Mesh a particle is rendered with. + + The Particle System from which this particle was emitted. + + The index of the mesh used for rendering the particle. + + + + + Sets the Mesh index of the particle, used for choosing which Mesh a particle is rendered with. + + The Mesh index. + + + + Pauses the system so no new particles are emitted and the existing particles are not updated. + + Pause all child Particle Systems as well. + + + + Pauses the system so no new particles are emitted and the existing particles are not updated. + + Pause all child Particle Systems as well. + + + + Starts the Particle System. + + Play all child Particle Systems as well. + + + + Starts the Particle System. + + Play all child Particle Systems as well. + + + + Script interface for storing the particle playback state. + + + + + Reset the cache of reserved graphics memory used for efficient rendering of Particle Systems. + + + + + Script interface for the RotationBySpeedModule. + + + + + ESpecifies whether the RotationBySpeedModule is enabled or disabled. + + + + + Set the minimum and maximum speeds that this module applies the rotation curve between. + + + + + Set the rotation by speed on each axis separately. + + + + + Rotation by speed curve for the x-axis. + + + + + Speed multiplier along the x-axis. + + + + + Rotation by speed curve for the y-axis. + + + + + Speed multiplier along the y-axis. + + + + + Rotation by speed curve for the z-axis. + + + + + Speed multiplier along the z-axis. + + + + + Script interface for the RotationOverLifetimeModule. + + + + + Specifies whether the RotationOverLifetimeModule is enabled or disabled. + + + + + Set the rotation over lifetime on each axis separately. + + + + + Rotation over lifetime curve for the x-axis. + + + + + Rotation multiplier around the x-axis. + + + + + Rotation over lifetime curve for the y-axis. + + + + + Rotation multiplier around the y-axis. + + + + + Rotation over lifetime curve for the z-axis. + + + + + Rotation multiplier around the z-axis. + + + + + Set a stream of custom per-particle data. + + The array of per-particle data. + Which stream to assign the data to. + + + + Limits the amount of graphics memory Unity reserves for efficient rendering of Particle Systems. + + The maximum number of cached vertex buffers. + The maximum number of cached index buffers. + + + + Sets the particles of this Particle System. + + Input particle buffer, containing the desired particle state. + The number of elements in the particles array that is written to the Particle System. + The offset into the destination particle list, to assign these particles. + + + + Sets the particles of this Particle System. + + Input particle buffer, containing the desired particle state. + The number of elements in the particles array that is written to the Particle System. + The offset into the destination particle list, to assign these particles. + + + + Sets the particles of this Particle System. + + Input particle buffer, containing the desired particle state. + The number of elements in the particles array that is written to the Particle System. + The offset into the destination particle list, to assign these particles. + + + + Sets the particles of this Particle System. + + Input particle buffer, containing the desired particle state. + The number of elements in the particles array that is written to the Particle System. + The offset into the destination particle list, to assign these particles. + + + + Sets the particles of this Particle System. + + Input particle buffer, containing the desired particle state. + The number of elements in the particles array that is written to the Particle System. + The offset into the destination particle list, to assign these particles. + + + + Sets the particles of this Particle System. + + Input particle buffer, containing the desired particle state. + The number of elements in the particles array that is written to the Particle System. + The offset into the destination particle list, to assign these particles. + + + + Use this method with the results of an earlier call to ParticleSystem.GetPlaybackState, in order to restore the Particle System to the state stored in the playbackState object. + + The PlaybackState to apply to the Particle System. + + + + Use this method with the results of an earlier call to ParticleSystem.GetTrails, in order to restore the Particle System to the state stored in the Trails object. + + The Trails to apply to the Particle System. + + + + + Script interface for the ShapeModule. + + + + + Align particles based on their initial direction of travel. + + + + + Angle of the cone to emit particles from. + + + + + Angle of the circle arc to emit particles from. + + + + + The mode that Unity uses to generate particles around the arc. + + + + + In animated modes, this determines how quickly the particle emission position moves around the arc. + + + + + A multiplier of the arc speed of the particle emission shape. + + + + + Control the gap between particle emission points around the arc. + + + + + Scale of the box to emit particles from. + + + + + Thickness of the box to emit particles from. + + + + + The thickness of the Donut shape to emit particles from. + + + + + Specifies whether the ShapeModule is enabled or disabled. + + + + + Length of the cone to emit particles from. + + + + + Mesh to emit particles from. + + + + + Emit particles from a single Material of a Mesh. + + + + + MeshRenderer to emit particles from. + + + + + Apply a scaling factor to the Mesh that emits the particles. + + + + + Where on the Mesh to emit particles from. + + + + + The mode to use to generate particles on a Mesh. + + + + + In animated modes, this determines how quickly the particle emission position moves across the Mesh. + + + + + A multiplier of the Mesh spawn speed. + + + + + Control the gap between particle emission points across the Mesh. + + + + + Move particles away from the surface of the source Mesh. + + + + + Apply an offset to the position from which the system emits particles. + + + + + Radius of the shape to emit particles from. + + + + + The mode to use to generate particles along the radius. + + + + + In animated modes, this determines how quickly the particle emission position moves along the radius. + + + + + A multiplier of the radius speed of the particle emission shape. + + + + + Control the gap between particle emission points along the radius. + + + + + Radius thickness of the shape's edge from which to emit particles. + + + + + Randomizes the starting direction of particles. + + + + + Randomizes the starting direction of particles. + + + + + Randomizes the starting position of particles. + + + + + Apply a rotation to the shape from which the system emits particles. + + + + + Apply scale to the shape from which the system emits particles. + + + + + The type of shape to emit particles from. + + + + + SkinnedMeshRenderer to emit particles from. + + + + + Makes particles move in a spherical direction from their starting point. + + + + + Sprite to emit particles from. + + + + + SpriteRenderer to emit particles from. + + + + + Specifies a Texture to tint the particle's start colors. + + + + + When enabled, the system applies the alpha channel of the Texture to the particle alpha when the particle spawns. + + + + + When enabled, the system takes four neighboring samples from the Texture then combines them to give the final particle value. + + + + + Selects which channel of the Texture to use for discarding particles. + + + + + Discards particles when they spawn on an area of the Texture with a value lower than this threshold. + + + + + When enabled, the system applies the RGB channels of the Texture to the particle color when the particle spawns. + + + + + When using a Mesh as a source shape type, this option controls which UV channel on the Mesh to use for reading the source Texture. + + + + + Modulate the particle colors with the vertex colors, or the Material color if no vertex colors exist. + + + + + Emit particles from a single Material, or the whole Mesh. + + + + + Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it. + + Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value. + Fast-forward all child Particle Systems as well. + Restart and start from the beginning. + Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options. + + + + Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it. + + Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value. + Fast-forward all child Particle Systems as well. + Restart and start from the beginning. + Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options. + + + + Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it. + + Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value. + Fast-forward all child Particle Systems as well. + Restart and start from the beginning. + Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options. + + + + Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it. + + Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value. + Fast-forward all child Particle Systems as well. + Restart and start from the beginning. + Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options. + + + + Script interface for the SizeBySpeedModule. + + + + + Specifies whether the SizeBySpeedModule is enabled or disabled. + + + + + Set the minimum and maximum speed that this modules applies the size curve between. + + + + + Set the size by speed on each axis separately. + + + + + Curve to control particle size based on speed. + + + + + A multiplier for ParticleSystem.SizeBySpeedModule._size. + + + + + Size by speed curve for the x-axis. + + + + + Size multiplier along the x-axis. + + + + + Size by speed curve for the y-axis. + + + + + Size multiplier along the y-axis. + + + + + Size by speed curve for the z-axis. + + + + + Size multiplier along the z-axis. + + + + + Script interface for the SizeOverLifetimeModule. + + + + + Specifies whether the SizeOverLifetimeModule is enabled or disabled. + + + + + Set the size over lifetime on each axis separately. + + + + + Curve to control particle size based on lifetime. + + + + + A multiplier for ParticleSystem.SizeOverLifetimeModule._size. + + + + + Size over lifetime curve for the x-axis. + + + + + Size multiplier along the x-axis. + + + + + Size over lifetime curve for the y-axis. + + + + + Size multiplier along the y-axis. + + + + + Size over lifetime curve for the z-axis. + + + + + Size multiplier along the z-axis. + + + + + Stops playing the Particle System using the supplied stop behaviour. + + Stop all child Particle Systems as well. + Stop emitting or stop emitting and clear the system. + + + + Stops playing the Particle System using the supplied stop behaviour. + + Stop all child Particle Systems as well. + Stop emitting or stop emitting and clear the system. + + + + Stops playing the Particle System using the supplied stop behaviour. + + Stop all child Particle Systems as well. + Stop emitting or stop emitting and clear the system. + + + + Script interface for the SubEmittersModule. + + + + + Sub-Particle System which spawns at the locations of the birth of the particles from the parent system. + + + + + Sub-Particle System which spawns at the locations of the birth of the particles from the parent system. + + + + + Sub-Particle System which spawns at the locations of the collision of the particles from the parent system. + + + + + Sub-Particle System which spawns at the locations of the collision of the particles from the parent system. + + + + + Sub-Particle System which spawns at the locations of the death of the particles from the parent system. + + + + + Sub-Particle System to spawn on death of the parent system's particles. + + + + + Specifies whether the SubEmittersModule is enabled or disabled. + + + + + The total number of sub-emitters. + + + + + Add a new sub-emitter. + + The sub-emitter to add. + The event that creates new particles. + The properties of the new particles. + The probability that the sub-emitter emits particles. Accepts values from 0 to 1, where 0 is never and 1 is always. + + + + Add a new sub-emitter. + + The sub-emitter to add. + The event that creates new particles. + The properties of the new particles. + The probability that the sub-emitter emits particles. Accepts values from 0 to 1, where 0 is never and 1 is always. + + + + Gets the probability that the sub-emitter emits particles. + + The index of the sub-emitter. + + The emission probability for the sub-emitter + + + + + Gets the properties of the sub-emitter at the given index. + + The index of the sub-emitter. + + The properties of the sub-emitter at the index. + + + + + Gets the sub-emitter Particle System at the given index. + + The index of the desired sub-emitter. + + The sub-emitter at the index. + + + + + Gets the type of the sub-emitter at the given index. + + The index of the desired sub-emitter. + + The type of sub-emitter at the index. + + + + + Removes a sub-emitter from the given index in the array. + + The index from which to remove a sub-emitter. + + + + Removes a sub-emitter from the given index in the array. + + The sub-emitter to remove. + + + + Sets the probability that the sub-emitter emits particles. + + The index of the sub-emitter you want to modify. + The probability value. + + + + Sets the properties of the sub-emitter at the given index. + + The index of the sub-emitter you want to modify. + The new properties to assign to this sub-emitter. + + + + Sets the Particle System to use as the sub-emitter at the given index. + + The index of the sub-emitter you want to modify. + The Particle System to use as the sub-emitter at the specified index. + + + + Sets the type of the sub-emitter at the given index. + + The index of the sub-emitter you want to modify. + The new spawning type to assign to this sub-emitter. + + + + Script interface for the TextureSheetAnimationModule. + + + + + Specifies the animation type. + + + + + Specifies how many times the animation loops during the lifetime of the particle. + + + + + Specifies whether the TextureSheetAnimationModule is enabled or disabled. + + + + + Flip the U coordinate on particles, causing them to appear mirrored horizontally. + + + + + Flip the V coordinate on particles, causing them to appear mirrored vertically. + + + + + Control how quickly the animation plays. + + + + + A curve to control which frame of the Texture sheet animation to play. + + + + + The frame over time mutiplier. + + + + + Select whether the animated Texture information comes from a grid of frames on a single Texture, or from a list of Sprite objects. + + + + + Defines the tiling of the Texture in the x-axis. + + + + + Defines the tiling of the texture in the y-axis. + + + + + Explicitly select which row of the Texture sheet to use. The system uses this property when ParticleSystem.TextureSheetAnimationModule.rowMode is set to Custom. + + + + + Select how particles choose which row of a Texture Sheet Animation to use. + + + + + Specify how particle speeds are mapped to the animation frames. + + + + + The total number of sprites. + + + + + Define a random starting frame for the Texture sheet animation. + + + + + The starting frame multiplier. + + + + + Select whether the system bases the playback on mapping a curve to the lifetime of each particle, by using the particle speeds, or if playback simply uses a constant frames per second. + + + + + Use a random row of the Texture sheet for each particle emitted. + + + + + Choose which UV channels receive Texture animation. + + + + + Add a new Sprite. + + The Sprite to be added. + + + + Get the Sprite at the given index. + + The index of the desired Sprite. + + The Sprite being requested. + + + + + Remove a Sprite from the given index in the array. + + The index from which to remove a Sprite. + + + + Set the Sprite at the given index. + + The index of the Sprite being modified. + The Sprite being assigned. + + + + Script interface for the TrailsModule. + + + + + Adds an extra position to each ribbon, connecting it to the location of the Transform Component. + + + + + The gradient that controls the trail colors during the lifetime of the attached particle. + + + + + The gradient that controls the trail colors over the length of the trail. + + + + + Specifies whether trails disappear immediately when their owning particle dies. When false, each trail persists until all its points have naturally expired, based on its lifetime. + + + + + Specifies whether the TrailModule is enabled or disabled. + + + + + Configures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Toggle whether the trail inherits the particle color as its starting color. + + + + + The curve describing the trail lifetime, throughout the lifetime of the particle. + + + + + A multiplier for ParticleSystem.TrailModule._lifetime. + + + + + Set the minimum distance each trail can travel before the system adds a new vertex to it. + + + + + Choose how the system generates the particle trails. + + + + + Choose what proportion of particles receive a trail. + + + + + Select how many lines to create through the Particle System. + + + + + Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment. + + + + + Set whether the particle size acts as a multiplier on top of the trail lifetime. + + + + + Set whether the particle size acts as a multiplier on top of the trail width. + + + + + Specifies whether, if you use this system as a sub-emitter, ribbons connect particles from each parent particle independently. + + + + + Choose whether the U coordinate of the trail Texture is tiled or stretched. + + + + + The curve describing the width of each trail point. + + + + + A multiplier for ParticleSystem.TrailModule._widthOverTrail. + + + + + Drop new trail points in world space, regardless of Particle System Simulation Space. + + + + + Script interface for storing the particle trail data. + + + + + Reserve memory for the particle trail data. + + + + + Script interface for the TriggerModule. + + + + + Indicates the number of collision shapes attached to this Particle System trigger. + + + + + Determines whether collider information is available when calling ParticleSystem::GetTriggerParticles. + + + + + Specifies whether the TriggerModule is enabled or disabled. + + + + + Choose what action to perform when particles enter the trigger volume. + + + + + Choose what action to perform when particles leave the trigger volume. + + + + + Choose what action to perform when particles are inside the trigger volume. + + + + + The maximum number of collision shapes that can be attached to this Particle System trigger. + + + + + Choose what action to perform when particles are outside the trigger volume. + + + + + A multiplier Unity applies to the size of each particle before it processes overlaps. + + + + + Adds a Collision shape associated with this Particle System trigger. + + The Collider to associate with this trigger. + + + + + Gets a collision shape associated with this Particle System trigger. + + The Collider to return. + + The Collider at the given index. + + + + + Removes a collision shape associated with this Particle System trigger. + + The Collider to remove. + + + + Removes a collision shape associated with this Particle System trigger. + + The Collider to remove. + + + + Sets a Collision shape associated with this Particle System trigger. + + The Collider entry to assign. + The Collider to associate with this trigger. + + + + Triggers the specified sub emitter on all particles of the Particle System. + + Index of the sub emitter to trigger. + + + + Triggers the specified sub emitter on the specified particle(s) of the Particle System. + + Index of the sub emitter to trigger. + Triggers the sub emtter on a single particle. + Triggers the sub emtter on a list of particles. + + + + Triggers the specified sub emitter on the specified particle(s) of the Particle System. + + Index of the sub emitter to trigger. + Triggers the sub emtter on a single particle. + Triggers the sub emtter on a list of particles. + + + + Script interface for the VelocityOverLifetimeModule. + + + + + Specifies whether the VelocityOverLifetimeModule is enabled or disabled. + + + + + Specify a custom center of rotation for the orbital and radial velocities. + + + + + A multiplier for _orbitalOffsetX. + + + + + Specify a custom center of rotation for the orbital and radial velocities. + + + + + A multiplier for _orbitalOffsetY. + + + + + Specify a custom center of rotation for the orbital and radial velocities. + + + + + A multiplier for _orbitalOffsetY. + + + + + Curve to control particle speed based on lifetime, around the x-axis. + + + + + Speed multiplier along the x-axis. + + + + + Curve to control particle speed based on lifetime, around the y-axis. + + + + + Speed multiplier along the y-axis. + + + + + Curve to control particle speed based on lifetime, around the z-axis. + + + + + Speed multiplier along the z-axis. + + + + + Curve to control particle speed based on lifetime, away from a center position. + + + + + A multiplier for ParticleSystem.VelocityOverLifetimeModule._radial. + + + + + Specifies if the velocities are in local space (rotated with the transform) or world space. + + + + + Curve to control particle speed based on lifetime, without affecting the direction of the particles. + + + + + A multiplier for ParticleSystem.VelocityOverLifetimeModule._speedModifier. + + + + + Curve to control particle speed based on lifetime, on the x-axis. + + + + + A multiplier for ParticleSystem.VelocityOverLifetimeModule._x + + + + + Curve to control particle speed based on lifetime, on the y-axis. + + + + + A multiplier for ParticleSystem.VelocityOverLifetimeModule._y. + + + + + Curve to control particle speed based on lifetime, on the z-axis. + + + + + A multiplier for ParticleSystem.VelocityOverLifetimeModule._z. + + + + + The animation mode. + + + + + Use a regular grid to construct a sequence of animation frames. + + + + + Use a list of sprites to construct a sequence of animation frames. + + + + + The mode used for selecting rows of an animation in the Texture Sheet Animation Module. + + + + + Use a specific row for all particles. + + + + + Use the mesh index as the row, so that meshes can be mapped to specific animation frames. + + + + + Use a random row for each particle. + + + + + Control how animation frames are selected. + + + + + Select animation frames sequentially at a constant rate of the specified frames per second. + + + + + Select animation frames based on the particle ages. + + + + + Select animation frames based on the particle speeds. + + + + + The animation type. + + + + + Animate a single row in the sheet from left to right. + + + + + Animate over the whole texture sheet from left to right, top to bottom. + + + + + Whether collider information is available when using the ParticleSystem::GetTriggerParticles method. + + + + + ParticleSystem::GetTriggerParticles returns all colliders that each particle is interacting with. + + + + + ParticleSystem::GetTriggerParticles does not return any information about which colliders each particle is interacting with. + + + + + ParticleSystem::GetTriggerParticles may only return one collider that each particle is interacting with. + + + + + Whether to use 2D or 3D colliders for particle collisions. + + + + + Use 2D colliders to collide particles against. + + + + + Use 3D colliders to collide particles against. + + + + + Quality of world collisions. Medium and low quality are approximate and may leak particles. + + + + + The most accurate world collisions. + + + + + Fastest and most approximate world collisions. + + + + + Approximate world collisions. + + + + + The type of collisions to use for a given Particle System. + + + + + Collide with a list of planes. + + + + + Collide with the world geometry. + + + + + The action to perform when the Particle System is offscreen. + + + + + Continue simulating the Particle System when it is offscreen. + + + + + For looping effects, the simulation is paused when offscreen, and for one-shot effects, the simulation will continue playing. + + + + + Pause the Particle System simulation when it is offscreen. + + + + + Pause the Particle System simulation when it is offscreen, and perform an extra simulation when the system comes back onscreen, creating the impression that it was never paused. + + + + + The particle curve mode. + + + + + Use a single constant for the ParticleSystem.MinMaxCurve. + + + + + Use a single curve for the ParticleSystem.MinMaxCurve. + + + + + Use a random value between 2 constants for the ParticleSystem.MinMaxCurve. + + + + + Use a random value between 2 curves for the ParticleSystem.MinMaxCurve. + + + + + Which stream of custom particle data to set. + + + + + The first stream of custom per-particle data. + + + + + The second stream of custom per-particle data. + + + + + Which mode CustomDataModule uses to generate its data. + + + + + Generate data using ParticleSystem.MinMaxGradient. + + + + + Don't generate any data. + + + + + Generate data using ParticleSystem.MinMaxCurve. + + + + + The mode in which particles are emitted. + + + + + Emit when emitter moves. + + + + + Emit over time. + + + + + Control how a Particle System calculates its velocity. + + + + + When the Particle System calculates its velocity, it instead uses the custom value set in ParticleSystem.MainModule.emitterVelocity. + + + + + Calculate the Particle System velocity by using a Rigidbody or Rigidbody2D component, if one exists on the GameObject. + + + + + Calculate the Particle System velocity by using the Transform component. + + + + + Script interface for Particle System Force Fields. + + + + + Apply a linear force along the local X axis to particles within the volume of the Force Field. + + + + + Apply a linear force along the local Y axis to particles within the volume of the Force Field. + + + + + Apply a linear force along the local Z axis to particles within the volume of the Force Field. + + + + + Apply drag to particles within the volume of the Force Field. + + + + + Determines the size of the shape used for influencing particles. + + + + + Apply gravity to particles within the volume of the Force Field. + + + + + When using the gravity force, set this value between 0 and 1 to control the focal point of the gravity effect. + + + + + Describes the length of the Cylinder when using the Cylinder Force Field shape to influence particles. + + + + + When using Drag, the drag strength will be multiplied by the size of the particles if this toggle is enabled. + + + + + When using Drag, the drag strength will be multiplied by the speed of the particles if this toggle is enabled. + + + + + Controls how strongly particles are dragged into the vortex motion. + + + + + Apply randomness to the Force Field axis that particles will travel around. + + + + + The speed at which particles are propelled around a vortex. + + + + + Selects the type of shape used for influencing particles. + + + + + Setting a value greater than 0 creates a hollow Force Field shape. This will cause particles to not be affected by the Force Field when closer to the center of the volume than the startRange property. + + + + + Apply forces to particles within the volume of the Force Field, by using a 3D texture containing vector field data. + + + + + Controls how strongly particles are dragged into the vector field motion. + + + + + The speed at which particles are propelled through the vector field. + + + + + The type of shape used for influencing particles in the Force Field Component. + + + + + Influence particles inside a box shape. + + + + + Influence particles inside a cylinder shape. + + + + + Influence particles inside a hemisphere shape. + + + + + Influence particles inside a sphere shape. + + + + + The particle GameObject filtering mode that specifies which objects are used by specific Particle System modules. + + + + + Include objects based on a layer mask, where all objects that match the mask are included. + + + + + Include objects based on both a layer mask and an explicitly provided list. + + + + + Include objects based on an explicitly provided list. + + + + + The particle gradient mode. + + + + + Use a single color for the ParticleSystem.MinMaxGradient. + + + + + Use a single color gradient for the ParticleSystem.MinMaxGradient. + + + + + Define a list of colors in the ParticleSystem.MinMaxGradient, to be chosen from at random. + + + + + Use a random value between 2 colors for the ParticleSystem.MinMaxGradient. + + + + + Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient. + + + + + How to apply emitter velocity to particles. + + + + + Each particle's velocity is set to the emitter's current velocity value, every frame. + + + + + Each particle inherits the emitter's velocity on the frame when it was initially emitted. + + + + + Inherit from this interface to implement a Particle System job. + + + + + Implement this method to access and modify particle properties. + + Contains the particle properties. + + + + Inherit from this interface to implement a Particle System job. + + + + + Implement this method to access and modify particle properties. + + Contains the particle properties. + The index of the current particle. + + + + Inherit from this interface to implement a Particle System job. + + + + + Implement this method to access and modify particle properties. + + Contains the particle properties. + The first particle index that this job should process. + The number of particles that this job should process. + + + + This struct specifies all the per-particle data. + + + + + Specifies how long each particle has been alive. + + + + + Specifies an axis of rotation for each particles, in radians. + + + + + Specifies the number of particles alive in the Particle System. + + + + + This array contains the custom data values when you use a CustomDataModule, or when you call SetCustomParticleData. + + + + + This array contains the custom data values when you use a CustomDataModule, or when you call SetCustomParticleData. + + + + + The lifetime of each particle, stored as 1.0f / lifetime. + + + + + Specifies a mesh index for each particle. + + + + + The position of each particle. + + + + + The random seed assigned to each particle. + + + + + The angular velocity of each particle. + + + + + The rotation of each particle. + + + + + The size of each particle. + + + + + The initial color of each particle. + + + + + The velocity of each particle. + + + + + A container to hold x, y, and z-axis data for particles. + + + + + The x-axis value for each particle. + + + + + The y-axis value for each particle. + + + + + The z-axis value for each particle. + + + + + A container to hold 4 arrays of data for particles. + + + + + The w-axis value for each particle. + + + + + The x-axis value for each particle. + + + + + The y-axis value for each particle. + + + + + The z-axis value for each particle. + + + + + Sets which method Unity uses to randomly assign Meshes to particles. + + + + + Use per-Mesh weights to make some Meshes appear more often than others. A higher weight value increases the chance of choosing the associated Mesh. + + + + + Use a uniform random value to give each Mesh an equal chance to appear. + + + + + The mesh emission type. + + + + + Emit from the edges of the mesh. + + + + + Emit from the surface of the mesh. + + + + + Emit from the vertices of the mesh. + + + + + The quality of the generated noise. + + + + + High quality 3D noise. + + + + + Low quality 1D noise. + + + + + Medium quality 2D noise. + + + + + What action to perform when the particle trigger module passes a test. + + + + + Send the OnParticleTrigger command to the Particle System's script. + + + + + Do nothing. + + + + + Kill all particles that pass this test. + + + + + Use this class to render particles on to the screen. + + + + + The number of currently active custom vertex streams. + + + + + Control the direction that particles face. + + + + + Allow billboard particles to roll around their z-axis. + + + + + How much do the particles stretch depending on the Camera's speed. + + + + + Enables GPU Instancing on platforms that support it. + + + + + Flip a percentage of the particles, along each axis. + + + + + Enables freeform stretching behavior. + + + + + How much are the particles stretched in their direction of motion, defined as the length of the particle compared to its width. + + + + + Specifies how the Particle System Renderer interacts with SpriteMask. + + + + + Clamp the maximum particle size. + + + + + The Mesh that the particle uses instead of a billboarded Texture. + + + + + The number of Meshes the system uses for particle rendering. + + + + + Specifies how the system randomly assigns meshes to particles. + + + + + Clamp the minimum particle size. + + + + + Specifies how much a billboard particle orients its normals towards the Camera. + + + + + Modify the pivot point used for rotating particles. + + + + + Specifies how the system draws particles. + + + + + Rotate the particles based on the direction they are stretched in. This is added on top of other particle rotation. + + + + + Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the particle size. + + + + + Biases Particle System sorting amongst other transparencies. + + + + + Specifies how to sort particles within a system. + + + + + Determines whether the Particle System can be rendered using GPU Instancing. + + + + + Set the Material that the TrailModule uses to attach trails to particles. + + + + + Specifies how much particles stretch depending on their velocity. + + + + + Query whether the Particle System Renderer uses a particular set of vertex streams. + + Streams to query. + + true if the queried streams are enabled. Returns false otherwise. + + + + + Creates a snapshot of ParticleSystemRenderer and stores it in mesh. + + A static Mesh to receive the snapshot of the particles. + The Camera used to determine which way camera-space particles face. + Specifies whether to include the rotation and scale of the Transform in the baked Mesh. + + + + Creates a snapshot of ParticleSystemRenderer and stores it in mesh. + + A static Mesh to receive the snapshot of the particles. + The Camera used to determine which way camera-space particles face. + Specifies whether to include the rotation and scale of the Transform in the baked Mesh. + + + + Creates a snapshot of ParticleSystemRenderer and stores it in mesh. + + A static Mesh to receive the snapshot of the particles. + The Camera used to determine which way camera-space particles face. + Specifies whether to include the rotation and scale of the Transform in the baked Mesh. + + + + Creates a snapshot of ParticleSystemRenderer and stores it in mesh. + + A static Mesh to receive the snapshot of the particles. + The Camera used to determine which way camera-space particles face. + Specifies whether to include the rotation and scale of the Transform in the baked Mesh. + + + + Creates a snapshot of ParticleSystem Trails and stores them in mesh. + + A static Mesh to receive the snapshot of the particle trails. + The Camera used to determine which way camera-space trails face. + Specifies whether to include the rotation and scale of the Transform in the baked Mesh. + + + + Creates a snapshot of ParticleSystem Trails and stores them in mesh. + + A static Mesh to receive the snapshot of the particle trails. + The Camera used to determine which way camera-space trails face. + Specifies whether to include the rotation and scale of the Transform in the baked Mesh. + + + + Creates a snapshot of ParticleSystem Trails and stores them in mesh. + + A static Mesh to receive the snapshot of the particle trails. + The Camera used to determine which way camera-space trails face. + Specifies whether to include the rotation and scale of the Transform in the baked Mesh. + + + + Creates a snapshot of ParticleSystem Trails and stores them in mesh. + + A static Mesh to receive the snapshot of the particle trails. + The Camera used to determine which way camera-space trails face. + Specifies whether to include the rotation and scale of the Transform in the baked Mesh. + + + + Disable a set of vertex Shader streams on the Particle System Renderer. +The position stream is always enabled, and any attempts to remove it are ignored. + + Streams to disable. + + + + Enable a set of vertex Shader streams on the Particle System renderer. + + Streams to enable. + + + + Queries which Vertex Shader streams are enabled on the ParticleSystemRenderer. + + The array of streams to populate. + + + + Queries whether the Particle System renderer uses a particular set of vertex streams. + + Streams to query. + + The subset of the queried streams that are actually enabled. + + + + + Gets the array of Meshes to use when selecting particle meshes. + + An array this function populates with the list of Meshes the ParticleSystemRenderer uses for particle Mesh selection. If the array is smaller than the number of Meshes, this function cannot populate it with every Mesh. If the array is larger than the number of Meshes, this function ignores indices greater than the number of Meshes. Use ParticleSystemRenderer.meshCount to get the number of Meshes the ParticleSystemRenderer has. + + The number of Meshes this function wrote to the destination array. + + + + + Gets the array of Mesh weightings to use when randomly selecting particle meshes. + + An array this function populates with the list of Mesh weightings the ParticleSystemRenderer uses for particle Mesh selection. If the array is smaller than the number of weights, this function cannot populate it with every weight. If the array is larger than the number of weights, this function ignores indices greater than the number of weights. Use ParticleSystemRenderer.meshCount to get the number of Meshes, and thus weights, the ParticleSystemRenderer has. + + The number of weights this function wrote to the destination array. + + + + + Enables a set of vertex Shader streams on the ParticleSystemRenderer. + + The new array of enabled vertex streams. + + + + Sets the Meshes that the ParticleSystemRenderer uses to display particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh. + + The array of Meshes to use. + The number of elements from the Mesh array to apply. + + + + Sets the Meshes that the ParticleSystemRenderer uses to display particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh. + + The array of Meshes to use. + The number of elements from the Mesh array to apply. + + + + Sets the weights that the ParticleSystemRenderer uses to assign Meshes to particles. + + The array of weights to use. + The number of elements from the weighting array to apply. + + + + Sets the weights that the ParticleSystemRenderer uses to assign Meshes to particles. + + The array of weights to use. + The number of elements from the weighting array to apply. + + + + The rendering mode for particle systems. + + + + + Render particles as billboards facing the active camera. (Default) + + + + + Render particles as billboards always facing up along the y-Axis. + + + + + Render particles as meshes. + + + + + Do not render particles. + + + + + Stretch particles in the direction of motion. + + + + + Render particles as billboards always facing the player, but not pitching along the x-Axis. + + + + + How particles are aligned when rendered. + + + + + Particles face the eye position. + + + + + Particles align with their local transform. + + + + + Particles are aligned to their direction of travel. + + + + + Particles face the camera plane. + + + + + Particles align with the world. + + + + + Control how particles are removed from the Particle System. + + + + + Particles are removed when their age exceeds their lifetime. + + + + + Particle ages loop until they need to be removed. Particles are removed when creating new particles would exceed the Max Particles property. + + + + + Particle ages pause at the end of their lifetime until they need to be removed. Particles are removed when creating new particles would exceed the Max Particles property. + + + + + Control how particle systems apply transform scale. + + + + + Scale the Particle System using the entire transform hierarchy. + + + + + Scale the Particle System using only its own transform scale. (Ignores parent scale). + + + + + Only apply transform scale to the shape component, which controls where + particles are spawned, but does not affect their size or movement. + + + + + + The mode used to generate new points in a shape. + + + + + Distribute new particles around the shape evenly. + + + + + Animate the emission point around the shape. + + + + + Animate the emission point around the shape, alternating between clockwise and counter-clockwise directions. + + + + + Generate points randomly. (Default) + + + + + The texture channel. + + + + + The alpha channel. + + + + + The blue channel. + + + + + The green channel. + + + + + The red channel. + + + + + The emission shape. + + + + + Emit from the volume of a box. + + + + + Emit from the edges of a box. + + + + + Emit from the surface of a box. + + + + + Emit from a circle. + + + + + Emit from the edge of a circle. + + + + + Emit from the base of a cone. + + + + + Emit from the base surface of a cone. + + + + + Emit from a cone. + + + + + Emit from the surface of a cone. + + + + + Emit from a Donut. + + + + + Emit from a half-sphere. + + + + + Emit from the surface of a half-sphere. + + + + + Emit from a mesh. + + + + + Emit from a mesh renderer. + + + + + Emit from a rectangle. + + + + + Emit from an edge. + + + + + Emit from a skinned mesh renderer. + + + + + Emit from a sphere. + + + + + Emit from the surface of a sphere. + + + + + Emit from a sprite. + + + + + Emit from a sprite renderer. + + + + + The space to simulate particles in. + + + + + Simulate particles relative to a custom transform component, defined by ParticleSystem.MainModule.customSimulationSpace. + + + + + Simulate particles in local space. + + + + + Simulate particles in world space. + + + + + The sorting mode for particle systems. + + + + + Sort based on depth from the camera plane. + + + + + Sort based on distance to the camera position. For orthographic cameras, this mode is the same as sorting by depth. + + + + + No sorting. + + + + + Sort the oldest particles to the front. + + + + + Sort the youngest particles to the front. + + + + + The action to perform when the Particle System stops. + + + + + Call MonoBehaviour.OnParticleSystemStopped on all scripts attached to the same GameObject. + + + + + Destroy the GameObject containing the Particle System. + + + + + Disable the GameObject containing the Particle System. + + + + + Do nothing. + + + + + The behavior to apply when calling ParticleSystem.Stop|Stop. + + + + + Stops Particle System emitting any further particles. All existing particles will remain until they expire. + + + + + Stops Particle System emitting and removes all existing emitted particles. + + + + + The properties of sub-emitter particles. + + + + + When spawning new particles, multiply the start color by the color of the parent particles. + + + + + When spawning new particles, use the duration and age properties from the parent system, when sampling MainModule curves in the Sub-Emitter. + + + + + When spawning new particles, inherit all available properties from the parent particles. + + + + + New particles will have a shorter lifespan, the closer their parent particles are to death. + + + + + When spawning new particles, do not inherit any properties from the parent particles. + + + + + When spawning new particles, add the start rotation to the rotation of the parent particles. + + + + + When spawning new particles, multiply the start size by the size of the parent particles. + + + + + The events that cause new particles to be spawned. + + + + + Spawns new particles when particles from the parent system are born. + + + + + Spawns new particles when particles from the parent system collide with something. + + + + + Spawns new particles when particles from the parent system die. + + + + + Spawns new particles when triggered from script using ParticleSystem.TriggerSubEmitter. + + + + + Spawns new particles when particles from the parent system pass conditions in the Trigger Module. + + + + + Choose how Particle Trails are generated. + + + + + Makes a trail behind each particle as the particle moves. + + + + + Draws a line between each particle, connecting the youngest particle to the oldest. + + + + + Choose how textures are applied to Particle Trails. + + + + + Map the texture once along the entire length of the trail, assuming all vertices are evenly spaced. + + + + + Repeat the texture along the trail, repeating at a rate of once per trail segment. To adjust the tiling rate, use Material.SetTextureScale. + + + + + Map the texture once along the entire length of the trail. + + + + + Repeat the texture along the trail. To set the tiling rate, use Material.SetTextureScale. + + + + + The different types of particle triggers. + + + + + Trigger when particles enter the collision volume. + + + + + Trigger when particles leave the collision volume. + + + + + Trigger when particles are inside the collision volume. + + + + + Trigger when particles are outside the collision volume. + + + + + All possible Particle System vertex shader inputs. + + + + + The normalized age of each particle, from 0 to 1. + + + + + The amount to blend between animated texture frames, from 0 to 1. + + + + + The current animation frame index of each particle. + + + + + The center position of the entire particle, in world space. + + + + + The color of each particle. + + + + + One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + The reciprocal of the starting lifetime, in seconds (1.0f / startLifetime). + + + + + The index of the mesh used by the current particle. + + + + + The X axis noise on the current frame. + + + + + The X and Y axis noise on the current frame. + + + + + The 3D noise on the current frame. + + + + + The accumulated X axis noise, over the lifetime of the particle. + + + + + The accumulated X and Y axis noise, over the lifetime of the particle. + + + + + The accumulated 3D noise, over the lifetime of the particle. + + + + + The vertex normal of each particle. + + + + + The position of each particle vertex, in world space. + + + + + The Z axis rotation of each particle. + + + + + The 3D rotation of each particle. + + + + + The Z axis rotational speed of each particle. + + + + + The 3D rotational speed of each particle. + + + + + The X axis size of each particle. + + + + + The X and Y axis sizes of each particle. + + + + + The 3D size of each particle. + + + + + The speed of each particle, calculated by taking the magnitude of the velocity. + + + + + A random number for each particle, which remains constant during their lifetime. + + + + + Two random numbers for each particle, which remain constant during their lifetime. + + + + + Three random numbers for each particle, which remain constant during their lifetime. + + + + + Four random numbers for each particle, which remain constant during their lifetime. + + + + + The tangent vector for each particle (for normal mapping). + + + + + The first UV stream of each particle. + + + + + The second UV stream of each particle. + + + + + The third UV stream of each particle (only for meshes). + + + + + The fourth UV stream of each particle (only for meshes). + + + + + A random number for each particle, which changes during their lifetime. + + + + + Two random numbers for each particle, which change during their lifetime. + + + + + Three random numbers for each particle, which change during their lifetime. + + + + + Four random numbers for each particle, which change during their lifetime. + + + + + The velocity of each particle, in world space. + + + + + The vertex ID of each particle. + + + + + All possible Particle System vertex shader inputs. + + + + + A mask with all vertex streams enabled. + + + + + The center position of each particle, with the vertex ID of each particle, from 0-3, stored in the w component. + + + + + The color of each particle. + + + + + The first stream of custom data, supplied from script. + + + + + The second stream of custom data, supplied from script. + + + + + Alive time as a 0-1 value in the X component, and Total Lifetime in the Y component. +To get the current particle age, simply multiply X by Y. + + + + + A mask with no vertex streams enabled. + + + + + The normal of each particle. + + + + + The world space position of each particle. + + + + + 4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change during the lifetime of the particle. + + + + + The rotation of each particle. + + + + + The size of each particle. + + + + + Tangent vectors for normal mapping. + + + + + The texture coordinates of each particle. + + + + + With the TextureSheetAnimationModule enabled, this contains the UVs for the second texture frame, the blend factor for each particle, and the raw frame, allowing for blending of frames. + + + + + The 3D velocity of each particle. + + + + + A flag representing each UV channel. + + + + + First UV channel. + + + + + Second UV channel. + + + + + Third UV channel. + + + + + Fourth UV channel. + + + + + The ParticleSystem module implements Unity's Particle System. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PerformanceReportingModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PerformanceReportingModule.dll new file mode 100644 index 00000000..dbe8b7b3 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PerformanceReportingModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PerformanceReportingModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PerformanceReportingModule.xml new file mode 100644 index 00000000..1414030e --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PerformanceReportingModule.xml @@ -0,0 +1,23 @@ + + + + + UnityEngine.PerformanceReportingModule + + + + Unity Performace provides insight into your game performace. + + + + + Controls whether the Performance Reporting service is enabled at runtime. + + + + + Time taken to initialize graphics in microseconds, measured from application startup. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.Physics2DModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.Physics2DModule.dll new file mode 100644 index 00000000..ca08c664 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.Physics2DModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.Physics2DModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.Physics2DModule.xml new file mode 100644 index 00000000..6ade0c88 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.Physics2DModule.xml @@ -0,0 +1,5004 @@ + + + + + UnityEngine.Physics2DModule + + + + Parent class for all joints that have anchor points. + + + + + The joint's anchor point on the object that has the joint component. + + + + + Should the connectedAnchor be calculated automatically? + + + + + The joint's anchor point on the second object (ie, the one which doesn't have the joint component). + + + + + Applies forces within an area. + + + + + The angular drag to apply to rigid-bodies. + + + + + The linear drag to apply to rigid-bodies. + + + + + The angle of the force to be applied. + + + + + The magnitude of the force to be applied. + + + + + The target for where the effector applies any force. + + + + + The variation of the magnitude of the force to be applied. + + + + + Should the forceAngle use global space? + + + + + Collider for 2D physics representing an axis-aligned rectangle. + + + + + Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties. + + + + + The center point of the collider in local space. + + + + + Controls the radius of all edges created by the collider. + + + + + The width and height of the rectangle. + + + + + Applies forces to simulate buoyancy, fluid-flow and fluid drag. + + + + + A force applied to slow angular movement of any Collider2D in contact with the effector. + + + + + The density of the fluid used to calculate the buoyancy forces. + + + + + The angle of the force used to similate fluid flow. + + + + + The magnitude of the force used to similate fluid flow. + + + + + The random variation of the force used to similate fluid flow. + + + + + A force applied to slow linear movement of any Collider2D in contact with the effector. + + + + + Defines an arbitrary horizontal line that represents the fluid surface level. + + + + + A capsule-shaped primitive collider. + + + + + The direction that the capsule sides can extend. + + + + + The width and height of the capsule area. + + + + + The direction that the capsule sides can extend. + + + + + The capsule sides extend horizontally. + + + + + The capsule sides extend vertically. + + + + + Collider for 2D physics representing an circle. + + + + + The center point of the collider in local space. + + + + + Radius of the circle. + + + + + Parent class for collider types used with 2D gameplay. + + + + + The Rigidbody2D attached to the Collider2D. + + + + + Get the bounciness used by the collider. + + + + + The world space bounding area of the collider. + + + + + Get the CompositeCollider2D that is available to be attached to the collider. + + + + + The density of the collider used to calculate its mass (when auto mass is enabled). + + + + + The error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only) + + + + + Get the friction used by the collider. + + + + + Is this collider configured as a trigger? + + + + + The local offset of the collider geometry. + + + + + The number of active PhysicsShape2D the Collider2D is currently using. + + + + + The PhysicsMaterial2D that is applied to this collider. + + + + + Sets whether the Collider will be used or not used by a CompositeCollider2D. + + + + + Whether the collider is used by an attached effector or not. + + + + + Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. + + Vector representing the direction to cast the shape. + Array to receive results. + Maximum distance over which to cast the shape. + Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders). + + The number of results returned. + + + + + Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. + + Vector representing the direction to cast the shape. + Filter results defined by the contact filter. + Array to receive results. + Maximum distance over which to cast the shape. + Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders). + + The number of results returned. + + + + + Casts the Collider shape into the Scene starting at the Collider position ignoring the Collider itself. + + Vector representing the direction to cast the shape. + Filter results defined by the contact filter. + List to receive results. + Maximum distance over which to cast the shape. + Determines whether the cast should ignore Colliders attached to the same Rigidbody2D (known as sibling Colliders). + + The number of results returned. + + + + + Returns a point on the perimeter of this Collider that is closest to the specified position. + + The position from which to find the closest point on this Collider. + + A point on the perimeter of this Collider that is closest to the specified position. + + + + + Creates a planar Mesh that is identical to the area defined by the Collider2D geometry. + + Should the mesh be transformed by the position of the attached Rigidbody2D? + Should the mesh be transformed by the rotation of the attached Rigidbody2D? + + The planar Mesh created that matches the collider geometry or NULL if no Mesh could be created. + + + + + Calculates the minimum separation of this collider against another collider. + + A collider used to calculate the minimum separation against this collider. + + The minimum separation of collider and this collider. + + + + + Retrieves all contact points for this Collider. + + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with this Collider. + + An array of Collider2D used to receive the results. + + Returns the number of contacts placed in the colliders array. + + + + + Retrieves all contact points for this Collider, with the results filtered by the contactFilter. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with this Collider, with the results filtered by the contactFilter. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Retrieves all contact points for this Collider. + + A list of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + Retrieves all colliders in contact with this Collider. + + A list of Collider2D used to receive the results. + + Returns the number of contacts placed in the colliders list. + + + + + Retrieves all contact points for this Collider, with the results filtered by the contactFilter. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + A list of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + Retrieves all colliders in contact with this Collider, with the results filtered by the contactFilter. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + A list of Collider2D used to receive the results. + + Returns the number of contacts placed in the colliders list. + + + + + Generates a simple hash value based upon the geometry of the Collider2D. + + + A hash value that uniquely identifies the configured geometry of the Collider2D. + + + + + Gets all the PhysicsShape2D used by the Collider2D. + + The PhysicsShapeGroup2D to store the retrieved PhysicsShape2D in. + + Returns the number of PhysicsShape2D retrieved from the Collider2D. + + + + + Gets the specified range of the PhysicsShape2D used by the Collider2D. + + The PhysicsShapeGroup2D to store the retrieved PhysicsShape2D in. + The index of the first shape to retrieve. This should be in the range of 0 to Collider2D.shapeCount-1. + The number of shapes to retrieve. The shapeIndex + shapeCount must be less than or equal to Collider2D.shapeCount. + + Returns the number of PhysicsShape2D retrieved from the Collider2D. In all cases this should be the same number as shapeCount . + + + + + Check whether this collider is touching the collider or not. + + The collider to check if it is touching this collider. + + Whether this collider is touching the collider or not. + + + + + Check whether this collider is touching the collider or not with the results filtered by the contactFilter. + + The collider to check if it is touching this collider. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether this collider is touching the collider or not. + + + + + Check whether this collider is touching other colliders or not with the results filtered by the contactFilter. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether this collider is touching the collider or not. + + + + + Checks whether this collider is touching any colliders on the specified layerMask or not. + + Any colliders on any of these layers count as touching. + + Whether this collider is touching any collider on the specified layerMask or not. + + + + + Get a list of all colliders that overlap this collider. + + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Get a list of all Colliders that overlap this Collider. + + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Check if a collider overlaps a point in space. + + A point in world space. + + Does point overlap the collider? + + + + + Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. + + Vector representing the direction of the ray. + Array to receive results. + Maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + Filter results defined by the contact filter. + + The number of results returned. + + + + + Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. + + Vector representing the direction of the ray. + Array to receive results. + Maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + Filter results defined by the contact filter. + + The number of results returned. + + + + + Casts a ray into the Scene that starts at the Collider position and ignores the Collider itself. + + Vector representing the direction of the ray. + Filter results defined by the contact filter. + List to receive results. + Maximum distance over which to cast the ray. + + The number of results returned. + + + + + Represents the separation or overlap of two Collider2D. + + + + + Gets the distance between two colliders. + + + + + Gets whether the distance represents an overlap or not. + + + + + Gets whether the distance is valid or not. + + + + + A normalized vector that points from pointB to pointA. + + + + + A point on a Collider2D that is a specific distance away from pointB. + + + + + A point on a Collider2D that is a specific distance away from pointA. + + + + + Indicates what (if any) error was encountered when creating a 2D Collider. + + + + + Indicates that no error was encountered, therefore the 2D Collider was created successfully. + + + + + Indicates that no physics shapes were created by the 2D Collider because the state of 2D Collider resulted in vertices too close or an area that is too small for the physics engine to handle. + + + + + Indicates that some physics shapes were not created by the 2D Collider because the state of 2D Collider resulted in vertices too close or an area that is too small for the physics engine to handle. + + + + + Collision details returned by 2D physics callback functions. + + + + + The incoming Collider2D involved in the collision with the otherCollider. + + + + + Gets the number of contacts for this collision. + + + + + The specific points of contact with the incoming Collider2D. You should avoid using this as it produces memory garbage. Use GetContact or GetContacts instead. + + + + + Indicates whether the collision response or reaction is enabled or disabled. + + + + + The incoming GameObject involved in the collision. + + + + + The other Collider2D involved in the collision with the collider. + + + + + The other Rigidbody2D involved in the collision with the rigidbody. + + + + + The relative linear velocity of the two colliding objects (Read Only). + + + + + The incoming Rigidbody2D involved in the collision with the otherRigidbody. + + + + + The Transform of the incoming object involved in the collision. + + + + + Gets the contact point at the specified index. + + The index of the contact to retrieve. + + The contact at the specified index. + + + + + Retrieves all contact points for contacts between collider and otherCollider. + + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all contact points for contacts between collider and otherCollider. + + A list of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + Controls how collisions are detected when a Rigidbody2D moves. + + + + + Ensures that all collisions are detected when a Rigidbody2D moves. + + + + + When a Rigidbody2D moves, only collisions at the new position are detected. + + + + + This mode is obsolete. You should use Discrete mode. + + + + + A Collider that can merge other Colliders together. + + + + + Controls the radius of all edges created by the Collider. + + + + + Specifies when to generate the Composite Collider geometry. + + + + + Specifies the type of geometry the Composite Collider should generate. + + + + + Vertices are offset by this distance when compositing multiple physic shapes. Any vertices between shapes within this distance are combined. + + + + + The number of paths in the Collider. + + + + + Gets the total number of points in all the paths within the Collider. + + + + + Controls the minimum distance allowed between generated vertices. + + + + + Regenerates the Composite Collider geometry. + + + + + Specifies when to generate the Composite Collider geometry. + + + + + Sets the Composite Collider geometry to not automatically update when a Collider used by the Composite Collider changes. + + + + + Sets the Composite Collider geometry to update synchronously immediately when a Collider used by the Composite Collider changes. + + + + + Specifies the type of geometry the Composite Collider generates. + + + + + Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of only edges. + + + + + Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of convex polygon shapes. + + + + + Gets a path from the Collider by its index. + + The index of the path from 0 to pathCount minus 1. + An ordered array of the vertices (points) in the selected path. + + Returns the number of points placed in the points array. + + + + + Gets a path from the Collider by its index. + + The index of the path from 0 to pathCount minus 1. + An ordered list of the vertices (points) in the selected path. + + Returns the number of points placed in the points list. + + + + + Gets the number of points in the specified path from the Collider by its index. + + The index of the path from 0 to pathCount minus 1. + + Returns the number of points in the path specified by index. + + + + + Applies both linear and angular (torque) forces continuously to the rigidbody each physics update. + + + + + The linear force applied to the rigidbody each physics update. + + + + + The linear force, relative to the rigid-body coordinate system, applied each physics update. + + + + + The torque applied to the rigidbody each physics update. + + + + + A set of parameters for filtering contact results. Define the angle by referring to their position in world space, where 0 degrees is parallel to the positive x-axis, 90 degrees is parallel to the positive y-axis, 180 degrees is parallel to the negative x-axis, and 270 degrees is parallel to the negative y-axis. + + + + + Given the current state of the contact filter, determine whether it would filter anything. + + + + + Sets the contact filter to filter the results that only include Collider2D on the layers defined by the layer mask. + + + + + Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) less than this value. + + + + + Sets the contact filter to filter the results to only include contacts with collision normal angles that are less than this angle. + + + + + Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) greater than this value. + + + + + Sets the contact filter to filter the results to only include contacts with collision normal angles that are greater than this angle. + + + + + Sets the contact filter to filter the results by depth using minDepth and maxDepth. + + + + + Sets the contact filter to filter results by layer mask. + + + + + Sets the contact filter to filter the results by the collision's normal angle using minNormalAngle and maxNormalAngle. + + + + + Sets the contact filter to filter within the minDepth and maxDepth range, or outside that range. + + + + + Sets the contact filter to filter within the minNormalAngle and maxNormalAngle range, or outside that range. + + + + + Sets to filter contact results based on trigger collider involvement. + + + + + Turns off depth filtering by setting useDepth to false. The associated values of minDepth and maxDepth are not changed. + + + + + Turns off layer mask filtering by setting useLayerMask to false. The associated value of layerMask is not changed. + + + + + Turns off normal angle filtering by setting useNormalAngle to false. The associated values of minNormalAngle and maxNormalAngle are not changed. + + + + + Checks if the Transform for obj is within the depth range to be filtered. + + The GameObject used to check the z-position (depth) of Transform.position. + + Returns true when obj is excluded by the filter and false if otherwise. + + + + + Checks if the GameObject.layer for obj is included in the layerMask to be filtered. + + The GameObject used to check the GameObject.layer. + + Returns true when obj is excluded by the filter and false if otherwise. + + + + + Checks if the angle of normal is within the normal angle range to be filtered. + + The normal used to calculate an angle. + + Returns true when normal is excluded by the filter and false if otherwise. + + + + + Checks if the angle is within the normal angle range to be filtered. + + The angle used for comparison in the filter. + + Returns true when angle is excluded by the filter and false if otherwise. + + + + + Checks if the collider is a trigger and should be filtered by the useTriggers to be filtered. + + The Collider2D used to check for a trigger. + + Returns true when collider is excluded by the filter and false if otherwise. + + + + + Sets the contact filter to not filter any ContactPoint2D. + + + A copy of the contact filter set to not filter any ContactPoint2D. + + + + + Sets the minDepth and maxDepth filter properties and turns on depth filtering by setting useDepth to true. + + The value used to set minDepth. + The value used to set maxDepth. + + + + Sets the layerMask filter property using the layerMask parameter provided and also enables layer mask filtering by setting useLayerMask to true. + + The value used to set the layerMask. + + + + Sets the minNormalAngle and maxNormalAngle filter properties and turns on normal angle filtering by setting useNormalAngle to true. + + The value used to set the minNormalAngle. + The value used to set the maxNormalAngle. + + + + Details about a specific point of contact involved in a 2D physics collision. + + + + + The incoming Collider2D involved in the collision with the otherCollider. + + + + + Indicates whether the collision response or reaction is enabled or disabled. + + + + + Surface normal at the contact point. + + + + + Gets the impulse applied at the contact point along the ContactPoint2D.normal. + + + + + The other Collider2D involved in the collision with the collider. + + + + + The other Rigidbody2D involved in the collision with the rigidbody. + + + + + The point of contact between the two colliders in world space. + + + + + Gets the relative velocity of the two colliders at the contact point (Read Only). + + + + + The incoming Rigidbody2D involved in the collision with the otherRigidbody. + + + + + Gets the distance between the colliders at the contact point. + + + + + Gets the impulse applied at the contact point which is perpendicular to the ContactPoint2D.normal. + + + + + Represents a Collider2D that is configured by assigning PhysicsShape2D geometry to it via a PhysicsShapeGroup2D. + + + + + The total number of custom PhysicsShape2D assigned to the Collider. (Read Only) + + + + + The total number of Vector2|vertices used by the Collider. (Read Only) + + + + + Deletes all the shapes and associated vertices for those shapes from the Collider. + + + + + Deletes a specific number of shapes defined by shapeCount starting at shapeIndex along with all associated vertices those shapes use. + + The index of the shape stored in the Collider. + The number of shapes to delete starting at the specified index. + + + + Gets all the physics shapes and vertices in the Collider and places them in the specified PhysicsShapeGroup2D. + + The physics shape group that will receive all the PhysicsShape2D|physics shapes and Vector2|vertices from the Collider. + + Returns the total number of PhysicsShape2D|physics shapes placed in the specified physicsShapeGroup. + + + + + Gets a specified number of physics shapes defined byshapeCount starting at shapeIndex along with all associated vertices those shapes use and places them in the specified PhysicsShapeGroup2D. + + The physics shape group that will receive the PhysicsShape2D|physics shapes and Vector2|vertices from the Collider. + The shape index within the Collider to start retrieving shapes from. + The total number of shapes starting at the shapeIndex to retrieve. + + The total number of PhysicsShape2D|physics shapes placed in the specified physicsShapeGroup. + + + + + Gets all the physics shapes and vertices in the Collider and places them in the specified arrays. + + The array that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D. + The array that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D. + + Returns the total number of PhysicsShape2D|physics shapes placed in the specified arrays. + + + + + Sets a single shape and all associated shape vertices from the specified physicsShapeGroup into the Collider. + + The PhysicsShapeGroup2D to use as the source of shapes and vertices. + The source shape index within the physicsShapeGroup used to assign to the Collider. + The destination shape index within the Collider to copy the source shape to. + + + + Sets a single shape and all associated shape vertices from the specified shape and vertices arrays into the Collider. + + The array to use as the source of shapes. + The array to use as the source of vertices. + The source shape index within the shapes array used to assign to the Collider. + The destination shape index within the Collider to copy the source shape to. + + + + Sets all the shapes and vertices in the Collider to those represented by the specified PhysicsShapeGroup2D. + + The PhysicsShapeGroup2D to use as the source of shapes and vertices. + + + + Sets all the shapes and vertices in the Collider to those represented by the specified arrays. + + The array containing all the shapes used to assign to the Collider. + The array containing all the vertices used to assign to the Collider. + + + + Joint that keeps two Rigidbody2D objects a fixed distance apart. + + + + + Should the distance be calculated automatically? + + + + + The distance separating the two ends of the joint. + + + + + Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead. + + + + + Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. + + + + + Defines the position of a virtual point adjacent to the end point of the EdgeCollider2D. + + + + + Defines the position of a virtual point adjacent to the start point of the EdgeCollider2D. + + + + + Gets the number of edges. + + + + + Controls the radius of all edges created by the collider. + + + + + Gets the number of points. + + + + + Get or set the points defining multiple continuous edges. + + + + + Set this to true to use the adjacentEndPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's end point. Set this to false to not use the adjacentEndPoint, and the collision normal becomes the direction of motion of the collision. + + + + + Set this to true to use the adjacentStartPoint to form the collision normal that is used to calculate the collision response when a collision occurs at the Edge Collider's start point. Set this to false to not use the adjacentStartPoint, and the collision normal becomes the direction of motion of the collision. + + + + + Gets all the points that define a set of continuous edges. + + A list of Vector2 used to receive the points. + + Returns the number of points placed in the points list. + + + + + Reset to a single edge consisting of two points. + + + + + Sets all the points that define a set of continuous edges. + + A list of Vector2 used to set the points. This list must contain at least two points. + + Returns true if the list contains two or more points and the points are correctly set. Returns false otherwise. + + + + + A base class for all 2D effectors. + + + + + The mask used to select specific layers allowed to interact with the effector. + + + + + Should the collider-mask be used or the global collision matrix? + + + + + The mode used to apply Effector2D forces. + + + + + The force is applied at a constant rate. + + + + + The force is applied inverse-linear relative to a point. + + + + + The force is applied inverse-squared relative to a point. + + + + + Selects the source and/or target to be used by an Effector2D. + + + + + The source/target is defined by the Collider2D. + + + + + The source/target is defined by the Rigidbody2D. + + + + + Connects two Rigidbody2D together at their anchor points using a configurable spring. + + + + + The amount by which the spring force is reduced in proportion to the movement speed. + + + + + The frequency at which the spring oscillates around the distance between the objects. + + + + + The angle referenced between the two bodies used as the constraint for the joint. + + + + + Option for how to apply a force using Rigidbody2D.AddForce. + + + + + Add a force to the Rigidbody2D, using its mass. + + + + + Add an instant force impulse to the rigidbody2D, using its mass. + + + + + Applies both force and torque to reduce both the linear and angular velocities to zero. + + + + + The maximum force that can be generated when trying to maintain the friction joint constraint. + + + + + The maximum torque that can be generated when trying to maintain the friction joint constraint. + + + + + Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object. + + + + + The current joint angle (in degrees) with respect to the reference angle. + + + + + The current joint speed. + + + + + Limit of angular rotation (in degrees) on the joint. + + + + + Gets the state of the joint limit. + + + + + Parameters for the motor force applied to the joint. + + + + + The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + + + + + Should limits be placed on the range of rotation? + + + + + Should the joint be rotated automatically by a motor torque? + + + + + Gets the motor torque of the joint given the specified timestep. + + The time to calculate the motor torque for. + + + + Parent class for joints to connect Rigidbody2D objects. + + + + + The Rigidbody2D attached to the Joint2D. + + + + + The force that needs to be applied for this joint to break. + + + + + The torque that needs to be applied for this joint to break. + + + + + Can the joint collide with the other Rigidbody2D object to which it is attached? + + + + + The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). + + + + + Should the two rigid bodies connected with this joint collide with each other? + + + + + Gets the reaction force of the joint. + + + + + Gets the reaction torque of the joint. + + + + + Gets the reaction force of the joint given the specified timeStep. + + The time to calculate the reaction force for. + + The reaction force of the joint in the specified timeStep. + + + + + Gets the reaction torque of the joint given the specified timeStep. + + The time to calculate the reaction torque for. + + The reaction torque of the joint in the specified timeStep. + + + + + Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. + + + + + Upper angular limit of rotation. + + + + + Lower angular limit of rotation. + + + + + Represents the state of a joint limit. + + + + + Represents a state where the joint limit is at the specified lower and upper limits (they are identical). + + + + + Represents a state where the joint limit is inactive. + + + + + Represents a state where the joint limit is at the specified lower limit. + + + + + Represents a state where the joint limit is at the specified upper limit. + + + + + Parameters for the optional motor force applied to a Joint2D. + + + + + The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed. + + + + + The desired speed for the Rigidbody2D to reach as it moves with the joint. + + + + + Joint suspension is used to define how suspension works on a WheelJoint2D. + + + + + The world angle (in degrees) along which the suspension will move. + + + + + The amount by which the suspension spring force is reduced in proportion to the movement speed. + + + + + The frequency at which the suspension spring oscillates. + + + + + Motion limits of a Rigidbody2D object along a SliderJoint2D. + + + + + Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor. + + + + + Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor. + + + + + Global settings and helpers for 2D physics. + + + + + Enable to always show the Collider Gizmos even when they are not selected. + + + + + A Rigidbody cannot sleep if its angular velocity is above this tolerance threshold. + + + + + Set whether the physics should be simulated automatically or not. + + + + + Set whether to automatically sync changes to the Transform component with the physics engine. + + + + + + The scale factor that controls how fast overlaps are resolved. + + + + + The scale factor that controls how fast TOI overlaps are resolved. + + + + + Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled. + + + + + Set whether the reporting of collisions callbacks immediately stops if any of the objects involved in the collision are deleted or moved. + + + + + Set the color used by the Gizmos to show all Collider axis-aligned bounding boxes (AABBs). + + + + + The color used by the Gizmos to show all asleep Colliders (Collider is asleep when the body is asleep). + + + + + The color used by the Gizmos to show all awake Colliders (Collider is awake when the body is awake). + + + + + The color used by the Gizmos to show all Collider contacts. + + + + + The scale of the contact arrow used by the Collider Gizmos. + + + + + The default contact offset of the newly created Colliders. + + + + + The PhysicsScene2D automatically created when Unity starts. + + + + + Set whether to continue or stop the proccesing of collision callbacks if any of the objects involved in the collision are deleted. + + + + + Acceleration due to gravity. + + + + + A set of options that control how physics operates when using the job system to multithread the physics simulation. + + + + + A rigid-body cannot sleep if its linear velocity is above this tolerance. + + + + + The maximum angular position correction used when solving constraints. This helps to prevent overshoot. + + + + + The maximum linear position correction used when solving constraints. This helps to prevent overshoot. + + + + + The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. + + + + + The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. + + + + + This property is obsolete. You should use defaultContactOffset instead. + + + + + The number of iterations of the physics solver when considering objects' positions. + + + + + Do raycasts detect Colliders configured as triggers? + + + + + Set the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders. + + + + + Set the raycasts to either detect or not detect Triggers. + + + + + Do ray/line casts that start inside a Collider(s) detect those Collider(s)? + + + + + Determines whether the garbage collector should reuse only a single instance of a Collision2D type for all collision callbacks. + + + + + Should the Collider Gizmos show the AABBs for each Collider? + + + + + Should the Collider Gizmos show current contacts for each Collider? + + + + + Should the Collider Gizmos show the sleep-state for each Collider? + + + + + Controls when Unity executes the 2D physics simulation. + + + + + The time in seconds that a rigid-body must be still before it will go to sleep. + + + + + The number of iterations of the physics solver when considering objects' velocities. + + + + + Any collisions with a relative linear velocity below this threshold will be treated as inelastic. + + + + + Layer mask constant that includes all layers. + + + + + Casts a box against Colliders in the Scene, returning the first Collider to contact with it. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + A vector representing the direction of the box. + The maximum distance over which to cast the box. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a box against the Colliders in the Scene and returns all Colliders that are in contact with it. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + A vector representing the direction of the box. + The maximum distance over which to cast the box. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a box against the Colliders in the Scene and returns all Colliders that are in contact with it. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + A vector representing the direction of the box. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The list to receive results. + The maximum distance over which to cast the box. + + Returns the number of results placed in the results list. + + + + + Casts a box against Colliders in the Scene, returning all Colliders that contact with it. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + A vector representing the direction of the box. + The maximum distance over which to cast the box. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a box into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use BoxCast instead. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + A vector representing the direction of the box. + Array to receive results. + The maximum distance over which to cast the box. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + Returns the number of results placed in the results array. + + + + + Casts a capsule against Colliders in the Scene, returning the first Collider to contact with it. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + The maximum distance over which to cast the capsule. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a capsule against the Colliders in the Scene and returns all Colliders that are in contact with it. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The maximum distance over which to cast the capsule. + + Returns the number of results placed in the results array. + + + + + Casts a capsule against the Colliders in the Scene and returns all Colliders that are in contact with it. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + A vector representing the direction to cast the capsule. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The list to receive results. + The maximum distance over which to cast the capsule. + + Returns the number of results placed in the results list. + + + + + Casts a capsule against Colliders in the Scene, returning all Colliders that contact with it. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + The maximum distance over which to cast the capsule. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a capsule into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use CapsuleCast instead. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Array to receive results. + The maximum distance over which to cast the capsule. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + Returns the number of results placed in the results array. + + + + + Casts a circle against Colliders in the Scene, returning the first Collider to contact with it. + + The point in 2D space where the circle originates. + The radius of the circle. + A vector representing the direction of the circle. + The maximum distance over which to cast the circle. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a circle against Colliders in the Scene, returning all Colliders that contact with it. + + The point in 2D space where the circle originates. + The radius of the circle. + A vector representing the direction of the circle. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The maximum distance over which to cast the circle. + + Returns the number of results placed in the results array. + + + + + Casts a circle against Colliders in the Scene, returning all Colliders that contact with it. + + The point in 2D space where the circle originates. + The radius of the circle. + A vector representing the direction of the circle. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The list to receive results. + The maximum distance over which to cast the circle. + + Returns the number of results placed in the results list. + + + + + Casts a circle against Colliders in the Scene, returning all Colliders that contact with it. + + The point in 2D space where the circle originates. + The radius of the circle. + A vector representing the direction of the circle. + The maximum distance over which to cast the circle. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a circle into the Scene, returning Colliders that contact with it into the provided results array. Note: This method will be deprecated in a future build and it is recommended to use CircleCast instead. + + The point in 2D space where the circle originates. + The radius of the circle. + A vector representing the direction of the circle. + Array to receive results. + The maximum distance over which to cast the circle. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + Returns the number of results placed in the results array. + + + + + Returns a point on the perimeter of the Collider that is closest to the specified position. + + The position from which to find the closest point on the specified Collider. + The Collider on which to find the closest specified position. + + + A point on the perimeter of the Collider that is closest to the specified position. + + + + + Returns a point on the perimeter of all enabled Colliders attached to the rigidbody that is closest to the specified position. + + The position from which to find the closest point on the specified rigidbody. + The Rigidbody on which to find the closest specified position. + + A point on the perimeter of a Collider attached to the rigidbody that is closest to the specified position. + + + + + Layer mask constant that includes all layers participating in raycasts by default. + + + + + Calculates the minimum distance between two Colliders. + + A Collider used to calculate the minimum distance against colliderB. + A Collider used to calculate the minimum distance against colliderA. + + The minimum distance between colliderA and colliderB. + + + + + Retrieves all Colliders in contact with the Collider. + + The Collider to retrieve contacts for. + An array of Collider2D used to receive the results. + + + + Returns the number of Colliders placed in the Colliders array. + + + + + Retrieves all contact points in contact with the Collider. + + The Collider to retrieve contacts for. + An array of ContactPoint2D used to receive the results. + + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all contact points in contact with the Collider, with the results filtered by the ContactFilter2D. + + The Collider to retrieve contacts for. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all Colliders in contact with the Collider, with the results filtered by the ContactFilter2D. + + The Collider to retrieve contacts for. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of Collider2D used to receive the results. + + + + Returns the number of Colliders placed in the Colliders array. + + + + + Retrieves all contact points in for contacts between with the collider1 and collider2, with the results filtered by the ContactFilter2D. + + The Collider to check if it has contacts against collider2. + The Collider to check if it has contacts against collider1. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all contact points in contact with any of the Collider(s) attached to this rigidbody. + + The rigidbody to retrieve contacts for. All Colliders attached to this rigidbody will be checked. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this rigidbody. + + The rigidbody to retrieve contacts for. All Colliders attached to this rigidbody will be checked. + An array of Collider2D used to receive the results. + + + Returns the number of Colliders placed in the Colliders array. + + + + + Retrieves all contact points in contact with any of the Collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. + + The rigidbody to retrieve contacts for. All Colliders attached to this rigidbody will be checked. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. + + The rigidbody to retrieve contacts for. All Colliders attached to this rigidbody will be checked. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of Collider2D used to receive the results. + + + Returns the number of Colliders placed in the Colliders array. + + + + + Retrieves all Colliders in contact with the Collider. + + The Collider to retrieve contacts for. + A list of Collider2D used to receive the results. + + + + Returns the number of Colliders placed in the Colliders list. + + + + + Retrieves all Colliders in contact with the Collider, with the results filtered by the contactFilter2D. + + The Collider to retrieve contacts for. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + A list of Collider2D used to receive the results. + + + + Returns the number of Colliders placed in the Colliders list. + + + + + Retrieves all contact points in contact with the Collider. + + The Collider to retrieve contacts for. + A list of ContactPoint2D used to receive the results. + + + Returns the number of contacts placed in the contacts list. + + + + + Retrieves all contact points in contact with the Collider, with the results filtered by the contactFilter2D. + + The Collider to retrieve contacts for. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + A list of ContactPoint2D used to receive the results. + + + Returns the number of contacts placed in the contacts list. + + + + + Retrieves all contact points in for contacts between with the collider1 and collider2, with the results filtered by the contactFilter2D. + + The Collider to check if it has contacts against collider2. + The Collider to check if it has contacts against collider1. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + A list of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody. + + The Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked. + A list of Collider2D used to receive the results. + + + Returns the number of Colliders placed in the Colliders list. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody, with the results filtered by the contactFilter2D. + + The Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + A list of Collider2D used to receive the results. + + + Returns the number of Colliders placed in the Colliders list. + + + + + Retrieves all contact points in contact with any of the Collider(s) attached to this Rigidbody. + + The Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked. + A list of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody, with the results filtered by the contactFilter2D. + + The Rigidbody to retrieve contacts for. All Colliders attached to this Rigidbody will be checked. + Returns the number of contacts placed in the contacts list. + A list of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + + The first Collider to compare to collider2. + The second Collider to compare to collider1. + + Whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + + + + + Checks whether collisions between the specified layers be ignored or not. + + ID of first layer. + ID of second layer. + + Whether collisions between the specified layers be ignored or not. + + + + + Get the collision layer mask that indicates which layer(s) the specified layer can collide with. + + The layer to retrieve the collision layer mask for. + + A mask where each bit indicates a layer and whether it can collide with layer or not. + + + + + Cast a 3D ray against the Colliders in the Scene returning the first Collider along the ray. + + The 3D ray defining origin and direction to test. + The maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + + The cast results returned. + + + + + Cast a 3D ray against the Colliders in the Scene returning all the Colliders along the ray. + + The 3D ray defining origin and direction to test. + The maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + + The cast results returned. + + + + + Cast a 3D ray against the Colliders in the Scene returning the Colliders along the ray. Note: This method will be deprecated in a future build and it is recommended to use GetRayIntersection instead. + + The 3D ray defining origin and direction to test. + The maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Array to receive results. + + The number of results returned. + + + + + Makes the collision detection system ignore all collisionstriggers between collider1 and collider2/. + + The first Collider to compare to collider2. + The second Collider to compare to collider1. + Whether collisionstriggers between collider1 and collider2/ should be ignored or not. + + + + Choose whether to detect or ignore collisions between a specified pair of layers. + + ID of the first layer. + ID of the second layer. + Should collisions between these layers be ignored? + + + + Layer mask constant for the default layer that ignores raycasts. + + + + + Checks whether the passed Colliders are in contact or not. + + The Collider to check if it is touching collider2. + The Collider to check if it is touching collider1. + + Whether collider1 is touching collider2 or not. + + + + + Checks whether the passed Colliders are in contact or not. + + The Collider to check if it is touching any other Collider filtered by the contactFilter. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + + Whether the Collider is touching any other Collider filtered by the contactFilter or not. + + + + + Checks whether the passed Colliders are in contact or not. + + The Collider to check if it is touching collider2. + The Collider to check if it is touching collider1. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether collider1 is touching collider2 or not. + + + + + Checks whether the Collider is touching any Colliders on the specified layerMask or not. + + The Collider to check if it is touching Colliders on the layerMask. + Any Colliders on any of these layers count as touching. + + + Whether the Collider is touching any Colliders on the specified layerMask or not. + + + + + Casts a line segment against Colliders in the Scene. + + The start point of the line in world space. + The end point of the line in world space. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a line segment against Colliders in the Scene with results filtered by ContactFilter2D. + + The start point of the line in world space. + The end point of the line in world space. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Casts a line segment against Colliders in the Scene with results filtered by ContactFilter2D. + + The start point of the line in world space. + The end point of the line in world space. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Casts a line against Colliders in the Scene. + + The start point of the line in world space. + The end point of the line in world space. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a line against Colliders in the Scene. Note: This method will be deprecated in a future build and it is recommended to use Linecast instead. + + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + The start point of the line in world space. + The end point of the line in world space. + Returned array of objects that intersect the line. + Filter to detect Colliders only on certain layers. + + Returns the number of results placed in the results array. + + + + + The maximum number of vertices allowed per primitive polygon shape type (PhysicsShapeType2D.Polygon). (Read Only) + + + + + Checks if a Collider falls within a rectangular area. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The Collider overlapping the area. + + + + + Checks if a Collider falls within a rectangular area. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Checks if a Collider falls within a rectangular area. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Get a list of all Colliders that fall within a rectangular area. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Get a list of all Colliders that fall within a specified area. Note: This method will be deprecated in a future build and it is recommended to use OverlapArea instead. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + Array to receive results. + Filter to check objects only on specified layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + Returns the number of results placed in the results array. + + + + + Checks if a Collider falls within a box area. + + The center of the box. + The size of the box. + The angle of the box. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The Collider overlapping the box. + + + + + Checks if a Collider falls within a box area. + + The center of the box. + The size of the box. + The angle of the box. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Checks if a Collider falls within a box area. + + The center of the box. + The size of the box. + The angle of the box. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Get a list of all Colliders that fall within a box area. + + The center of the box. + The size of the box. + The angle of the box. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Get a list of all Colliders that fall within a box area. Note: This method will be deprecated in a future build and it is recommended to use OverlapBox instead. + + The center of the box. + The size of the box. + The angle of the box. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + Returns the number of results placed in the results array. + + + + + Checks if a Collider falls within a capsule area. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The Collider overlapping the capsule. + + + + + Checks if a Collider falls within a capsule area. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Checks if a Collider falls within a capsule area. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Get a list of all Colliders that fall within a capsule area. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Get a list of all Colliders that fall within a capsule area. Note: This method will be deprecated in a future build and it is recommended to use OverlapCapsule instead. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + Returns the number of results placed in the results array. + + + + + Checks if a Collider falls within a circular area. + + Centre of the circle. + The radius of the circle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The Collider overlapping the circle. + + + + + Checks if a Collider is within a circular area. + + Centre of the circle. + The radius of the circle. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Checks if a Collider is within a circular area. + + Centre of the circle. + The radius of the circle. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Get a list of all Colliders that fall within a circular area. + + The center of the circle. + The radius of the circle. + Filter to check objects only on specified layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results. + + + + + Get a list of all Colliders that fall within a circular area. Note: This method will be deprecated in a future build and it is recommended to use OverlapCircle instead. + + The center of the circle. + The radius of the circle. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + Returns the number of results placed in the results array. + + + + + Gets a list of all Colliders that overlap the given Collider. + + The Collider that defines the area used to query for other Collider overlaps. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + + Returns the number of results placed in the results array. + + + + + Gets a list of all Colliders that overlap the given Collider. + + The Collider that defines the area used to query for other Collider overlaps. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The list to receive results. + + + Returns the number of results placed in the results list. + + + + + Checks if a Collider overlaps a point in space. + + A point in world space. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The Collider overlapping the point. + + + + + Checks if a Collider overlaps a point in world space. + + A point in world space. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Checks if a Collider overlaps a point in world space. + + A point in world space. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Get a list of all Colliders that overlap a point in space. + + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + A point in space. + Filter to check objects only on specific layers. + + The cast results returned. + + + + + Get a list of all Colliders that overlap a point in space. Note: This method will be deprecated in a future build and it is recommended to use OverlapPoint instead. + + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + A point in space. + Array to receive results. + Filter to check objects only on specific layers. + + Returns the number of results placed in the results array. + + + + + Casts a ray against Colliders in the Scene. + + The point in 2D space where the ray originates. + A vector representing the direction of the ray. + The maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a ray against Colliders in the Scene. + + The point in 2D space where the ray originates. + A vector representing the direction of the ray. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The maximum distance over which to cast the ray. + + Returns the number of results placed in the results array. + + + + + Casts a ray against Colliders in the Scene. + + The point in 2D space where the ray originates. + A vector representing the direction of the ray. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The list to receive results. + The maximum distance over which to cast the ray. + + Returns the number of results placed in the results list. + + + + + Casts a ray against Colliders in the Scene, returning all Colliders that contact with it. + + The point in 2D space where the ray originates. + A vector representing the direction of the ray. + The maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a ray into the Scene. Note: This method will be deprecated in a future build and it is recommended to use Raycast instead. + + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + The point in 2D space where the ray originates. + A vector representing the direction of the ray. + Array to receive results. + The maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + + Returns the number of results placed in the results array. + + + + + Set the collision layer mask that indicates which layer(s) the specified layer can collide with. + + The layer to set the collision layer mask for. + A mask where each bit indicates a layer and whether it can collide with layer or not. + + + + Simulate physics in the Scene. + + The time to advance physics by. + + Whether the simulation was run or not. Running the simulation during physics callbacks will always fail. + + + + + Synchronizes. + + + + + A set of options that control how physics operates when using the job system to multithread the physics simulation. + + + + + Controls the minimum number of bodies to be cleared in each simulation job. + + + + + Controls the minimum number of flags to be cleared in each simulation job. + + + + + Controls the minimum number of contacts to collide in each simulation job. + + + + + Controls the minimum number of nearest contacts to find in each simulation job. + + + + + Controls the minimum number of Rigidbody2D being interpolated in each simulation job. + + + + + Controls the minimum number of bodies to solve in each simulation job when performing island solving. + + + + + Scales the cost of each body during discrete island solving. + + + + + Scales the cost of each contact during discrete island solving. + + + + + Controls the minimum number of contacts to solve in each simulation job when performing island solving. + + + + + The minimum threshold cost of all bodies, contacts and joints in an island during discrete island solving. + + + + + Scales the cost of each joint during discrete island solving. + + + + + Controls the minimum number of new contacts to find in each simulation job. + + + + + Controls the minimum number of fixtures to synchronize in the broadphase during continuous island solving in each simulation job. + + + + + Controls the minimum number of fixtures to synchronize in the broadphase during discrete island solving in each simulation job. + + + + + Controls the minimum number of trigger contacts to update in each simulation job. + + + + + Should physics simulation sort multi-threaded results to maintain processing order consistency? + + + + + Should physics simulation use multithreading? + + + + + Asset type that defines the surface properties of a Collider2D. + + + + + The degree of elasticity during collisions. + + + + + Coefficient of friction. + + + + + Represents a single instance of a 2D physics Scene. + + + + + Casts a box against colliders in the PhysicsScene2D, returning the first intersection only. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction to cast the box. + Maximum distance over which to cast the box. + Filter to detect colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + The cast results returned. + + + + + Casts a box against colliders in the PhysicsScene2D, returning the first intersection only. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction to cast the box. + Maximum distance over which to cast the box. + Filter to detect colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + The cast results returned. + + + + + Casts a box against the colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction to cast the box. + Maximum distance over which to cast the box. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to detect colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a box against the colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction to cast the box. + Maximum distance over which to cast the box. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to detect colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a box against the Colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction to cast the box. + Maximum distance over which to cast the box. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Casts a capsule against colliders in the PhysicsScene2D, returning the first intersection only. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Maximum distance over which to cast the capsule. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + The cast results returned. + + + + + Casts a capsule against colliders in the PhysicsScene2D, returning the first intersection only. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Maximum distance over which to cast the capsule. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + The cast results returned. + + + + + Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Maximum distance over which to cast the capsule. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Maximum distance over which to cast the capsule. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a capsule against the Colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Maximum distance over which to cast the capsule. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Casts a circle against colliders in the PhysicsScene2D, returning the first intersection only. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction to cast the circle. + Maximum distance over which to cast the circle. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + The cast results returned. + + + + + Casts a circle against colliders in the PhysicsScene2D, returning the first intersection only. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction to cast the circle. + Maximum distance over which to cast the circle. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + The cast results returned. + + + + + Casts a circle against the colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction to cast the circle. + Maximum distance over which to cast the circle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a circle against the colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction to cast the circle. + Maximum distance over which to cast the circle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a circle against the Colliders in the PhysicsScene2D, returning all intersections. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction to cast the circle. + Maximum distance over which to cast the circle. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Cast a 3D ray against the colliders in the PhysicsScene2D, returning the first intersection only. + + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + + The cast results returned. + + + + + Cast a 3D ray against the colliders in the PhysicsScene2D, returning all intersections. + + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to detect colliders only on certain layers. + + The number of results returned. + + + + + Determines whether the physics Scene is empty or not. + + + True when the physics Scene is empty. + + + + + Determines whether the physics Scene is valid or not. + + + True when the physics Scene valid. + + + + + Casts a line segment against colliders in the PhysicsScene2D, returning the first intersection only. + + The start point of the line in world space. + The end point of the line in world space. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + The cast results returned. + + + + + Casts a line segment against colliders in the PhysicsScene2D, returning the first intersection only. + + The start point of the line in world space. + The end point of the line in world space. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + The cast results returned. + + + + + Casts a line segment against colliders in the PhysicsScene2D. + + The start point of the line in world space. + The end point of the line in world space. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a line segment against colliders in the PhysicsScene2D. + + The start point of the line in world space. + The end point of the line in world space. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a line segment against Colliders in the PhysicsScene2D. + + The start point of the line in world space. + The end point of the line in world space. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The listto receive results. + + Returns the number of results placed in the results list. + + + + + Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning the first intersection only. + + One corner of the rectangle. + The corner of the rectangle diagonally opposite the pointA corner. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the area. + + + + + Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning the first intersection only. + + One corner of the rectangle. + The corner of the rectangle diagonally opposite the pointA corner. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the area. + + + + + Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections. + + One corner of the rectangle. + The corner of the rectangle diagonally opposite the pointA corner. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections. + + One corner of the rectangle. + The corner of the rectangle diagonally opposite the pointA corner. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks an area (non-rotated box) against Colliders in the PhysicsScene2D, returning all intersections. + + One corner of the rectangle. + The corner of the rectangle diagonally opposite the pointA corner. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Checks a box against Colliders in the PhysicsScene2D, returning the first intersection only. + + The center of the box. + The size of the box. + The angle of the box. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the box. + + + + + Checks a box against Colliders in the PhysicsScene2D, returning the first intersection only. + + The center of the box. + The size of the box. + The angle of the box. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the box. + + + + + Checks a box against Colliders in the PhysicsScene2D, returning all intersections. + + The center of the box. + The size of the box. + The angle of the box. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a box against Colliders in the PhysicsScene2D, returning all intersections. + + The center of the box. + The size of the box. + The angle of the box. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a box against Colliders in the PhysicsScene2D, returning all intersections. + + The center of the box. + The size of the box. + The angle of the box. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Checks a capsule against Colliders in the PhysicsScene2D, returning the first intersection only. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the capsule. + + + + + Checks a capsule against Colliders in the PhysicsScene2D, returning the first intersection only. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the capsule. + + + + + Checks a capsule against Colliders in the PhysicsScene2D, returning all intersections. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a capsule against Colliders in the PhysicsScene2D, returning all intersections. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a capsule against Colliders in the PhysicsScene2D, returning all intersections. + + The center of the capsule. + The size of the capsule. + The direction of the capsule. + The angle of the capsule. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Checks a circle against Colliders in the PhysicsScene2D, returning the first intersection only. + + The centre of the circle. + The radius of the circle. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the circle. + + + + + Checks a circle against Colliders in the PhysicsScene2D, returning the first intersection only. + + The centre of the circle. + The radius of the circle. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the circle. + + + + + Checks a circle against Colliders in the PhysicsScene2D, returning all intersections. + + The centre of the circle. + The radius of the circle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a circle against Colliders in the PhysicsScene2D, returning all intersections. + + The centre of the circle. + The radius of the circle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a circle against Colliders in the PhysicsScene2D, returning all intersections. + + The centre of the circle. + The radius of the circle. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections. + + The Collider that defines the area used to query for other Collider overlaps. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections. + + The Collider that defines the area used to query for other Collider overlaps. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a Collider against Colliders in the PhysicsScene2D, returning all intersections. + + The Collider that defines the area used to query for other Collider overlaps. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Checks a point against Colliders in the PhysicsScene2D, returning the first intersection only. + + A point in world space. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the point. + + + + + Checks a point against Colliders in the PhysicsScene2D, returning the first intersection only. + + A point in world space. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + The collider overlapping the point. + + + + + Checks a point against Colliders in the PhysicsScene2D, returning all intersections. + + A point in world space. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a point against Colliders in the PhysicsScene2D, returning all intersections. + + A point in world space. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Filter to check objects only on specific layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Checks a point against Colliders in the PhysicsScene2D, returning all intersections. + + A point in world space. + The contact filter used to filter the results differently, such as by layer mask and Z depth. Note that the normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Casts a ray against colliders in the PhysicsScene2D, returning the first intersection only. + + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + Maximum distance over which to cast the ray. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. + + The cast results returned. + + + + + Casts a ray against colliders in the PhysicsScene2D, returning the first intersection only. + + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + Maximum distance over which to cast the ray. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. + + The cast results returned. + + + + + Casts a ray against colliders the PhysicsScene2D, returning all intersections. + + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + Maximum distance over which to cast the ray. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Casts a ray against colliders the PhysicsScene2D, returning all intersections. + + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + Maximum distance over which to cast the ray. + The filter used to detect Colliders only on certain layers. + The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Casts a ray against Colliders the PhysicsScene2D, returning all intersections. + + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + Maximum distance over which to cast the ray. + The contact filter used to filter the results differently, such as by layer mask and Z depth, or normal angle. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Simulate physics associated with this PhysicsScene. + + The time to advance physics by. + + Whether the simulation was run or not. Running the simulation during physics callbacks will always fail. + + + + + Scene extensions to access the underlying physics scene. + + + + + An extension method that returns the 2D physics Scene from the Scene. + + The Scene from which to return the 2D physics Scene. + + The 2D physics Scene used by the Scene. + + + + + Represents an efficient low-level physics shape used by the physics engine. + + + + + Defines the position of a virtual point adjacent to the end vertex of an edge shape. + + + + + Defines the position of a virtual point adjacent to the start vertex of an edge shape. + + + + + The radius of the shape. + + + + + The shape type determines how the vertices and radius are used by this PhysicsShape2D. + + + + + When the value is true, then the shape will use the PhysicsShape2D.adjacentEnd|adjacentEnd feature. When the value is false, then the shape will not use the PhysicsShape2D.adjacentEnd|adjacentEnd feature. + + + + + When the value is true, then the shape will use the PhysicsShape2D.adjacentStart|adjacentStart feature. When the value is false, then the shape will not use the PhysicsShape2D.adjacentEnd|adjacentStart feature. + + + + + The total number of vertices used to represent the PhysicsShape2D.shapeType|shape type. + + + + + The start index for the geometry of this shape within the PhysicsShapeGroup2D. + + + + + Represents a group of PhysicsShape2D and their geometry. + + + + + Gets or sets a matrix that transforms the PhysicsShapeGroup2D vertices from local space into world space. + + + + + The total number of PhysicsShape2D in the shape group. (Read Only) + + + + + The total number of vertices in the shape group used to represent all PhysicsShape2D within it. (Read Only) + + + + + Adds a copy of all the PhysicsShape2D and their geometry from the specified physicsShapeGroup into this shape group. The specified physicsShapeGroup is not modified. + + The PhysicsShapeGroup2D to add to this shape group. (Read Only) + + + + Adds a box shape (PhysicsShapeType2D.Polygon) to the shape group. + + The center point of the box shape. This is analogous to Collider2D.offset. + The size of the box. This is identical to BoxCollider2D.size. + The angle in degrees the box should be rotated around the center. + The radius extending around the edges of the box. This is identical to BoxCollider2D.edgeRadius. + + Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. + + + + + Adds a capsule shape (PhysicsShapeType2D.Capsule) to the shape group. + + The position of one end of a capsule shape. This point represents the center point of a logical circle at the end of a capsule. + The position of the opposite end of a capsule shape. This point represents the center point of a logical circle at the opposite end of a capsule. + The radius of the capsule defining a radius around the vertex0 and vertex1 and the area between them. + + Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. + + + + + Adds a circle shape (PhysicsShapeType2D.Circle) to the shape group. + + The center point of the circle shape. This is analogous to Collider2D.offset. + The radius of the circle defining a radius around the center. This is identical to CircleCollider2D.radius. + + Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. + + + + + Adds an edges shape (PhysicsShapeType2D.Edges) to the shape group. + + A list of vertices that represent a continuous set of edges with each vertex connecting to the following vertex to form each edge. + The radius extending around each edge. This is identical to EdgeCollider2D.edgeRadius. + + Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. + + + + + Adds an edge shape (PhysicsShapeType2D.Edges) to the shape group supporting adjacent start and end vertices. + + A list of vertices that represent a continuous set of edges with each vertex connecting to the following vertex to form each edge. + The radius extending around each edge. This is identical to EdgeCollider2D.edgeRadius. + When the value is true, the adjacentStart argument is used. When the value is false, the adjacentStart argument is not used. + When the value is true, the adjacentEnd argument is used. When the value is false, the adjacentEnd argument is not used. + Defines the position of a virtual point adjacent to the start vertex of an edge shape. + Defines the position of a virtual point adjacent to the end vertex of an edge shape. + + Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. + + + + + Adds a polygon shape (PhysicsShapeType2D.Polygon) to the shape group. + + A list of vertices that represent a continuous set of edges of a convex polygon with each vertex connecting to the following vertex to form each edge. The final vertex implicitly connects to the first vertex. The maximum allowed list length is defined by Physics2D.MaxPolygonShapeVertices. + + Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. + + + + + Clears all the vertices and shapes from the PhysicsShapeGroup. + + + + + Initializes and returns an instance of PhysicsShapeGroup2D. The shape group will be empty and ready for use by Collider2D.GetShapes, Rigidbody2D.GetShapes or manually adding shapes. + + The initial capacity of the PhysicsShape2D list used to contain the shapes. + The initial capacity of the Vector2|vertices list used to contain the shape geometry. + + + + When destroying a shape at the specified shapeIndex, all other shapes that exist above the specified shapeIndex will have their shape indices updated appropriately. + + The index of the shape stored the PhysicsShapeGroup2D. + + + + Gets the PhysicsShape2D stored at the specified shapeIndex. + + The index of the shape stored the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. + + Returns the shape stored at the specified shapeIndex. + + + + + Gets a copy of both the shapes and vertices in the PhysicsShapeGroup2D. + + A list that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D. + A list that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D. + + + + Gets a copy of both the shapes and vertices in the PhysicsShapeGroup2D. + + A NativeArray that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D. + A NativeArray that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D. + + + + Gets a single vertex of a shape. The vertex index is zero-based with the shape having a quantity of vertex specified by PhysicsShape2D.vertexCount. + + The index of the shape stored in the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. + The index of the shape vertex stored in the PhysicsShapeGroup2D. The vertex index is zero-based with the shape having a quantity of vertex specified by PhysicsShape2D.vertexCount. + + Returns the specified shape vertex. + + + + + Gets a copy of the shape vertices in the PhysicsShapeGroup2D. + + The index of the shape stored in the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. + A list that will be populated with a copy of all the shape vertices in the PhysicsShapeGroup2D. + + + + Sets the adjacent vertices of a shape. + + The index of the shape to be modified that is stored the PhysicsShapeGroup2D. + Sets the PhysicsShape2D.useAdjacentStart property of the selected shape. + Sets the PhysicsShape2D.useAdjacentEnd property of the selected shape. + Sets the PhysicsShape2D.adjacentStart property of the selected shape. + Sets the PhysicsShape2D.adjacentEnd property of the selected shape. + + + + Sets the radius of a shape. + + The index of the shape stored in the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. + The value to set the shape radius to. + + + + Sets a single vertex of a shape. + + The index of the shape stored in the PhysicsShapeGroup2D. The shape index is zero-based with the shape group having a quantity of shapes specified by PhysicsShapeGroup2D.shapeCount|shapeCount. + The index of the shape vertex stored in the PhysicsShapeGroup2D. The vertex index is zero-based with the shape having a quantity of vertex specified by PhysicsShape2D.vertexCount. + The value to set the shape vertex to. + + + + Options for indicate which primitive shape type is used to interpret geometry contained within a PhysicsShape2D object. + + + + + Use a capsule shape to interpret the PhysicsShape2D geometry. + + + + + Use a circle shape to interpret the PhysicsShape2D geometry. + + + + + Use multiple edges to interpret the PhysicsShape2D geometry. + + + + + Use a convex polygon shape to interpret the PhysicsShape2D geometry. + + + + + A base type for 2D physics components that required a callback during FixedUpdate. + + + + + Applies "platform" behaviour such as one-way collisions etc. + + + + + Whether to use one-way collision behaviour or not. + + + + + The rotational offset angle from the local 'up'. + + + + + The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform "top". + + + + + The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours. + + + + + Whether bounce should be used on the platform sides or not. + + + + + Whether friction should be used on the platform sides or not. + + + + + The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. + + + + + Should the one-way collision behaviour be used? + + + + + Ensures that all contacts controlled by the one-way behaviour act the same. + + + + + Should bounce be used on the platform sides? + + + + + Should friction be used on the platform sides? + + + + + Applies forces to attract/repulse against a point. + + + + + The angular drag to apply to rigid-bodies. + + + + + The scale applied to the calculated distance between source and target. + + + + + The linear drag to apply to rigid-bodies. + + + + + The magnitude of the force to be applied. + + + + + The mode used to apply the effector force. + + + + + The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point. + + + + + The target for where the effector applies any force. + + + + + The variation of the magnitude of the force to be applied. + + + + + Collider for 2D physics representing an arbitrary polygon defined by its vertices. + + + + + Determines whether the PolygonCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties. + + + + + The number of paths in the polygon. + + + + + Corner points that define the collider's shape in local space. + + + + + Creates as regular primitive polygon with the specified number of sides. + + The number of sides in the polygon. This must be greater than two. + The X/Y scale of the polygon. These must be greater than zero. + The X/Y offset of the polygon. + + + + Gets a path from the Collider by its index. + + The index of the path to retrieve. + + An ordered array of the vertices (points) in the selected path. + + + + + Gets a path from the Collider by its index. + + The index of the path to retrieve. + An ordered list of the vertices (points) in the selected path. + + Returns the number of results placed in the points list. + + + + + Return the total number of points in the polygon in all paths. + + + + + Define a path by its constituent points. + + Index of the path to set. + An ordered array of the vertices (points) that define the path. + + + + Define a path by its constituent points. + + Index of the path to set. + An ordered list of the vertices (points) that define the path. + + + + Information returned about an object detected by a raycast in 2D physics. + + + + + The centroid of the primitive used to perform the cast. + + + + + The collider hit by the ray. + + + + + The distance from the ray origin to the impact point. + + + + + Fraction of the distance along the ray that the hit occurred. + + + + + The normal vector of the surface hit by the ray. + + + + + The point in world space where the ray hit the collider's surface. + + + + + The Rigidbody2D attached to the object that was hit. + + + + + The Transform of the object that was hit. + + + + + Keeps two Rigidbody2D at their relative orientations. + + + + + The current angular offset between the Rigidbody2D that the joint connects. + + + + + Should both the linearOffset and angularOffset be calculated automatically? + + + + + Scales both the linear and angular forces used to correct the required relative orientation. + + + + + The current linear offset between the Rigidbody2D that the joint connects. + + + + + The maximum force that can be generated when trying to maintain the relative joint constraint. + + + + + The maximum torque that can be generated when trying to maintain the relative joint constraint. + + + + + The world-space position that is currently trying to be maintained. + + + + + Rigidbody physics component for 2D sprites. + + + + + Coefficient of angular drag. + + + + + Angular velocity in degrees per second. + + + + + Returns the number of Collider2D attached to this Rigidbody2D. + + + + + The physical behaviour type of the Rigidbody2D. + + + + + The center of mass of the rigidBody in local space. + + + + + The method used by the physics engine to check if two objects have collided. + + + + + Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D. + + + + + Coefficient of drag. + + + + + Should the rigidbody be prevented from rotating? + + + + + Controls whether physics will change the rotation of the object. + + + + + The degree to which this object is affected by gravity. + + + + + The Rigidbody's resistance to changes in angular velocity (rotation). + + + + + Physics interpolation used between updates. + + + + + Should this rigidbody be taken out of physics control? + + + + + Mass of the Rigidbody. + + + + + The position of the rigidbody. + + + + + The rotation of the rigidbody. + + + + + The PhysicsMaterial2D that is applied to all Collider2D attached to this Rigidbody2D. + + + + + Indicates whether the rigid body should be simulated or not by the physics system. + + + + + The sleep state that the rigidbody will initially be in. + + + + + Should the total rigid-body mass be automatically calculated from the Collider2D.density of attached colliders? + + + + + Should kinematickinematic and kinematicstatic collisions be allowed? + + + + + Linear velocity of the Rigidbody in units per second. + + + + + Gets the center of mass of the rigidBody in global space. + + + + + Apply a force to the rigidbody. + + Components of the force in the X and Y axes. + The method used to apply the specified force. + + + + Apply a force at a given position in space. + + Components of the force in the X and Y axes. + Position in world space to apply the force. + The method used to apply the specified force. + + + + Adds a force to the rigidbody2D relative to its coordinate system. + + Components of the force in the X and Y axes. + The method used to apply the specified force. + + + + Apply a torque at the rigidbody's centre of mass. + + Torque to apply. + The force mode to use. + + + + All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. + + Vector representing the direction to cast each Collider2D shape. + Array to receive results. + Maximum distance over which to cast the Collider(s). + + Returns the number of results placed in the results array. + + + + + All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. + + Vector representing the direction to cast each Collider2D shape. + Filter results defined by the contact filter. + Array to receive results. + Maximum distance over which to cast the Collider(s). + + Returns the number of results placed in the results array. + + + + + All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. + + Vector representing the direction to cast each Collider2D shape. + List to receive results. + Maximum distance over which to cast the Collider(s). + + Returns the number of results placed in the results list. + + + + + All the Collider2D shapes attached to the Rigidbody2D are cast into the Scene starting at each Collider position ignoring the Colliders attached to the same Rigidbody2D. + + Vector representing the direction to cast each Collider2D shape. + Filter results defined by the contact filter. + List to receive results. + Maximum distance over which to cast the Collider(s). + + Returns the number of results placed in the results list. + + + + + Returns a point on the perimeter of all enabled Colliders attached to this Rigidbody that is closest to the specified position. + + The position from which to find the closest point on this Rigidbody. + + A point on the perimeter of a Collider attached to this rigidbody that is closest to the specified position. + + + + + Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D. + + A collider used to calculate the minimum distance against all colliders attached to this Rigidbody2D. + + The minimum distance of collider against all colliders attached to this Rigidbody2D. + + + + + Returns all Collider2D that are attached to this Rigidbody2D. + + An array of Collider2D used to receive the results. + + Returns the number of Collider2D placed in the results array. + + + + + Returns all Collider2D that are attached to this Rigidbody2D. + + A list of Collider2D used to receive the results. + + Returns the number of Collider2D placed in the results list. + + + + + Retrieves all contact points for all of the Collider(s) attached to this Rigidbody. + + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody. + + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Retrieves all contact points for all of the Collider(s) attached to this Rigidbody, with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Retrieves all contact points for all of the Collider(s) attached to this Rigidbody. + + A list of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + Retrieves all contact points for all of the Collider(s) attached to this Rigidbody. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + A list of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody. + + A list of Collider2D used to receive the results. + + Returns the number of Colliders placed in the colliders list. + + + + + Retrieves all Colliders in contact with any of the Collider(s) attached to this Rigidbody. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + A list of Collider2D used to receive the results. + + Returns the number of Colliders placed in the colliders list. + + + + + Get a local space point given the point point in rigidBody global space. + + The global space point to transform into local space. + + + + The velocity of the rigidbody at the point Point in global space. + + The global space point to calculate velocity for. + + + + Get a global space point given the point relativePoint in rigidBody local space. + + The local space point to transform into global space. + + + + The velocity of the rigidbody at the point Point in local space. + + The local space point to calculate velocity for. + + + + Get a global space vector given the vector relativeVector in rigidBody local space. + + The local space vector to transform into a global space vector. + + + + Gets all the PhysicsShape2D used by all Collider2D attached to the Rigidbody2D. + + The PhysicsShapeGroup2D to store the retrieved PhysicsShape2D in. + + Returns the number of PhysicsShape2D retrieved from the Rigidbody2D. + + + + + Get a local space vector given the vector vector in rigidBody global space. + + The global space vector to transform into a local space vector. + + + + Is the rigidbody "awake"? + + + + + Is the rigidbody "sleeping"? + + + + + Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not. + + The collider to check if it is touching any of the collider(s) attached to this rigidbody. + + Whether the collider is touching any of the collider(s) attached to this rigidbody or not. + + + + + Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D. + + The collider to check if it is touching any of the collider(s) attached to this rigidbody. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether the collider is touching any of the collider(s) attached to this rigidbody or not. + + + + + Checks whether any collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether any collider is touching any of the collider(s) attached to this rigidbody or not. + + + + + Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + + Any colliders on any of these layers count as touching. + + Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + + + + + Moves the rigidbody to position. + + The new position for the Rigidbody object. + + + + Rotates the Rigidbody to angle (given in degrees). + + The new rotation angle for the Rigidbody object. + + + + An overload of MoveRotation that allows a full 3D rotation as an argument. + + Full 3D rotation used to extract only the z-axis rotation. + + + + Get a list of all Colliders that overlap all Colliders attached to this Rigidbody2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Get a list of all Colliders that overlap all Colliders attached to this Rigidbody2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The list to receive results. + + Returns the number of results placed in the results list. + + + + + Check if any of the Rigidbody2D colliders overlap a point in space. + + A point in world space. + + Whether the point overlapped any of the Rigidbody2D colliders. + + + + + Sets the rotation of the Rigidbody2D to angle (given in degrees). + + The rotation of the Rigidbody (in degrees). + + + + Sets the rotation of the Rigidbody2D to the z-axis rotation extracted from the full 3D rotation. + + Full 3D rotation used to extract only the z-axis rotation. + + + + Make the rigidbody "sleep". + + + + + Disables the "sleeping" state of a rigidbody. + + + + + Use these flags to constrain motion of the Rigidbody2D. + + + + + Freeze rotation and motion along all axes. + + + + + Freeze motion along the X-axis and Y-axis. + + + + + Freeze motion along the X-axis. + + + + + Freeze motion along the Y-axis. + + + + + Freeze rotation along the Z-axis. + + + + + No constraints. + + + + + Interpolation mode for Rigidbody2D objects. + + + + + Smooth an object's movement based on an estimate of its position in the next frame. + + + + + Smooth movement based on the object's positions in previous frames. + + + + + Do not apply any smoothing to the object's movement. + + + + + Settings for a Rigidbody2D's initial sleep state. + + + + + Rigidbody2D never automatically sleeps. + + + + + Rigidbody2D is initially asleep. + + + + + Rigidbody2D is initially awake. + + + + + The physical behaviour type of the Rigidbody2D. + + + + + Sets the Rigidbody2D to have dynamic behaviour. + + + + + Sets the Rigidbody2D to have kinematic behaviour. + + + + + Sets the Rigidbody2D to have static behaviour. + + + + + A selection of modes that control when Unity executes the 2D physics simulation. + + + + + Use this enumeration to specify to Unity that it should execute the physics simulation immediately after the MonoBehaviour.FixedUpdate. + + + + + Use this enumeration to specify to Unity that it should execute the physics simulation manually when you call Physics2D.Simulate. + + + + + Use this enumeration to specify to Unity that it should execute the physics simulation immediately after MonoBehaviour.Update. + + + + + Joint that restricts the motion of a Rigidbody2D object to a single line. + + + + + The angle of the line in space (in degrees). + + + + + Should the angle be calculated automatically? + + + + + The current joint speed. + + + + + The current joint translation. + + + + + Restrictions on how far the joint can slide in each direction along the line. + + + + + Gets the state of the joint limit. + + + + + Parameters for a motor force that is applied automatically to the Rigibody2D along the line. + + + + + The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + + + + + Should motion limits be used? + + + + + Should a motor force be applied automatically to the Rigidbody2D? + + + + + Gets the motor force of the joint given the specified timestep. + + The time to calculate the motor force for. + + + + Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them. + + + + + Should the distance be calculated automatically? + + + + + The amount by which the spring force is reduced in proportion to the movement speed. + + + + + The distance the spring will try to keep between the two objects. + + + + + The frequency at which the spring oscillates around the distance distance between the objects. + + + + + Applies tangent forces along the surfaces of colliders. + + + + + The scale of the impulse force applied while attempting to reach the surface speed. + + + + + The speed to be maintained along the surface. + + + + + The speed variation (from zero to the variation) added to base speed to be applied. + + + + + Should bounce be used for any contact with the surface? + + + + + Should the impulse force but applied to the contact point? + + + + + Should friction be used for any contact with the surface? + + + + + The joint attempts to move a Rigidbody2D to a specific target position. + + + + + The local-space anchor on the rigid-body the joint is attached to. + + + + + Should the target be calculated automatically? + + + + + The amount by which the target spring force is reduced in proportion to the movement speed. + + + + + The frequency at which the target spring oscillates around the target position. + + + + + The maximum force that can be generated when trying to maintain the target joint constraint. + + + + + The world-space position that the joint will attempt to move the body to. + + + + + The Physics2d module implements 2D physics in Unity. + + + + + The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor. + + + + + The current joint angle (in degrees) defined as the relative angle between the two Rigidbody2D that the joint connects to. + + + + + The current joint linear speed in meters/sec. + + + + + The current joint rotational speed in degrees/sec. + + + + + The current joint translation. + + + + + Parameters for a motor force that is applied automatically to the Rigibody2D along the line. + + + + + Set the joint suspension configuration. + + + + + Should a motor force be applied automatically to the Rigidbody2D? + + + + + Gets the motor torque of the joint given the specified timestep. + + The time to calculate the motor torque for. + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PhysicsModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PhysicsModule.dll new file mode 100644 index 00000000..9ea0e2ce Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PhysicsModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PhysicsModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PhysicsModule.xml new file mode 100644 index 00000000..b872e1ab --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.PhysicsModule.xml @@ -0,0 +1,3854 @@ + + + + + UnityEngine.PhysicsModule + + + + A body that forms part of a Physics articulation. + + + + + Position of the anchor relative to this body. + + + + + Rotation of the anchor relative to this body. + + + + + Damping factor that affects how this body resists rotations. + + + + + The angular velocity of the body defined in world space. + + + + + The center of mass of the body defined in local space. + + + + + The ArticulationBody's collision detection mode. + + + + + The amount of degrees of freedom of a body. + + + + + Allows you to specify that this body is not movable. + + + + + The index of the body in the hierarchy of articulation bodies. + + + + + The inertia tensor of this body. + + + + + The rotation of the inertia tensor. + + + + + Indicates whether this body is the root body of the articulation (Read Only). + + + + + The joint acceleration in reduced coordinates. + + + + + The joint force in reduced coordinates. + + + + + Allows you to specify the amount of friction that is applied as a result of the parent body moving relative to this body. + + + + + The joint position in reduced coordinates. + + + + + The type of joint connecting this body to its parent body. + + + + + The joint velocity in reduced coordinates. + + + + + Damping factor that affects how this body resists linear motion. + + + + + The type of lock along X axis of movement. + + + + + The type of lock along Y axis of movement. + + + + + The type of lock along Z axis of movement. + + + + + The mass of this articulation body. + + + + + Whether the parent anchor should be computed automatically or not. + + + + + The maximimum angular velocity of the articulation body measured in radians per second. + + + + + The maximum velocity of an articulation body when moving out of penetrating state. + + + + + The maximum joint velocity of the articulation body joint in reduced coordinates. + + + + + The maximum linear velocity of the articulation body measured in meters per second. + + + + + Position of the anchor relative to this body's parent. + + + + + Rotation of the anchor relative to this body's parent. + + + + + The mass-normalized energy threshold, below which objects start going to sleep. + + + + + The solverIterations determines how accurately articulation body joints and collision contacts are resolved. + + + + + The solverVelocityIterations affects how accurately articulation body joints and collision contacts are resolved during bounce. + + + + + The magnitude of the conical swing angle relative to Y axis. + + + + + The magnitude of the conical swing angle relative to Z axis. + + + + + The type of lock for twist movement. + + + + + Controls whether gravity affects this articulation body. + + + + + Linear velocity of the body defined in world space. + + + + + The center of mass of the body defined in world space (Read Only). + + + + + The properties of drive along or around X. + + + + + The properties of drive along or around Y. + + + + + The properties of drive along or around Z. + + + + + Applies a force to the ArticulationBody. + + The force vector to apply. + The type of force to apply. + + + + Applies a force to the ArticulationBody. + + The force vector to apply. + The type of force to apply. + + + + Applies a force at a specific position, resulting in applying a torque and force on the object. + + The force vector in world coordinates. + A position in world coordinates. + The type of force to apply. + + + + Applies a force at a specific position, resulting in applying a torque and force on the object. + + The force vector in world coordinates. + A position in world coordinates. + The type of force to apply. + + + + Applies a force to the Articulation Body, relative to its local coordinate system. + + The force vector in local coordinates. + The type of force to apply. + + + + Applies a force to the Articulation Body, relative to its local coordinate system. + + The force vector in local coordinates. + The type of force to apply. + + + + Applies a torque to the articulation body, relative to its local coordinate system. + + The torque vector in local coordinates. + The type of torque to apply. + + + + Applies a torque to the articulation body, relative to its local coordinate system. + + The torque vector in local coordinates. + The type of torque to apply. + + + + Add torque to the articulation body. + + The torque to apply. + The type of torque to apply. + + + + Add torque to the articulation body. + + The torque to apply. + The type of torque to apply. + + + + Return the point on the articulation body that is closest to a given one. + + The point of interest. + + The point on the surfaces of all Colliders attached to this articulation body that is closest to the given one. + + + + + Calculates and writes dense Jacobian matrix of the articulation body hierarchy to the supplied struct. + + Supplied struct to read back and store Jacobian matrix values. + + Number of elements in Jacobian matrix. + + + + + Calculates and reads back reduced coordinate data start indexes in reduced coordinate data buffer for every articulation body in the hierarchy. + + Supplied list of integers to read back and store the data. + + Total degrees of freedom for the entire hierarchy of articulation bodies. + + + + + Reads back articulation body joint drive targets of the entire hierarchy to the supplied list of floats. + + Supplied list of floats to read back and store the joint drive targets data. + + Total degrees of freedom for the entire hierarchy of articulation bodies. + + + + + Reads back articulation body joint drive target velocities of the entire hierarchy to the supplied list of floats . + + Supplied list of floats to read back and store the joint drive target velocities data. + + Total degrees of freedom for the entire hierarchy of articulation bodies. + + + + + Reads back articulation body joint accelerations of the entire hierarchy to the supplied list of floats . + + Supplied list of floats to read back and store the joint accelerations data. + + Total degrees of freedom for the entire hierarchy of articulation bodies. + + + + + Reads back articulation body joint forces of the entire hierarchy to the supplied list of floats . + + Supplied list of floats to read back and store the joint forces data. + + Total degrees of freedom for the entire hierarchy of articulation bodies. + + + + + Reads back articulation body joint positions of the entire hierarchy to the supplied list of floats . + + Supplied list of floats to read back and store the joint positions data. + + Total degrees of freedom for the entire hierarchy of articulation bodies. + + + + + Reads back articulation body joint velocities of the entire hierarchy to the supplied list of floats . + + Supplied list of floats to read back and store the joint velocities data. + + Total degrees of freedom for the entire hierarchy of articulation bodies. + + + + + Gets the velocity of the articulation body at the specified worldPoint in global space. + + + + + + The velocity relative to the articulation body at the point relativePoint. + + + + + + Indicates whether the articulation body is sleeping. + + + + + Resets the center of mass of the articulation body. + + + + + Resets the inertia tensor value and rotation. + + + + + Assigns articulation body joint drive targets for the entire hierarchy of bodies. + + Supplied list of floats used to set the joint drive targets. + + + + Assigns articulation body joint drive target velocities for the entire hierarchy of bodies. + + Supplied list of floats used to set the joint drive target velocities. + + + + Assigns articulation body joint accelerations for the entire hierarchy of bodies. + + Supplied list of floats used to set the joint accelerations. + + + + Assigns articulation body joint forces for the entire hierarchy of bodies. + + Supplied list of floats used to set the joint forces. + + + + Assigns articulation body joint positions for the entire hierarchy of bodies. + + Supplied list of floats used to set the joint positions. + + + + Assigns articulation body joint velocities for the entire hierarchy of bodies. + + Supplied list of floats used to set the joint velocities. + + + + Forces an articulation body to sleep. + + + + + Snap the anchor to the closest contact between the connected bodies. + + + + + Teleport the root body of the articulation to a new pose. + + The new position of the root articulation body. + The new orientation of the root articulation body. + + + + Forces an articulation body to wake up. + + + + + The lock type applied to a particular degree of freedom of an articulation body. + + + + + The relative motion of the two connected articulation bodies is unconstrained. + + + + + The relative motion of the two connected articulation bodies is limited to a certain range. + + + + + The relative motion of the two connected articulation bodies is not allowed. + + + + + Drive applies forces and torques to the connected bodies. + + + + + The damping of the spring attached to this drive. + + + + + The maximum force this drive can apply to a body. + + + + + The lower limit of motion for a particular degree of freedom. + + + + + The stiffness of the spring connected to this drive. + + + + + The target value the drive will try to reach. + + + + + The velocity of the body this drive will try to reach. + + + + + The upper limit of motion for a particular degree of freedom. + + + + + The floating point dense Jacobian matrix of the articulation body hierarchy. + + + + + Number of columns of the matrix is equal to the total number of all joint degrees of freedom(DOF), plus 6 if ArticulationBody.immovable is false. + + + + + List of floats representing Jacobian matrix. + + + + + Number of rows of the matrix is equal to the number of articulation bodies in hierarchy times 6: 3 rows of linearpositional DOF and 3 rows of angularrotational DOF for each body. + + + + + Initializes nRows X nCols Jacobian matrix to zeroes. + + Number of matrix rows. + Number of matrix columns. + + + + Gets the [row, col] element of the matrix. + + The matrix row. + The matrix column. + + + + The type of the joint that restricts movement of the two connected articulation bodies. + + + + + Fixed joint doesn't allow any relative movement of the connected bodies. + + + + + Prismatic joint only allows relative translation of the connection bodies along one specified axis. + + + + + Revolute joint allows rotational movement around the X axis of the parent's anchor. + + + + + Spherical joint only allows relative rotations of the two connected bodies. + + + + + Coordinates in reduced space. + + + + + The number of degrees of freedom of a body. + + + + + Stores coordinates in reduced space. + + Coordinate of the first degree of freedom. + Coordinate of the second degree of freedom. + Coordinate of the third degree of freedom. + + + + Stores coordinates in reduced space. + + Coordinate of the first degree of freedom. + Coordinate of the second degree of freedom. + Coordinate of the third degree of freedom. + + + + Stores coordinates in reduced space. + + Coordinate of the first degree of freedom. + Coordinate of the second degree of freedom. + Coordinate of the third degree of freedom. + + + + Gets the coordinate along or about a specific degree of freedom. + + + + + Use this struct to set up a box cast command to be performed asynchronously during a job. + + + + + Center of the box. + + + + + The direction in which to sweep the box. + + + + + The maximum distance of the sweep. + + + + + Half the size of the box in each dimension. + + + + + A LayerMask that is used to selectively ignore Colliders when casting a box. + + + + + Rotation of the box. + + + + + The physics scene this command is run in. + + + + + Creates a BoxcastCommand. + + Center of the box. + Half the size of the box in each dimension. + Rotation of the box. + The direction in which to sweep the box. + The maximum length of the cast. + A that is used to selectively ignore colliders when casting a box. + + + + Creates a BoxcastCommand. + + The physics scene to run the command in. + Center of the box. + Half the size of the box in each dimension. + Rotation of the box. + The direction in which to sweep the box. + The maximum length of the cast. + A that is used to selectively ignore colliders when casting a box. + + + + Schedules a batch of boxcasts to be performed in a job. + + A NativeArray of the BoxcastCommand to perform. + A NativeArray of RaycastHit where the result of commands are stored. + The minimum number of jobs which should be performed in a single job. + A JobHandle of a job that must be completed before performing the box casts. + + Returns a JobHandle of the job that will perform the box casts. + + + + + A box-shaped primitive collider. + + + + + The center of the box, measured in the object's local space. + + + + + The size of the box, measured in the object's local space. + + + + + Use this struct to set up a capsule cast command that is performed asynchronously during a job. + + + + + The direction of the capsule cast. + + + + + The maximum distance the capsule cast checks for collision. + + + + + A LayerMask that selectively ignores Colliders when casting a capsule. + + + + + The physics scene this command is run in. + + + + + The center of the sphere at the start of the capsule. + + + + + The center of the sphere at the end of the capsule. + + + + + The radius of the capsule. + + + + + Creates a CapsulecastCommand. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction of the capsule cast. + The maximum length of the sweep. + The LayerMask that selectively ignores Colliders when casting a capsule. + + + + Creates a CapsulecastCommand. + + The physics scene to run the command in. + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction of the capsule cast. + The maximum length of the sweep. + The LayerMask that selectively ignores Colliders when casting a capsule. + + + + Schedules a batch of capsule casts which are performed in a job. + + A NaviveArray of CapsulecastCommands to perform. + A NavtiveArray of RaycastHit where the result of commands are stored. + The minimum number of jobs which should be performed in a single job. + A jobHandle of a job that must be completed before performing capsule casts. + + Returns a JobHandle of the job that will performs the capsule casts. + + + + + A capsule-shaped primitive collider. + + + + + The center of the capsule, measured in the object's local space. + + + + + The direction of the capsule. + + + + + The height of the capsule measured in the object's local space. + + + + + The radius of the sphere, measured in the object's local space. + + + + + A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. + + + + + The center of the character's capsule relative to the transform's position. + + + + + What part of the capsule collided with the environment during the last CharacterController.Move call. + + + + + Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). + + + + + Enables or disables overlap recovery. + Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected. + + + + + The height of the character's capsule. + + + + + Was the CharacterController touching the ground during the last move? + + + + + Gets or sets the minimum move distance of the character controller. + + + + + The radius of the character's capsule. + + + + + The character's collision skin width. + + + + + The character controllers slope limit in degrees. + + + + + The character controllers step offset in meters. + + + + + The current relative velocity of the Character (see notes). + + + + + Supplies the movement of a GameObject with an attached CharacterController component. + + + + + + Moves the character with speed. + + + + + + Character Joints are mainly used for Ragdoll effects. + + + + + Brings violated constraints back into alignment even when the solver fails. + + + + + The upper limit around the primary axis of the character joint. + + + + + The lower limit around the primary axis of the character joint. + + + + + Set the angular tolerance threshold (in degrees) for projection. + + + + + Set the linear tolerance threshold for projection. + + + + + The angular limit of rotation (in degrees) around the primary axis of the character joint. + + + + + The angular limit of rotation (in degrees) around the primary axis of the character joint. + + + + + The secondary axis around which the joint can rotate. + + + + + The configuration of the spring attached to the swing limits of the joint. + + + + + The configuration of the spring attached to the twist limits of the joint. + + + + + A base class of all colliders. + + + + + The articulation body the collider is attached to. + + + + + The rigidbody the collider is attached to. + + + + + The world space bounding volume of the collider (Read Only). + + + + + Contact offset value of this collider. + + + + + Enabled Colliders will collide with other Colliders, disabled Colliders won't. + + + + + Specify whether this Collider's contacts are modifiable or not. + + + + + Is the collider a trigger? + + + + + The material used by the collider. + + + + + The shared physic material of this collider. + + + + + Returns a point on the collider that is closest to a given location. + + Location you want to find the closest point to. + + The point on the collider that is closest to the specified location. + + + + + The closest point to the bounding box of the attached collider. + + + + + + Casts a Ray that ignores all Colliders except this one. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit. + The max length of the ray. + + True when the ray intersects the collider, otherwise false. + + + + + Describes a collision. + + + + + The ArticulationBody of the collider that your GameObject collides with (Read Only). + + + + + The Rigidbody or ArticulationBody of the collider that your Component collides with (Read Only). + + + + + The Collider we hit (Read Only). + + + + + Gets the number of contacts for this collision. + + + + + The contact points generated by the physics engine. You should avoid using this as it produces memory garbage. Use GetContact or GetContacts instead. + + + + + The GameObject whose collider you are colliding with. (Read Only). + + + + + The total impulse applied to this contact pair to resolve the collision. + + + + + The relative linear velocity of the two colliding objects (Read Only). + + + + + The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. + + + + + The Transform of the object we hit (Read Only). + + + + + Gets the contact point at the specified index. + + The index of the contact to retrieve. + + The contact at the specified index. + + + + + Retrieves all contact points for this collision. + + An array of ContactPoint used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all contact points for this collision. + + A list of ContactPoint used to receive the results. + + Returns the number of contacts placed in the contacts list. + + + + + The collision detection mode constants used for Rigidbody.collisionDetectionMode. + + + + + Continuous collision detection is on for colliding with static mesh geometry. + + + + + Continuous collision detection is on for colliding with static and dynamic geometry. + + + + + Speculative continuous collision detection is on for static and dynamic geometries + + + + + Continuous collision detection is off for this Rigidbody. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. + + + + + Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. + + + + + The configuration of the spring attached to the angular X limit of the joint. + + + + + Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. + + + + + Boundary defining rotation restriction, based on delta from original rotation. + + + + + Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. + + + + + Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist. + + + + + The configuration of the spring attached to the angular Y and angular Z limits of the joint. + + + + + Boundary defining rotation restriction, based on delta from original rotation. + + + + + Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. + + + + + If enabled, all Target values will be calculated in world space instead of the object's local space. + + + + + Boundary defining upper rotation restriction, based on delta from original rotation. + + + + + Boundary defining movement restriction, based on distance from the joint's origin. + + + + + The configuration of the spring attached to the linear limit of the joint. + + + + + Boundary defining lower rotation restriction, based on delta from original rotation. + + + + + Set the angular tolerance threshold (in degrees) for projection. + +If the joint deviates by more than this angle around its locked angular degrees of freedom, +the solver will move the bodies to close the angle. + +Setting a very small tolerance may result in simulation jitter or other artifacts. + +Sometimes it is not possible to project (for example when the joints form a cycle). + + + + + Set the linear tolerance threshold for projection. + +If the joint separates by more than this distance along its locked degrees of freedom, the solver +will move the bodies to close the distance. + +Setting a very small tolerance may result in simulation jitter or other artifacts. + +Sometimes it is not possible to project (for example when the joints form a cycle). + + + + + Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts. + + + + + Control the object's rotation with either X & YZ or Slerp Drive by itself. + + + + + The joint's secondary axis. + + + + + Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. + + + + + Enable this property to swap the order in which the physics engine processes the Rigidbodies involved in the joint. This results in different joint motion but has no impact on Rigidbodies and anchors. + + + + + This is a Vector3. It defines the desired angular velocity that the joint should rotate into. + + + + + The desired position that the joint should move into. + + + + + This is a Quaternion. It defines the desired rotation that the joint should rotate into. + + + + + The desired velocity that the joint should move along. + + + + + Definition of how the joint's movement will behave along its local X axis. + + + + + Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Definition of how the joint's movement will behave along its local Y axis. + + + + + Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Definition of how the joint's movement will behave along its local Z axis. + + + + + Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Constrains movement for a ConfigurableJoint along the 6 axes. + + + + + Motion along the axis will be completely free and completely unconstrained. + + + + + Motion along the axis will be limited by the respective limit. + + + + + Motion along the axis will be locked. + + + + + A force applied constantly. + + + + + The force applied to the rigidbody every frame. + + + + + The force - relative to the rigid bodies coordinate system - applied every frame. + + + + + The torque - relative to the rigid bodies coordinate system - applied every frame. + + + + + The torque applied to the rigidbody every frame. + + + + + Describes a contact point where the collision occurs. + + + + + Normal of the contact point. + + + + + The other collider in contact at the point. + + + + + The point of contact. + + + + + The distance between the colliders at the contact point. + + + + + The first collider in contact at the point. + + + + + ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it. + + + + + The collider that was hit by the controller. + + + + + The controller that hit the collider. + + + + + The game object that was hit by the controller. + + + + + The direction the CharacterController was moving in when the collision occured. + + + + + How far the character has travelled until it hit the collider. + + + + + The normal of the surface we collided with in world space. + + + + + The impact point in world space. + + + + + The rigidbody that was hit by the controller. + + + + + The transform that was hit by the controller. + + + + + The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. + + + + + Use ForceMode to specify how to apply a force using Rigidbody.AddForce or ArticulationBody.AddForce. + + + + + Add a continuous acceleration to the rigidbody, ignoring its mass. + + + + + Add a continuous force to the rigidbody, using its mass. + + + + + Add an instant force impulse to the rigidbody, using its mass. + + + + + Add an instant velocity change to the rigidbody, ignoring its mass. + + + + + The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. + + + + + The current angle in degrees of the joint relative to its rest position. (Read Only) + + + + + Limit of angular rotation (in degrees) on the hinge joint. + + + + + The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. + + + + + The spring attempts to reach a target angle by adding spring and damping forces. + + + + + Enables the joint's limits. Disabled by default. + + + + + Enables the joint's motor. Disabled by default. + + + + + Enables the joint's spring. Disabled by default. + + + + + The angular velocity of the joint in degrees per second. (Read Only) + + + + + Joint is the base class for all joints. + + + + + The Position of the anchor around which the joints motion is constrained. + + + + + Should the connectedAnchor be calculated automatically? + + + + + The Direction of the axis around which the body is constrained. + + + + + The force that needs to be applied for this joint to break. + + + + + The torque that needs to be applied for this joint to break. To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint. + + + + + Position of the anchor relative to the connected Rigidbody. + + + + + A reference to an articulation body this joint connects to. + + + + + A reference to another rigidbody this joint connects to. + + + + + The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. + + + + + The force applied by the solver to satisfy all constraints. + + + + + The torque applied by the solver to satisfy all constraints. + + + + + Enable collision between bodies connected with the joint. + + + + + Toggle preprocessing for this joint. + + + + + The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. + + + + + How the joint's movement will behave along its local X axis. + + + + + Amount of force applied to push the object toward the defined direction. + + + + + Whether the drive should attempt to reach position, velocity, both or nothing. + + + + + Resistance strength against the Position Spring. Only used if mode includes Position. + + + + + Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position. + + + + + The ConfigurableJoint attempts to attain position / velocity targets based on this flag. + + + + + Don't apply any forces to reach the target. + + + + + Try to reach the specified target position. + + + + + Try to reach the specified target position and velocity. + + + + + Try to reach the specified target velocity. + + + + + JointLimits is used by the HingeJoint to limit the joints angle. + + + + + The minimum impact velocity which will cause the joint to bounce. + + + + + Determines the size of the bounce when the joint hits it's limit. Also known as restitution. + + + + + Distance inside the limit value at which the limit will be considered to be active by the solver. + + + + + The upper angular limit (in degrees) of the joint. + + + + + The lower angular limit (in degrees) of the joint. + + + + + The JointMotor is used to motorize a joint. + + + + + The motor will apply a force. + + + + + If freeSpin is enabled the motor will only accelerate but never slow down. + + + + + The motor will apply a force up to force to achieve targetVelocity. + + + + + Determines how to snap physics joints back to its constrained position when it drifts off too much. + + + + + Don't snap at all. + + + + + Snap both position and rotation. + + + + + Snap Position only. + + + + + JointSpring is used add a spring force to HingeJoint and PhysicMaterial. + + + + + The damper force uses to dampen the spring. + + + + + The spring forces used to reach the target position. + + + + + The target position the joint attempts to reach. + + + + + A mesh collider allows you to do between meshes and primitives. + + + + + Use a convex collider from the mesh. + + + + + Options used to enable or disable certain features in mesh cooking. + + + + + Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh. + + + + + The mesh object used for collision detection. + + + + + Used when set to inflateMesh to determine how much inflation is acceptable. + + + + + Uses interpolated normals for sphere collisions instead of flat polygonal normals. + + + + + Cooking options that are available with MeshCollider. + + + + + Toggle between cooking for faster simulation or faster cooking time. + + + + + Toggle cleaning of the mesh. + + + + + Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh. + + + + + No optional cooking steps will be run. + + + + + Determines whether to use the fast midphase structure that doesn't require R-trees. + + + + + Toggle the removal of equal vertices. + + + + + A light-weight proxy that allows to access the contact buffers directly. + + + + + Instance ID of the first body in this contact pair. + + + + + Instance ID of the first Collider in this contact pair. + + + + + The amount of the contact points generated for this contact pair. + + + + + Mass-related properties of this contact pair, such as the mass ratio. + + + + + Instance ID of the second body in this contact pair. + + + + + Instance ID of the second collider in this contact pair. + + + + + World-space position of the second collider in this contact pair as seen by the solver. + + + + + World-space rotation of the second collider in this contact pair as seen by the solver. + + + + + World-space position of the first collider in this contact pair as seen by the solver. + + + + + World-space rotation of the first collider in this contact pair as seen by the solver. + + + + + Get the restitution value for the specified contact point in this contact pair. + + Index of the contact point. + + Bounciness value for the specified contact point. + + + + + Get the value of the dynamic friction for a specified contact point in this contact pair. + + Index of the contact point. + + Dynamic friction coefficient. + + + + + Get the index of a face a particular contact point belongs to in this contact pair. Use this with Mesh.triangles. + + Index of the contact point. + + Index of a face this contact point belongs to. + + + + + Get the maximum impulse that the solver can apply at a particular contact point in this contact pair. + + Index of the contact point. + + The maximum impulse that can be applied. + + + + + Get the normal at a particular contact point in this contact pair. + + Index of the contact point. + + Normal at the contact point. + + + + + Get the location of a particular contact point in this contact pair. + + Index of the contact point. + + The location of a contact point. + + + + + Get the separation value at a particular contact point in this contact pair. + + Index of the contact point. + + The separation at a contact point. + + + + + Get the static friction coefficient at a particular point of the contact pair. + + Index of the contact point. + + The static friction coefficient at a contact point. + + + + + Get the target velocity the solver should aim reaching at a particular contact point in this contact pair. + + Index of the contact point. + + The target velocity at a contact point. + + + + + Ignore the specified contact point in this contact pair. + + Index of the contact point. + + + + Set the restitution value for the specified contact point in this contact pair. + + Index of the contact point. + Bounciness value for the specified contact point. + + + + Set the value of the dynamic friction for a specified contact point in this contact pair. + + Index of the contact point. + Dynamic friction coefficient. + + + + Set the maximum impulse that the solver can apply at a particular contact point in this contact pair. + + Index of the contact point. + The maximum impulse that can be applied. + + + + Set the normal at a particular contact point in this contact pair. + + Index of the contact point. + Normal at the contact point. + + + + Set the location of a particular contact point in this contact pair. + + Index of the contact point. + The location of a contact point. + + + + Set the separation value at a particular contact point in this contact pair. + + Index of the contact point. + The separation at a contact point. + + + + Set the static friction coefficient at a particular point of the contact pair. + + Index of the contact point. + The static friction coefficient at a contact point. + + + + Set the target velocity the solver should aim reaching at a particular contact point in this contact pair. + + Index of the contact point. + The target velocity at a contact point. + + + + Mass-related modifiable properties of a contact pair. + + + + + The inverse inertia scaling that the solver should apply to the first body of this contact pair. + + + + + The inverse mass scaling that the solver should apply to the first body of this contact pair. + + + + + The inverse inertia scaling that the solver should apply to the second body of this contact pair. + + + + + The inverse mass scaling that the solver should apply to the second body of this contact pair. + + + + + Physics material describes how to handle colliding objects (friction, bounciness). + + + + + Determines how the bounciness is combined. + + + + + How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy. + + + + + The friction used when already moving. This value is usually between 0 and 1. + + + + + If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2. + + + + + Determines how the friction is combined. + + + + + The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero. + + + + + The friction coefficient used when an object is lying on a surface. + + + + + If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2. + + + + + Creates a new material. + + + + + Creates a new material named name. + + + + + + Describes how physics materials of the colliding objects are combined. + +The friction force as well as the residual bounce impulse are applied symmertrically to both of the colliders in contact, so each pair of overlapping colliders must have a single set of friction and bouciness settings. However, one can set arbitrary physics materials to any colliders. For that particular reason, there is a mechanism that allows the combination of two different sets of properties that correspond to each of the colliders in contact into one set to be used in the solver. + +Specifying Average, Maximum, Minimum or Multiply as the physics material combine mode, you directly set the function that is used to combine the settings corresponding to the two overlapping colliders into one set of settings that can be used to apply the material effect. + +Note that there is a special case when the two overlapping colliders have physics materials with different combine modes set. In this particular case, the function that has the highest priority is used. The priority order is as follows: Average < Minimum < Multiply < Maximum. For example, if one material has Average set but the other one has Maximum, then the combine function to be used is Maximum, since it has higher priority. + + + + + Averages the friction/bounce of the two colliding materials. + + + + + Uses the larger friction/bounce of the two colliding materials. + + + + + Uses the smaller friction/bounce of the two colliding materials. + + + + + Multiplies the friction/bounce of the two colliding materials. + + + + + Global physics properties and helper methods. + + + + + Sets whether the physics should be simulated automatically or not. + + + + + Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes. + + + + + Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. + + + + + Cloth Gravity setting. +Set gravity for all cloth components. + + + + + The default contact offset of the newly created colliders. + + + + + Default maximum angular speed of the dynamic Rigidbody, in radians (default 50). + + + + + The maximum default velocity needed to move a Rigidbody's collider out of another collider's surface penetration. Must be positive. + + + + + The PhysicsScene automatically created when Unity starts. + + + + + The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive. + + + + + The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive. + + + + + The gravity applied to all rigid bodies in the Scene. + + + + + Enables an improved patch friction mode that guarantees static and dynamic friction do not exceed analytical results. + + + + + Sets the minimum separation distance for cloth inter-collision. + + + + + Sets the cloth inter-collision stiffness. + + + + + The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. + + + + + The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. + + + + + Whether physics queries should hit back-face triangles. + + + + + Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. + + + + + Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks. + + + + + The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. + + + + + The mass-normalized energy threshold, below which objects start going to sleep. + + + + + The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. + + + + + Layer mask constant to select all layers. + + + + + Prepares the Mesh for use with a MeshCollider. + + The instance ID of the Mesh to bake collision data from. + A flag to indicate whether to bake convex geometry or not. + + + + Casts the box along a ray and returns detailed information on what was hit. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True, if any intersections were found. + + + + + Casts the box along a ray and returns detailed information on what was hit. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True, if any intersections were found. + + + + + Like Physics.BoxCast, but returns all hits. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + All colliders that were hit. + + + + + Cast the box along the direction, and store hits in the provided buffer. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + The buffer to store the results in. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + The amount of hits stored to the results buffer. + + + + + Casts a capsule against all colliders in the Scene and returns detailed information on what was hit. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the capsule sweep intersects any collider, otherwise false. + + + + + + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + An array of all colliders hit in the sweep. + + + + + Casts a capsule against all colliders in the Scene and returns detailed information on what was hit into the buffer. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The buffer to store the hits into. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the buffer. + + + + + Check whether the given box overlaps with other colliders or not. + + Center of the box. + Half the size of the box in each dimension. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True, if the box overlaps with any colliders. + + + + + Checks if any colliders overlap a capsule-shaped volume in world space. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + + Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Returns a point on the given collider that is closest to the specified location. + + Location you want to find the closest point to. + The collider that you find the closest point on. + The position of the collider. + The rotation of the collider. + + The point on the collider that is closest to the specified location. + + + + + Compute the minimal translation required to separate the given colliders apart at specified poses. + + The first collider. + Position of the first collider. + Rotation of the first collider. + The second collider. + Position of the second collider. + Rotation of the second collider. + Direction along which the translation required to separate the colliders apart is minimal. + The distance along direction that is required to separate the colliders apart. + + True, if the colliders overlap at the given poses. + + + + + Subscribe to this event to be able to customize the collision response for contact pairs. + + A delegate to call. + + + + Subscribe to this event to be able to customize the collision response of CCD generated contact pairs. + + A delegate to call. + + + + Layer mask constant to select default raycast layers. + + + + + Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + + The first collider to compare to collider2. + The second collider to compare to collider1. + + Whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + + + + + Are collisions between layer1 and layer2 being ignored? + + + + + + + Makes the collision detection system ignore all collisions between collider1 and collider2. + + Any collider. + Another collider you want to have collider1 to start or stop ignoring collisions with. + Whether or not the collisions between the two colliders should be ignored or not. + + + + Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. + +Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. + + + + + + + + Layer mask constant to select ignore raycast layer. + + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + + + + Find all colliders touching or inside of the given box. + + Center of the box. + Half of the size of the box in each dimension. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + Colliders that overlap with the given box. + + + + + Find all colliders touching or inside of the given box, and store them into the buffer. + + Center of the box. + Half of the size of the box in each dimension. + The buffer to store the results in. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + The amount of colliders stored in results. + + + + + Check the given capsule against the physics world and return all overlapping colliders. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + Colliders touching or inside the capsule. + + + + + Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The buffer to store the results into. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of entries written to the buffer. + + + + + Computes and stores colliders touching or inside the sphere. + + Center of the sphere. + Radius of the sphere. + A defines which layers of colliders to include in the query. + Specifies whether this query should hit Triggers. + + Returns an array with all colliders touching or inside the sphere. + + + + + Computes and stores colliders touching or inside the sphere into the provided buffer. + + Center of the sphere. + Radius of the sphere. + The buffer to store the results into. + A defines which layers of colliders to include in the query. + Specifies whether this query should hit Triggers. + + Returns the amount of colliders stored into the results buffer. + + + + + Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the ray should check for collisions. + A that is used to selectively ignore Colliders when casting a ray. + Specifies whether this query should hit Triggers. + + Returns true if the ray intersects with a Collider, otherwise false. + + + + + Casts a ray against all colliders in the Scene and returns detailed information on what was hit. + + The starting point of the ray in world coordinates. + The direction of the ray. + If true is returned, hitInfo will contain more information about where the closest collider was hit. (See Also: RaycastHit). + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + Returns true when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + Returns true when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the closest collider was hit. (See Also: RaycastHit). + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + Returns true when the ray intersects any collider, otherwise false. + + + + + Casts a ray through the Scene and returns all hits. Note that order of the results is undefined. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + An array of RaycastHit objects. Note that the order of the results is undefined. + + + + + See Also: Raycast. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + + Cast a ray through the Scene and store the hits into the buffer. + + The starting point and direction of the ray. + The buffer to store the hits into. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + + + + + Cast a ray through the Scene and store the hits into the buffer. + + The starting point and direction of the ray. + The buffer to store the hits into. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + Specifies whether this query should hit Triggers. + A that is used to selectively ignore colliders when casting a ray. + + The amount of hits stored into the results buffer. + + + + + Rebuild the broadphase interest regions as well as set the world boundaries. + + Boundaries of the physics world. + How many cells to create along x and z axis. + + + + Simulate physics in the Scene. + + The time to advance physics by. + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + + + Cast sphere along the direction and store the results into buffer. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The buffer to save the hits into. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + + + + + Cast sphere along the direction and store the results into buffer. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The buffer to save the results to. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + + + + + Apply Transform changes to the physics engine. + + + + + Represents a single instance of a 3D physics Scene. + + + + + Casts the box along a ray and returns detailed information on what was hit. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True, if any intersections were found. + + + + + Casts the box along a ray and returns detailed information on what was hit. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + The buffer to store the results in. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of hits stored to the results buffer. + + + + + Casts a capsule against all colliders in this physics scene and returns detailed information on what was hit. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the capsule sweep intersects any collider, otherwise false. + + + + + Casts a capsule against all colliders in this physics scene and returns detailed information on what was hit. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The buffer to store the results in. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of hits stored to the results buffer. + + + + + Gets whether the physics Scene is empty or not. + + + Is the physics Scene is empty? + + + + + Gets whether the physics Scene is valid or not. + + + Is the physics scene valid? + + + + + Find all colliders touching or inside of the given box, and store them into the buffer. + + Center of the box. + Half of the size of the box in each dimension. + The buffer to store the results in. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of colliders stored in results. + + + + + Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The buffer to store the results into. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of entries written to the buffer. + + + + + Computes and stores colliders touching or inside the sphere into the provided buffer. + + Center of the sphere. + Radius of the sphere. + The buffer to store the results into. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of colliders stored into the results buffer. + + + + + Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the ray should check for collisions. + A that is used to selectively ignore Colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True if the ray intersects with a Collider, otherwise false. + + + + + Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. + + The starting point of the ray in world coordinates. + The direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max distance the ray should check for collisions. + A that is used to selectively ignore Colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True if the ray intersects with a Collider, otherwise false. + + + + + Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene. + + The starting point and direction of the ray. + The direction of the ray. + The buffer to store the hits into. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + The amount of hits stored into the results buffer. + + True if the ray intersects with a Collider, otherwise false. + + + + + Simulate physics associated with this PhysicsScene. + + The time to advance physics by. + + Whether the simulation was run or not. Running the simulation during physics callbacks will always fail. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Cast sphere along the direction and store the results into buffer. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + The buffer to save the results to. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + A that is used to selectively ignore colliders when casting a capsule. + + The amount of hits stored into the results buffer. + + + + + Scene extensions to access the underlying physics scene. + + + + + An extension method that returns the 3D physics Scene from the Scene. + + The Scene from which to return the 3D physics Scene. + + The 3D physics Scene used by the Scene. + + + + + Overrides the global Physics.queriesHitTriggers. + + + + + Queries always report Trigger hits. + + + + + Queries never report Trigger hits. + + + + + Queries use the global Physics.queriesHitTriggers setting. + + + + + Struct used to set up a raycast command to be performed asynchronously during a job. + + + + + The direction of the ray. + + + + + The maximum distance the ray should check for collisions. + + + + + The starting point of the ray in world coordinates. + + + + + A LayerMask that is used to selectively ignore Colliders when casting a ray. + + + + + The maximum number of Colliders the ray can hit. + + + + + The physics scene this command is run in. + + + + + Create a RaycastCommand. + + The starting point of the ray in world coordinates. + The direction of the ray. + The maximum distance the ray should check for collisions. + A LayerMask that is used to selectively ignore Colliders when casting a ray. + The maximum number of Colliders the ray can hit. + + + + Create a RaycastCommand. + + The physics scene to run the raycast query in. + The starting point of the ray in world coordinates. + The direction of the ray. + The maximum distance the ray should check for collisions. + A LayerMask that is used to selectively ignore Colliders when casting a ray. + The maximum number of Colliders the ray can hit. + + + + Schedule a batch of raycasts which are performed in a job. + + A NativeArray of the RaycastCommands to perform. + A NativeArray of the RaycastHits where the results of the commands are stored. + The minimum number of jobs which should be performed in a single job. + A JobHandle of a job which must be completed before the raycast starts. + + The JobHandle of the job which will perform the raycasts. + + + + + Structure used to get information back from a raycast. + + + + + The ArticulationBody of the collider that was hit. If the collider is not attached to an articulation body then it is null. + + + + + The barycentric coordinate of the triangle we hit. + + + + + The Collider that was hit. + + + + + Instance ID of the Collider that was hit. + + + + + The distance from the ray's origin to the impact point. + + + + + The uv lightmap coordinate at the impact point. + + + + + The normal of the surface the ray hit. + + + + + The impact point in world space where the ray hit the collider. + + + + + The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. + + + + + The uv texture coordinate at the collision location. + + + + + The secondary uv texture coordinate at the impact point. + + + + + The Transform of the rigidbody or collider that was hit. + + + + + The index of the triangle that was hit. + + + + + Control of an object's position through physics simulation. + + + + + The angular drag of the object. + + + + + The angular velocity vector of the rigidbody measured in radians per second. + + + + + The center of mass relative to the transform's origin. + + + + + The Rigidbody's collision detection mode. + + + + + Controls which degrees of freedom are allowed for the simulation of this Rigidbody. + + + + + Should collision detection be enabled? (By default always enabled). + + + + + The drag of the object. + + + + + Controls whether physics will change the rotation of the object. + + + + + The inertia tensor of this body, defined as a diagonal matrix in a reference frame positioned at this body's center of mass and rotated by Rigidbody.inertiaTensorRotation. + + + + + The rotation of the inertia tensor. + + + + + Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. + + + + + Controls whether physics affects the rigidbody. + + + + + The mass of the rigidbody. + + + + + The maximimum angular velocity of the rigidbody measured in radians per second. (Default 7) range { 0, infinity }. + + + + + Maximum velocity of a rigidbody when moving out of penetrating state. + + + + + The position of the rigidbody. + + + + + The rotation of the Rigidbody. + + + + + The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. + + + + + The mass-normalized energy threshold, below which objects start going to sleep. + + + + + The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. + + + + + The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive. + + + + + The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive. + + + + + Force cone friction to be used for this rigidbody. + + + + + Controls whether gravity affects this rigidbody. + + + + + The velocity vector of the rigidbody. It represents the rate of change of Rigidbody position. + + + + + The center of mass of the rigidbody in world space (Read Only). + + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Adds a force to the Rigidbody. + + Force vector in world coordinates. + Type of force to apply. + + + + Adds a force to the Rigidbody. + + Force vector in world coordinates. + Type of force to apply. + + + + Adds a force to the Rigidbody. + + Size of force along the world x-axis. + Size of force along the world y-axis. + Size of force along the world z-axis. + Type of force to apply. + + + + Adds a force to the Rigidbody. + + Size of force along the world x-axis. + Size of force along the world y-axis. + Size of force along the world z-axis. + Type of force to apply. + + + + Applies force at position. As a result this will apply a torque and force on the object. + + Force vector in world coordinates. + Position in world coordinates. + Type of force to apply. + + + + Applies force at position. As a result this will apply a torque and force on the object. + + Force vector in world coordinates. + Position in world coordinates. + Type of force to apply. + + + + Adds a force to the rigidbody relative to its coordinate system. + + Force vector in local coordinates. + Type of force to apply. + + + + Adds a force to the rigidbody relative to its coordinate system. + + Force vector in local coordinates. + Type of force to apply. + + + + Adds a force to the rigidbody relative to its coordinate system. + + Size of force along the local x-axis. + Size of force along the local y-axis. + Size of force along the local z-axis. + Type of force to apply. + + + + Adds a force to the rigidbody relative to its coordinate system. + + Size of force along the local x-axis. + Size of force along the local y-axis. + Size of force along the local z-axis. + Type of force to apply. + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Torque vector in local coordinates. + Type of force to apply. + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Torque vector in local coordinates. + Type of force to apply. + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Size of torque along the local x-axis. + Size of torque along the local y-axis. + Size of torque along the local z-axis. + Type of force to apply. + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Size of torque along the local x-axis. + Size of torque along the local y-axis. + Size of torque along the local z-axis. + Type of force to apply. + + + + Adds a torque to the rigidbody. + + Torque vector in world coordinates. + The type of torque to apply. + + + + Adds a torque to the rigidbody. + + Torque vector in world coordinates. + The type of torque to apply. + + + + Adds a torque to the rigidbody. + + Size of torque along the world x-axis. + Size of torque along the world y-axis. + Size of torque along the world z-axis. + The type of torque to apply. + + + + Adds a torque to the rigidbody. + + Size of torque along the world x-axis. + Size of torque along the world y-axis. + Size of torque along the world z-axis. + The type of torque to apply. + + + + The closest point to the bounding box of the attached colliders. + + + + + + The velocity of the rigidbody at the point worldPoint in global space. + + + + + + The velocity relative to the rigidbody at the point relativePoint. + + + + + + Is the rigidbody sleeping? + + + + + Moves the kinematic Rigidbody towards position. + + Provides the new position for the Rigidbody object. + + + + Rotates the rigidbody to rotation. + + The new rotation for the Rigidbody. + + + + Reset the center of mass of the rigidbody. + + + + + Reset the inertia tensor value and rotation. + + + + + Sets the mass based on the attached colliders assuming a constant density. + + + + + + Forces a rigidbody to sleep at least one frame. + + + + + Tests if a rigidbody would collide with anything, if it was moved through the Scene. + + The direction into which to sweep the rigidbody. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The length of the sweep. + Specifies whether this query should hit Triggers. + + True when the rigidbody sweep intersects any collider, otherwise false. + + + + + Like Rigidbody.SweepTest, but returns all hits. + + The direction into which to sweep the rigidbody. + The length of the sweep. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Forces a rigidbody to wake up. + + + + + Use these flags to constrain motion of Rigidbodies. + + + + + Freeze rotation and motion along all axes. + + + + + Freeze motion along all axes. + + + + + Freeze motion along the X-axis. + + + + + Freeze motion along the Y-axis. + + + + + Freeze motion along the Z-axis. + + + + + Freeze rotation along all axes. + + + + + Freeze rotation along the X-axis. + + + + + Freeze rotation along the Y-axis. + + + + + Freeze rotation along the Z-axis. + + + + + No constraints. + + + + + Rigidbody interpolation mode. + + + + + Extrapolation will predict the position of the rigidbody based on the current velocity. + + + + + Interpolation will always lag a little bit behind but can be smoother than extrapolation. + + + + + No Interpolation. + + + + + Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive. + + + + + Use Slerp drive. + + + + + Use XY & Z Drive. + + + + + The limits defined by the CharacterJoint. + + + + + When the joint hits the limit, it can be made to bounce off it. + + + + + Determines how far ahead in space the solver can "see" the joint limit. + + + + + If spring is greater than zero, the limit is soft. + + + + + The limit position/angle of the joint (in degrees). + + + + + If greater than zero, the limit is soft. The spring will pull the joint back. + + + + + The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint. + + + + + The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero. + + + + + The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft. + + + + + Use this struct to set up a sphere cast command that is performed asynchronously during a job. + + + + + The direction of the sphere cast. + + + + + The maximum distance the sphere should check for collisions. + + + + + The LayerMask that selectively ignores Colliders when casting a sphere. + + + + + The starting point of the sphere cast in world coordinates. + + + + + The physics scene this command is run in. + + + + + The radius of the casting sphere. + + + + + Creates a SpherecastCommand. + + The starting point of the sphere cast. + The radius of the casting sphere. + The direction of the sphere cast. + The maximum distance the cast should check for collisions. + The LayerMask that selectively ignores Colliders when casting a sphere. + + + + Creates a SpherecastCommand. + + The physics scene to run the command in. + The starting point of the sphere cast. + The radius of the casting sphere. + The direction of the sphere cast. + The maximum distance the cast should check for collisions. + The LayerMask that selectively ignores Colliders when casting a sphere. + + + + Schedules a batch of sphere casts to perform in a job. + + A NaviveArray of SpherecastCommands to perform. + A NavtiveArray of RaycastHit where the result of commands are stored. + The minimum number of jobs which should be performed in a single job. + A jobHandle of the job that must be completed before performing the sphere casts. + + Returns a JobHandle of the job that will perform the sphere casts. + + + + + A sphere-shaped primitive collider. + + + + + The center of the sphere in the object's local space. + + + + + The radius of the sphere measured in the object's local space. + + + + + The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. + + + + + The damper force used to dampen the spring force. + + + + + The maximum distance between the bodies relative to their initial distance. + + + + + The minimum distance between the bodies relative to their initial distance. + + + + + The spring force used to keep the two objects together. + + + + + The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance. + + + + + The Physics module implements 3D physics in Unity. + + + + + WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire. + + + + + Asymptote point slip (default 2). + + + + + Force at the asymptote slip (default 10000). + + + + + Extremum point slip (default 1). + + + + + Force at the extremum slip (default 20000). + + + + + Multiplier for the extremumValue and asymptoteValue values (default 1). + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ProfilerModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ProfilerModule.dll new file mode 100644 index 00000000..dda8fcc3 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ProfilerModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ProfilerModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ProfilerModule.xml new file mode 100644 index 00000000..b4e592c7 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ProfilerModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.ProfilerModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule.dll new file mode 100644 index 00000000..1f4d0dc6 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule.xml new file mode 100644 index 00000000..5ff70d15 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ScreenCaptureModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ScreenCaptureModule.dll new file mode 100644 index 00000000..70f1318f Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ScreenCaptureModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ScreenCaptureModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ScreenCaptureModule.xml new file mode 100644 index 00000000..e9c22559 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ScreenCaptureModule.xml @@ -0,0 +1,74 @@ + + + + + UnityEngine.ScreenCaptureModule + + + + Provides methods to take screenshots. + + + + + Captures a screenshot and saves it as a .png file to a specified path. + + The path to save the screenshot file to. + The factor to increase resolution with. + The eye texture to capture when stereo rendering is enabled. + + + + Captures a screenshot and saves it as a .png file to a specified path. + + The path to save the screenshot file to. + The factor to increase resolution with. + The eye texture to capture when stereo rendering is enabled. + + + + Captures a screenshot of the game view into a Texture2D object. + + Factor by which to increase resolution. + Specifies the eye texture to capture when stereo rendering is enabled. + + + + Captures a screenshot of the game view into a Texture2D object. + + Factor by which to increase resolution. + Specifies the eye texture to capture when stereo rendering is enabled. + + + + Captures a screenshot of the game view into a RenderTexture object. + + RenderTexture that will get filled with the screen content. + + + + Enumeration specifying the eye texture to capture when using ScreenCapture.CaptureScreenshot and when stereo rendering is enabled. + + + + + Both the left and right eyes are captured and composited into one image. + + + + + The Left Eye is captured. This is the default setting for the CaptureScreenshot method. + + + + + The Right Eye is captured. + + + + + The ScreenCapture module provides functionality to take screen shots using the ScreenCapture class. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SharedInternalsModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SharedInternalsModule.dll new file mode 100644 index 00000000..4e83ff62 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SharedInternalsModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SharedInternalsModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SharedInternalsModule.xml new file mode 100644 index 00000000..5b91a557 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SharedInternalsModule.xml @@ -0,0 +1,13 @@ + + + + + UnityEngine.SharedInternalsModule + + + + SharedInternals is a module used internally to provide low-level functionality needed by other modules. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteMaskModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteMaskModule.dll new file mode 100644 index 00000000..1865c180 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteMaskModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteMaskModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteMaskModule.xml new file mode 100644 index 00000000..76937de4 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteMaskModule.xml @@ -0,0 +1,53 @@ + + + + + UnityEngine.SpriteMaskModule + + + + A component for masking Sprites and Particles. + + + + + The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite. + + + + + Unique ID of the sorting layer defining the end of the custom range. + + + + + Order within the back sorting layer defining the end of the custom range. + + + + + Unique ID of the sorting layer defining the start of the custom range. + + + + + Order within the front sorting layer defining the start of the custom range. + + + + + Mask sprites from front to back sorting values only. + + + + + The Sprite used to define the mask. + + + + + Determines the position of the Sprite used for sorting the SpriteMask. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteShapeModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteShapeModule.dll new file mode 100644 index 00000000..bfa13d7d Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteShapeModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteShapeModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteShapeModule.xml new file mode 100644 index 00000000..816e8b7d --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SpriteShapeModule.xml @@ -0,0 +1,291 @@ + + + + + UnityEngine.SpriteShapeModule + + + + Describes the information about the edge and how to tessellate it. + + + + + The maximum angle to be considered within this range. + + + + + The render order of the edges that belong in this range. + + + + + The list of Sprites that are associated with this range. + + + + + The minimum angle to be considered within this range. + + + + + Data that describes the important points of the shape. + + + + + The position of the left tangent in local space. + + + + + The various modes of the tangent handles. They could be continuous or broken. + + + + + The position of this point in the object's local space. + + + + + The position of the right tangent point in the local space. + + + + + Additional data about the shape's control point. This is useful during tessellation of the shape. + + + + + The threshold of the angle that decides if it should be tessellated as a curve or a corner. + + + + + The radius of the curve to be tessellated. + + + + + True will indicate that this point should be tessellated as a corner or a continuous line otherwise. + + + + + The height of the tessellated edge. + + + + + The Sprite to be used for a particular edge. + + + + + Input parameters for the SpriteShape tessellator. + + + + + If enabled, the tessellator will adapt the size of the quads based on the height of the edge. + + + + + The threshold of the angle that indicates whether it is a corner or not. + + + + + The threshold of the angle that decides if it should be tessellated as a curve or a corner. + + + + + The radius of the curve to be tessellated. + + + + + The local displacement of the Sprite when tessellated. + + + + + If true, the Shape will be tessellated as a closed form. + + + + + The scale to be used to calculate the UVs of the fill texture. + + + + + The texture to be used for the fill of the SpriteShape. + + + + + If enabled the tessellator will consider creating corners based on the various input parameters. + + + + + The tessellation quality of the input Spline that determines the complexity of the mesh. + + + + + The borders to be used for calculating the uv of the edges based on the border info found in Sprites. + + + + + Stretch the UV mapping for the Fill texture. + + + + + The world space transform of the GameObject used for calculating the UVs of the Fill texture. + + + + + Renders SpriteShapes defined through the SpriteShapeUtility.GenerateSpriteShape API. + + + + + Rendering color for the SpriteShape. + + + + + Specifies how the SpriteShape interacts with the masks. + + + + + Get Bounds data as NativeArray. The array count of this NativeArray will always be 1. + + + NativeArray of Bounds of SpriteShapeRenderer. The size of this will always be 1. + + + + + Get/Set an array of mesh data of SpriteShapeRenderer. + + Size to be reserved for the NativeArray. + NativeArray of indices. + NativeSlice of vertices. + NativeSlice of texture coordinate for channel 0. + NativeSlice of tangents. + NativeSlice of normals. + + + + Get/Set an array of mesh data of SpriteShapeRenderer. + + Size to be reserved for the NativeArray. + NativeArray of indices. + NativeSlice of vertices. + NativeSlice of texture coordinate for channel 0. + NativeSlice of tangents. + NativeSlice of normals. + + + + Get/Set an array of mesh data of SpriteShapeRenderer. + + Size to be reserved for the NativeArray. + NativeArray of indices. + NativeSlice of vertices. + NativeSlice of texture coordinate for channel 0. + NativeSlice of tangents. + NativeSlice of normals. + + + + Get/Set an array of segments of SpriteShapeRenderer. + + Size to be reserved for the segments array. + + Size to be reserved for the NativeArray. + + + + + Prepare and generate the SpriteShape geometry that will be fed to SpriteShape generator for rendering. + + JobHandle for the C# based SpriteShape Generator Job. + Sprite Shape generation input params. + Input list of Sprites. + + + + Provides methods for setting the bounding volume of the Sprite Shape geometry. + + The bounding volume of geometry. + + + + SpriteShapeSegment contains info of sub-meshes generated by the SpriteShape generator C# Job later fed to SpriteShapeRenderer. + + + + + Geometry index of list of sub-meshes generated by SpriteShape. + + + + + Index count of SpriteShape sub-mesh. + + + + + Index of sprite that is used to generate segment/corner for this SpriteShapeSegment. + + + + + Vertex count of SpriteShape sub-mesh. + + + + + A static class that helps tessellate a SpriteShape mesh. + + + + + Generate a mesh based on input parameters. + + The output mesh. + Input parameters for the SpriteShape tessellator. + A list of control points that describes the shape. + Additional data about the shape's control point. This is useful during tessellation of the shape. + The list of Sprites that could be used for the edges. + The list of Sprites that could be used for the corners. + A parameter that determins how to tessellate each of the edge. + + + + Generate a mesh based on input parameters. + + SpriteShapeRenderer to which the generated geometry is fed to. + Input parameters for the SpriteShape tessellator. + A list of control points that describes the shape. + Additional data about the shape's control point. This is useful during tessellation of the shape. + The list of Sprites that could be used for the edges. + The list of Sprites that could be used for the corners. + A parameter that determins how to tessellate each of the edge. + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.StreamingModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.StreamingModule.dll new file mode 100644 index 00000000..0ea28915 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.StreamingModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.StreamingModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.StreamingModule.xml new file mode 100644 index 00000000..e3b92ab5 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.StreamingModule.xml @@ -0,0 +1,39 @@ + + + + + UnityEngine.StreamingModule + + + + A StreamingController controls the streaming settings for an individual camera location. + + + + + Offset applied to the mipmap level chosen by the texture streaming system for any textures visible from this camera. This Offset can take either a positive or negative value. + + + + + Abort preloading. + + + + + Used to find out whether the StreamingController is currently preloading texture mipmaps. + + + True if in a preloading state, otherwise False. + + + + + Initiate preloading of streaming data for this camera. + + Optional timeout before stopping preloading. Set to 0.0f when no timeout is required. + Set to True to activate the connected Camera component when timeout expires. + Camera to deactivate on timeout (if Camera.activateCameraOnTime is True). This parameter can be null. + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubstanceModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubstanceModule.dll new file mode 100644 index 00000000..5f104ac1 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubstanceModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubstanceModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubstanceModule.xml new file mode 100644 index 00000000..92713145 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubstanceModule.xml @@ -0,0 +1,519 @@ + + + + + UnityEngine.SubstanceModule + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer 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longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + Deprecated feature, no longer available + + + + + + + + + Deprecated feature, no longer available + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubsystemsModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubsystemsModule.dll new file mode 100644 index 00000000..1a38c2c1 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubsystemsModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubsystemsModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubsystemsModule.xml new file mode 100644 index 00000000..216e64c0 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.SubsystemsModule.xml @@ -0,0 +1,255 @@ + + + + + UnityEngine.SubsystemsModule + + + + An IntegratedSubsystem is initialized from an IntegratedSubsystemDescriptor for a given Subsystem (Example, Input, Environment, Display, etc.) and provides an interface to interact with that given IntegratedSubsystem until it is Destroyed. After an IntegratedSubsystem is created it can be Started or Stopped to turn on and off functionality (and preserve performance). The base type for IntegratedSubsystem only exposes this functionality; this class is designed to be a base class for derived classes that expose more functionality specific to a given IntegratedSubsystem. + + Note: initializing a second IntegratedSubsystem from the same IntegratedSubsystemDescriptor will return a reference to the existing IntegratedSubsystem as only one IntegratedSubsystem is currently allowed for a single IntegratedSubsystem provider. + + + + + + Whether or not the subsystem is running. + + + + + Destroys this instance of a subsystem. + + + + + Starts an instance of a subsystem. + + + + + Stops an instance of a subsystem. + + + + + Information about a subsystem that can be queried before creating a subsystem instance. + + + + + A unique string that identifies the subsystem that this Descriptor can create. + + + + + Interface implemented by both Subsystem and IntegratedSubsystem which provides control over the state of either. + + + + + + Will be true if asking the subsytem to start was successful. False in the case that the subsystem has stopped, was asked to stop or has not been started yet. + + + + + Destroys this instance of a subsystem. + + + + + Starts an instance of a subsystem. + + + + + Stops an instance of a subsystem. + + + + + A subsystem descriptor is metadata about a subsystem which can be inspected before loading / initializing a subsystem. + + + + + + A unique string that identifies the subsystem that this Descriptor can create. + + + + + Creates an ISubsystem from this descriptor. + + + An instance of ISubsystem. + + + + + A Subsystem is initialized from a SubsystemDescriptorWithProvider for a given Subsystem (Example, Input, Display, etc.) and provides an interface to interact with that given Subsystem until it is Destroyed. After a Subsystem is created it can be Started or Stopped to turn on and off functionality (and improve performance). The base type for subsystems only exposes this functionality; this class is designed to be a base class for derived classes that expose more functionality specific to a given Subsystem. + + Note: initializing a second Subsystem from the same SubsystemDescriptor will return a reference to the existing Subsystem as only one Subsystem is currently allowed for a single Subsystem provider. + +This subsystem base-class is deprecated. If you are creating a new subsystem type, derive from SubsystemWithProvider instead. + + + + + Whether or not the subsystem is running. + + + + + Destroys this instance of a subsystem. + + + + + Starts an instance of a subsystem. + + + + + Stops an instance of a subsystem. + + + + + Information about a subsystem that can be queried before creating a subsystem instance. + +This subsystem descriptor base-class is deprecated. If you are creating a new subsystem type, derive from SubsystemDecriptorWithProvider instead. + + + + + A unique string that identifies the subsystem that this Descriptor can create. + + + + + The System.Type of the subsystem implementation associated with this descriptor. + + + + + Gives access to subsystems which provide additional functionality through plugins. + + + + + Called from SubsystemManager when it has completed reloading all XR SDK Provider packaged subsystems. + + + + + + Called from SubsystemManager before reloading all XR SDK Provider packaged subsystems. + + + + + + Called from SubsystemManager when it has completed reloading all XR SDK Provider packaged subsystems. + + + + + + Called from SubsystemManager before reloading all XR SDK Provider packaged subsystems. + + + + + + Gets all of the currently known subsystem descriptors regardless of specific subsystem type. + + Subsystem descriptors. + + + + Returns active Subsystems of a specific instance type. + +*Note:* This method is deprecated, use GetSubsystems instead. + + Active instances. + + + + + Returns a list of SubsystemDescriptors which describe additional functionality that can be enabled. + + Subsystem specific descriptors. + + + + Returns active Subsystems of a specific instance type. + + Active subsystems. + + + + Registration entry point for subsystems to register their descriptor. + + + + + Information about a SubsystemWithProvider that can be queried before creating a subsystem instance. + + + + + A unique string that identifies the SubsystemWithProvider that this descriptor can create. + + + + + A provider that supplies data to a subsystem, generally for platform-specific implementations. + + + + + A subsystem is initialized from a SubsystemDescriptorWithProvider for a given subsystem (Session, Plane, Face, etc.) and provides an interface to interact with that given subsystem until it is Destroyed. After a subsystem is created, it can be Started or Stopped to turn on and off functionality and preserve performance. The base type for the subsystem only exposes this functionality; this class is designed to be a base class for derived classes that expose more functionality specific to a given subsystem. + +*Note:* Initializing a second subsystem from the same subsystem descriptor will return a reference to the existing subsystem, because only one subsystem is currently allowed for a single subsystem provider. + + + + + Whether or not the subsystem is running. + +This returns true after Start has been called on the subsystem, and false after Stop is called. + + + + + Destroys this instance of a subsystem. + +Also unloads all resources acquired during the initialization step. Call this when you no longer need this instance of a subsystem. + +Note: Once a subsystem is Destroyed, script can still hold a reference but calling a method on it will result in a NullArgumentException. + + + + + Starts an instance of a subsystem. + +Once the instance is started, the subsystem representing this instance is active and can be interacted with. + + + + + Stops an instance of a subsystem. + +Once the instance is stopped, the subsystem representing this instance is no longer active and should not consume CPU resources. + + + + + The Subsystem module contains the definitions and runtime support for general subsystems in Unity. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TLSModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TLSModule.dll new file mode 100644 index 00000000..6dd55327 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TLSModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TLSModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TLSModule.xml new file mode 100644 index 00000000..3dc5258e --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TLSModule.xml @@ -0,0 +1,13 @@ + + + + + UnityEngine.TLSModule + + + + TLS module allows you to make tls connections. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainModule.dll new file mode 100644 index 00000000..7409ba72 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainModule.xml new file mode 100644 index 00000000..6e4a11e3 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainModule.xml @@ -0,0 +1,1979 @@ + + + + + UnityEngine.TerrainModule + + + + Describes the transform of a Terrain detail object. + + + + + The X coordinate of the detail object in the Terrain's local space. To get the X in world space, add this value to position X of the Terrain. + + + + + The Y coordinate of the detail object in the Terrain's local space. To get the Y in world space, add this value to position Y of the Terrain. + + + + + The Z coordinate of the detail object in the Terrain's local space. To get the Z in world space, add this value to position Z of the Terrain. + + + + + The angle, in radians, at which the detail object rotates around the Y-axis. + + + + + The X and Z scale values of the detail object. These two values are always the same. + + + + + The Y scale value of the detail object. + + + + + Detail prototype used by the Terrain GameObject. + + + + + Bend factor of the detailPrototype. + + + + + Color when the DetailPrototypes are "dry". + + + + + Color when the DetailPrototypes are "healthy". + + + + + Controls how far away detail objects are from the edge of the hole area. + + + + + Maximum height of the grass billboards (if render mode is GrassBillboard). + + + + + Maximum width of the grass billboards (if render mode is GrassBillboard). + + + + + Minimum height of the grass billboards (if render mode is GrassBillboard). + + + + + Minimum width of the grass billboards (if render mode is GrassBillboard). + + + + + Specifies the random seed value for detail object placement. + + + + + Controls the spatial frequency of the noise pattern used to vary the scale and color of the detail objects. + + + + + GameObject used by the DetailPrototype. + + + + + Texture used by the DetailPrototype. + + + + + Render mode for the DetailPrototype. + + + + + Indicates whether this detail prototype uses for rendering. + + + + + Indicates whether this detail prototype uses the Mesh object from the GameObject specified by prototype. + + + + + Returns true if the detail prototype is valid and the Terrain can accept it. + + Returns a message that indicates the cause of failed validation. + + + + Returns true if the detail prototype is valid and the Terrain can accept it. + + Returns a message that indicates the cause of failed validation. + + + + Render mode for detail prototypes. + + + + + The detail prototype will use the grass shader. + + + + + The detail prototype will be rendered as billboards that are always facing the camera. + + + + + Will show the prototype using diffuse shading. + + + + + Structure containing minimum and maximum terrain patch height values. + + + + + Maximum height of a terrain patch. + + + + + Minimum height of a terrain patch. + + + + + A Splat prototype is just a texture that is used by the TerrainData. + + + + + The metallic value of the splat layer. + + + + + Normal map of the splat applied to the Terrain. + + + + + The smoothness value of the splat layer when the main texture has no alpha channel. + + + + + Texture of the splat applied to the Terrain. + + + + + Offset of the tile texture of the SplatPrototype. + + + + + Size of the tile used in the texture of the SplatPrototype. + + + + + The Terrain component renders the terrain. + + + + + The active Terrain. This is a convenient function to get to the main Terrain in the Scene. + + + + + The active terrains in the Scene. + + + + + Specifies if the terrain tile will be automatically connected to adjacent tiles. + + + + + Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor. + + + + + Heightmap patches beyond basemap distance will use a precomputed low res basemap. + + + + + Terrain bottom neighbor. + + + + + Should terrain cast shadows?. + + + + + Collect detail patches from memory. + + + + + Graphics format of the Terrain holes Texture when it is compressed. + + + + + Texture format of the Terrain holes Texture when it is compressed. + + + + + Removes ringing from probes on trees if enabled. + + + + + Density of detail objects. + + + + + Detail objects will be displayed up to this distance. + + + + + Indicates whether Unity draws the Terrain geometry itself. + + + + + Set to true to enable the terrain instance renderer. The default value is false. + + + + + Specify if terrain trees and details should be drawn. + + + + + Controls what part of the terrain should be rendered. + + + + + Grouping ID for auto connect. + + + + + Graphics format of the Terrain heightmap. + + + + + Lets you essentially lower the heightmap resolution used for rendering. + + + + + An approximation of how many pixels the terrain will pop in the worst case when switching lod. + + + + + RenderTextureFormat of the terrain heightmap. + + + + + Graphics format of the Terrain holes Texture when it is not compressed. + + + + + Render texture format of the Terrain holes Texture. + + + + + Defines whether Unity frees per-Camera rendering resources for the Terrain when those resources aren't in use after a certain number of frames. + + + + + The Terrain tile to the left, which is in the negative X direction. + + + + + The shininess value of the terrain. + + + + + The specular color of the terrain. + + + + + The index of the baked lightmap applied to this terrain. + + + + + The UV scale & offset used for a baked lightmap. + + + + + The custom material Unity uses to render the Terrain. + + + + + The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType. + + + + + Graphics format of the Terrain normal map texture. + + + + + Render texture format of the Terrain normal map texture. + + + + + Returns the normal map texture computed from sampling the heightmap. It is only used when terrain is rendered using instancing. + + + + + Texture format of the Terrain normal map texture. + + + + + Set the terrain bounding box scale. + + + + + Allows you to specify how Unity chooses the for tree instances. + + + + + The index of the realtime lightmap applied to this terrain. + + + + + The UV scale & offset used for a realtime lightmap. + + + + + How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage. + + + + + Determines which rendering layers the Terrain renderer lives on. + + + + + The Terrain tile to the left, which is in the positive X direction. + + + + + Allows you to set the shadow casting mode for the terrain. + + + + + The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. + + + + + Terrain top neighbor. + + + + + Distance from the camera where trees will be rendered as billboards only. + + + + + Total distance delta that trees will use to transition from billboard orientation to mesh orientation. + + + + + The maximum distance at which trees are rendered. + + + + + The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees). + + + + + Maximum number of trees rendered at full LOD. + + + + + Adds a tree instance to the terrain. + + + + + + Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD. + + + + + Creates a Terrain including collider from TerrainData. + + + + + + Flushes any change done in the terrain so it takes effect. + + + + + Populates a List of Terrains with the active Terrains in the Scene. + + A List of Terrains this function populates with the active Terrains in the Scene. + + + + + Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs. + + [in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo. + + + + + + The InstanceID of the camera being queried. See Object.GetInstanceID. + + Returns true if all rendering resources for the given camera are saved regardless of usage. Returns false if garbage collection is allowed to free unused resources. + + + + + Get the position of the terrain. + + + + + Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object. + + + + + + The type of the material used to render a terrain object. Could be one of the built-in types or custom. + + + + + A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support. + + + + + A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support. + + + + + A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal. + + + + + Use a custom material given by Terrain.materialTemplate. + + + + + Samples the height at the given position defined in world space, relative to the Terrain space. + + + + + + Marks the current connectivity status as invalid. + + + + + Defines whether Unity cleans up rendering resources for a given Camera during garbage collection. + + The InstanceID of the camera for which freeUnusedRenderingResources is being set. See Object.GetInstanceID. + The value to set to this camera's freeUnusedRenderingResources flag. + + + + + Lets you set up the connection between neighboring Terrain tiles. This ensures LOD matches up on neighboring Terrain tiles. + + The Terrain tile to the left is in the negative X direction. + The Terrain tile to the top is in the positive Z direction. + The Terrain tile to the right is in the positive X direction. + The Terrain tile to the bottom is in the negative Z direction. + + + + Set the additional material properties when rendering the terrain heightmap using the splat material. + + + + + + This static class provides events that Unity triggers when Terrain data changes. + + + + + This event is triggered after there are changes to Terrain height data. + + + + + + This event is triggered after there are changes to Terrain textures. + + + + + + Use this delegate type with heightmapChanged to monitor all changes to the Terrain heightmap. + + The Terrain object that references a changed TerrainData asset. + The heightmap region that changed, in samples. + Indicates whether the changes were fully synchronized back to CPU memory. + + + + Use this delegate type with textureChanged to monitor all the changes to Terrain textures. + + The Terrain object that references a changed TerrainData asset. + The name of the texture that changed. + The region of the Terrain texture that changed, in texel coordinates. + Indicates whether the changes were fully synchronized back to CPU memory. + + + + Indicate the types of changes to the terrain in OnTerrainChanged callback. + + + + + Indicates a change to the heightmap data without computing LOD. + + + + + Indicates a change to the Terrain holes data, which doesn't include LOD calculations and tree/vegetation updates. + + + + + Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated. + + + + + Indicates a change to the heightmap data. + + + + + Indicates a change to the heightmap resolution. + + + + + Indicates a change to the Terrain holes data. + + + + + Indicates a change to the detail data. + + + + + Indicates a change to the tree data. + + + + + Indicates that the TerrainData object is about to be destroyed. + + + + + The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps. + + + + + Height of the alpha map. (Read only.) + + + + + Number of alpha map layers. + + + + + The size of the alpha map in texels for either the width or the height. + + + + + Returns the number of alphamap textures. + + + + + Alpha map textures used by the Terrain. Used by Terrain Inspector for undo. + + + + + Width of the alpha map. + + + + + Resolution of the base map used for rendering far patches on the terrain. + + + + + The local bounding box of the TerrainData object. + + + + + The resolution of the detail data stored in TerrainData. + + + + + The number of patches along a terrain tile edge. This is squared to make a grid of patches. + + + + + Contains the detail texture/meshes that the Terrain has. + + + + + Detail Resolution of the TerrainData. + + + + + Detail Resolution of each patch. A larger value will decrease the number of batches used by detail objects. + + + + + The resolution of the detail data stored in TerrainData. + + + + + Enable the Terrain holes Texture compression. + + + + + Height of the terrain in samples (Read Only). + + + + + The size of the heightmap in texels for either the width or the height. + + + + + Returns a Vector3 where the x and z components are the size of each heightmap sample (i.e. the space between two neighboring heightmap samples), and the y component is the entire Terrain's height range in world space. + + + + + Returns the heightmap texture. + + + + + Width of the terrain in samples (Read Only). + + + + + Returns the Terrain holes resolution for both the data and the Texture. + + + + + Returns the Terrain holes Texture. + + + + + The total size in world units of the terrain. + + + + + Splat texture used by the terrain. + + + + + Retrieves the terrain layers used by the current terrain. + + + + + The thickness of the terrain used for collision detection. + + + + + Returns the number of tree instances. + + + + + Contains the current trees placed in the terrain. + + + + + The list of tree prototypes available in the inspector. + + + + + Amount of waving grass in the terrain. + + + + + Speed of the waving grass. + + + + + Strength of the waving grass in the terrain. + + + + + Color of the waving grass that the terrain has. + + + + + The name for the Terrain alpha map textures. + + + + + This function computes and returns an array of detail object transforms for the specified patch and the specified prototype. You can use this function to retrieve the exact same transform data the Unity engine uses for detail rendering. + + The x index of the patch. + The y index of the patch. + The prototype index. + The density setting of the detail. + Returns the bounds of the detail objects. + + + + Copies the specified part of the active RenderTexture to the Terrain heightmap texture. + + The part of the active Render Texture to copy. + The X and Y coordinates of the heightmap texture to copy into. + Controls how CPU synchronization is performed. + + + + Copies the specified part of the active RenderTexture to the Terrain texture. + + The name of the Terrain texture to copy into. + The index of the Terrain texture to copy into. + The part of the active Render Texture to copy. + The X and Y coordinates of the Terrain texture to copy into. + Specifies whether to allow delayed CPU synchronization of the texture. + + + + Marks the specified part of the heightmap as dirty. + + The rectangular region to mark as dirty. + Controls how CPU synchronization is performed. + + + + Marks the specified part of the Terrain texture as dirty. + + The name of the Terrain texture. + The rectangular region to mark as dirty. + Specifies whether to allow delayed CPU synchronization of the texture. + + + + Returns the alpha map at a position x, y given a width and height. + + The x offset to read from. + The y offset to read from. + The width of the alpha map area to read. + The height of the alpha map area to read. + + A 3D array of floats, where the 3rd dimension represents the mixing weight of each splatmap at each x,y coordinate. + + + + + Returns the alphamap texture at the specified index. + + Index of the alphamap. + + Alphamap texture at the specified index. + + + + + Returns an array of detail patches, which are each identified by X-Z coordinates. Detail objects in the patches are clamped to the maximum count. + + The detail density value. See Terrain.detailObjectDensity. + + + + Returns a 2D array of the detail object density (i.e. the number of detail objects for this layer) in the specific location. + + First x index of detail object density data to retrieve. + First y index of detail object density data to retrieve. + The amount of detail object density data to retrieve along the Terrain's x axis. + The amount of detail object density data to retrieve along the Terrain's z axis. + The index of the detail in the TerrainData.detailPrototypes array. + + + + Gets the world space height of the Terrain at a certain point x,y without adding the Terrain's world position y. + + + + + + + Gets an array of heightmap samples. + + First index of heightmap samples to retrieve along the Terrain's x axis. + First index of heightmap samples to retrieve along the Terrain's z axis. + Number of samples to retrieve along the Terrain's x axis. + Number of samples to retrieve along the Terrain's z axis. + + + + Gets an array of Terrain holes samples. + + First x index of Terrain holes samples to retrieve. + First y index of Terrain holes samples to retrieve. + Number of samples to retrieve along the Terrain holes x axis. + Number of samples to retrieve along the Terrain holes y axis. + + + + Gets an interpolated height at a point x,y. The x and y coordinates are clamped to [0, 1]. + + X coordinate of the point in the range of [0, 1]. + Y coordinate of the point in the range of [0, 1]. + + + + Gets an array of terrain height values using the normalized x,y coordinates. + + The base x coordinate. + The base y coordinate. + The number of queries along the X axis. + The number of queries along the Y axis. + The interval between each query along the X axis. + The interval between each query along the Y axis. + + + + Fills the array with Terrain height values using normalized x,y coordinates. + + The array to fill with height values. + The offset from the beginning of the array, along the X axis, at which to start filling in height values. + The offset from the beginning of the array, along the Y axis, at which to start filling in height values. + The base x coordinate. + The base y coordinate. + The number of queries along the X axis. + The number of queries along the Y axis. + The interval between each query along the X axis. + The interval between each query along the Y axis. + + + + Get an interpolated normal at a given location. + + + + + + + Returns an array of tesselation maximum height error values per renderable terrain patch. The returned array can be modified and passed to OverrideMaximumHeightError. + + + Float array of maximum height error values. + + + + + Returns an array of min max height values for all the renderable patches in a terrain. The returned array can be modified and then passed to OverrideMinMaxPatchHeights. + + + Minimum and maximum height values for each patch. + + + + + Gets the gradient of the terrain at point (x,y). + + + + + + + Returns an array of all supported detail layer indices in the area. + + + + + + + + + Gets the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array. + + The index of the tree instance. + + + + The name for the Terrain holes Texture. + + + + + Gets whether a certain point at x,y is a hole. + + + + + + + Override the maximum tessellation height error with user provided values. Note that the overriden values get reset when the terrain resolution is changed and stays unchanged when the terrain heightmap is painted or changed via script. + + Provided maximum height error values. + + + + Override the minimum and maximum patch heights for every renderable terrain patch. Note that the overriden values get reset when the terrain resolution is changed and stays unchanged when the terrain heightmap is painted or changed via script. + + Array of minimum and maximum terrain patch height values. + + + + Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object. + + + + + Assign all splat values in the given map area. + + + + + + + + Marks the terrain data as dirty to trigger an update of the terrain basemap texture. + + + + + Sets the detail layer density map. + + + + + + + + + Sets the resolution of the detail map. + + Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting. + Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. + + + + Sets an array of heightmap samples. + + First x index of heightmap samples to set. + First y index of heightmap samples to set. + Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). + + + + Sets an array of heightmap samples. + + First x index of heightmap samples to set. + First y index of heightmap samples to set. + Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). + + + + Sets an array of Terrain holes samples. + + First x index of Terrain holes samples to set. + First y index of Terrain holes samples to set. + Array of Terrain holes samples to set (array indexed as [y,x]). + + + + Sets an array of Terrain holes samples. + + First x index of Terrain holes samples to set. + First y index of Terrain holes samples to set. + Array of Terrain holes samples to set (array indexed as [y,x]). + + + + This function sets the terrainLayers property, and in addition, registers the action to the Editor's undo stack. + + The Terrain Layer assets to set. + The name of the Editor's undo action. + + + + Sets the tree instance with new parameters at the specified index. However, you cannot change TreeInstance.prototypeIndex and TreeInstance.position. If you change them, the method throws an ArgumentException. + + The index of the tree instance. + The new TreeInstance value. + + + + Sets the Tree Instance array, and optionally snaps Trees onto the surface of the Terrain heightmap. + + The array of TreeInstance objects. + Specifies whether to snap Trees to the Terrain heightmap. + + + + Performs synchronization queued by previous calls to CopyActiveRenderTextureToHeightmap and DirtyHeightmapRegion, which makes the height data and LOD data used for tessellation up to date. + + + + + Performs synchronization queued by previous calls to CopyActiveRenderTextureToTexture and DirtyTextureRegion, which makes CPU data of the Terrain textures up to date. + + The name of the Terrain texture to synchronize. + + + + Triggers an update to integrate modifications done to the heightmap outside of unity. + + Start X position of the dirty heightmap region. + Start Y position of the dirty heightmap region. + Width of the dirty heightmap region. + Width of the dirty heightmap region. + Update immediately, instead of deferring the update. + + + + Extension methods to the Terrain class, used only for the UpdateGIMaterials method used by the Global Illumination System. + + + + + Schedules an update of the albedo and emissive Textures of a system that contains the Terrain. + + + + + + + + + + Schedules an update of the albedo and emissive Textures of a system that contains the Terrain. + + + + + + + + + + Controls what Terrain heightmap data to synchronize when there are changes to the heightmap texture. + + + + + Synchronizes height data of the heightmap texture from the GPU back to CPU memory. Then computes LOD data, used for determining the tessellation level, from the height data. + + + + + Synchronizes only height data of the heightmap texture from the GPU back to CPU memory. + + + + + Does not synchronize the height data nor the LOD data. + + + + + Description of a terrain layer. + + + + + A Vector4 value specifying the maximum RGBA value that the diffuse texture maps to when the value of the channel is 1. + + + + + A Vector4 value specifying the minimum RGBA value that the diffuse texture maps to when the value of the channel is 0. + + + + + The diffuse texture used by the terrain layer. + + + + + A Vector4 value specifying the maximum RGBA value that the mask map texture maps to when the value of the channel is 1. + + + + + A Vector4 value specifying the minimum RGBA value that the mask map texture maps to when the value of the channel is 0. + + + + + The mask map texture used by the terrain layer. + + + + + Metallic factor used by the terrain layer. + + + + + Normal map texture used by the terrain layer. + + + + + A float value that scales the normal vector. The minimum value is 0, the maximum value is 1. + + + + + Smoothness of the specular reflection. + + + + + Specular color. + + + + + UV tiling offset. + + + + + UV Tiling size. + + + + + Enum provding terrain rendering options. + + + + + Render all options. + + + + + Render terrain details. + + + + + Render heightmap. + + + + + Render trees. + + + + + Represents a linear 2D transformation between brush UV space and a target XY space (typically this is a Terrain-local object space.) + + + + + (Read Only) Brush UV origin, in XY space. + + + + + (Read Only) Brush U vector, in XY space. + + + + + (Read Only) Brush V vector, in XY space. + + + + + (Read Only) Target XY origin, in Brush UV space. + + + + + (Read Only) Target X vector, in Brush UV space. + + + + + (Read Only) Target Y vector, in Brush UV space. + + + + + Creates a BrushTransform. + + Origin of the brush, in target XY space. + Brush U vector, in target XY space. + Brush V vector, in target XY space. + + + + Applies the transform to convert a Brush UV coordinate to the target XY space. + + Brush UV coordinate to transform. + + Target XY coordinate. + + + + + Creates an axis-aligned BrushTransform from a rectangle. + + Brush rectangle, in target XY coordinates. + + BrushTransform describing the brush. + + + + + Get the axis-aligned bounding rectangle of the brush, in target XY space. + + + Bounding rectangle in target XY space. + + + + + Applies the transform to convert a target XY coordinate to Brush UV space. + + Point in target XY space. + + Point transformed to Brush UV space. + + + + + The context for a paint operation that may span multiple connected Terrain tiles. + + + + + (Read Only) RenderTexture that an edit operation writes to modify the data. + + + + + The minimum height of all Terrain tiles that this PaintContext touches in world space. + + + + + The height range (from Min to Max) of all Terrain tiles that this PaintContext touches in world space. + + + + + Unity uses this value internally to transform a [0, 1] height value to a texel value, which is stored in TerrainData.heightmapTexture. + + + + + (Read Only) The value of RenderTexture.active at the time CreateRenderTargets is called. + + + + + (Read Only) The Terrain used to build the PaintContext. + + + + + (Read Only) The pixel rectangle that this PaintContext represents. + + + + + (Read Only) The size of a PaintContext pixel in terrain units (as defined by originTerrain.) + + + + + (Read Only) Render target that stores the original data from the Terrain tiles. + + + + + (Read Only) The height of the target terrain texture. This is the resolution for a single Terrain. + + + + + (Read Only) The width of the target terrain texture. This is the resolution for a single Terrain. + + + + + (Read Only) The number of Terrain tiles in this PaintContext. + + + + + Flushes the delayed actions created by PaintContext heightmap and alphamap modifications. + + + + + Releases the allocated resources of this PaintContext. + + When true, indicates that this function restores RenderTexture.active + + + + Constructs a PaintContext that you can use to edit a texture on a Terrain, in the region defined by boundsInTerrainSpace and extraBorderPixels. + + Terrain that defines terrain space for this PaintContext. + Terrain space bounds to edit in the target terrain texture. + Width of the input Terrain Texture for all connected Terrains. + Height of the input Terrain Texture for all connected Terrains. + Number of extra border pixels required. The default value is 0. + Whether to stretch the Textures so that edge texels lie on the Terrain boundary, and are shared with connected Terrains. + Whether to fill empty space outside of the Terrain tiles with data from the nearest tile. + + + + Creates the sourceRenderTexture and destinationRenderTexture. + + Render Texture format. + + + + Creates a new PaintContext, to edit a target texture on a Terrain, in a region defined by pixelRect. + + Terrain that defines terrain space for this PaintContext. + Pixel rectangle to edit in the target terrain texture. + Width of the target terrain texture (per Terrain). + Height of the target terrain texture (per Terrain). + Whether to stretch the Textures so that edge texels lie on the Terrain boundary, and are shared with connected Terrains. + Whether to fill empty space outside of the Terrain tiles with data from the nearest tile. + + + + Gathers user-specified Texture data into sourceRenderTexture. + + A function that returns the Texture data to collect from each Terrain. + The default color for sourceRenderTexture. + The material used to copy the data. If null, the default blit material is used. + The material pass used to copy the data. + An optional action to call before copying from each Terrain. The default is null. + An optional action to call after copying from each Terrain. The default is null. + + + + Gathers the alphamap information into sourceRenderTexture. + + TerrainLayer used for painting. + Set to true to specify that the inputLayer is added to the terrain if it does not already exist. Set to false to specify that terrain layers are not added to the terrain. + + + + Gathers the heightmap information into sourceRenderTexture. + + + + + Gathers the Terrain holes information into sourceRenderTexture. + + + + + Gathers the normal information into sourceRenderTexture. + + + + + Retrieves the clipped pixel rectangle for a Terrain, relative to the PaintContext render textures. + + Index of the Terrain. + + Returns the clipped pixel rectangle. + + + + + Retrieves the clipped pixel rectangle for a Terrain. + + Index of the Terrain. + + Returns the clipped pixel rectangle. + + + + + Retrieves a Terrain from the PaintContext. + + Index of the terrain. + + Returns the Terrain object. + + + + + Interface that conveys information about a Terrain within the PaintContext area. + + + + + PaintContext.pixelRect, clipped to this Terrain, in PaintContext pixel coordinates. (Read Only) + + + + + PaintContext.pixelRect, clipped to this Terrain, in Terrain pixel coordinates. (Read Only) + + + + + Controls gathering from this Terrain within the PaintContext. The default is true. + + + + + Use this property to fill empty regions in PaintContext. It is the same as clippedPCPixels with padding around unconnected Terrain edges. (Read Only) + + + + + Use this property to fill empty regions in PaintContext. It is the same as clippedTerrainPixels with padding around unconnected Terrain edges. (Read Only) + + + + + Controls scattering to this Terrain within the PaintContext. The default is true. + + + + + The Terrain represented by this context. (Read Only) + + + + + Modify this value, if required, to store and retrieve values relevant to the PaintContext operation. + + + + + Applies an edited PaintContext by copying modifications back to user-specified RenderTextures for the source Terrain tiles. + + Function returning the RenderTexture to be written for each Terrain. + The material used to copy the data. If null, the default blit material is used. + The material pass used to copy the data. Its default value is 0. + An optional action to call before copying to each Terrain. + An optional action to call after copying to each Terrain. + + + + Applies an edited alphamap PaintContext by copying modifications back to the source Terrain tiles. + + Unique name used for the undo stack. + + + + Applies an edited heightmap PaintContext by copying modifications back to the source Terrain tiles. + + Unique name used for the undo stack. + + + + Applies an edited Terrain holes PaintContext by copying modifications back to the source Terrain tiles. + + Unique name used for the undo stack. + + + + Built-in render passes for paint material. + + + + + Built-in render pass for painting Terrain holes. + + + + + Built-in render pass for painting the splatmap texture. + + + + + Built-in render pass for raising and lowering Terrain height. + + + + + Built-in render pass for setting Terrain height. + + + + + Built-in render pass for smoothing the Terrain height. + + + + + Built-in render pass for stamping heights on the Terrain. + + + + + A set of utility functions for custom terrain paint tools. + + + + + Helper function to set up a PaintContext for modifying the heightmap of one or more Terrain tiles. + + Reference Terrain tile. + The region in terrain space to edit. + Number of extra border pixels required. + Whether to fill empty space outside of Terrain tiles with data from the nearest tile. + + PaintContext containing the combined heightmap data for the specified region. + + + + + Helper function to set up a PaintContext for modifying the Terrain holes of one or more Terrain tiles. + + Reference Terrain tile. + The region in Terrain space to edit. + Number of extra border pixels required. + Whether to fill empty space outside of Terrain tiles with data from the nearest tile. + + PaintContext that contains the combined Terrain holes data for the specified region. + + + + + Helper function to set up a PaintContext for modifying the alphamap of one or more Terrain tiles. + + Reference Terrain tile. + Selects the alphamap to paint. + The region in terrain space to edit. + Number of extra border pixels required. + Whether to fill empty space outside of Terrain tiles with data from the nearest tile. + + PaintContext containing the combined alphamap data for the specified region. + + + + + Builds a Scale & Offset transform to convert between one PaintContext's UV space and another PaintContext's UV space. + + Source PaintContext. + Destination PaintContext. + ScaleOffset transform. + + + + Creates a BrushTransform from the input parameters. + + Reference terrain, defines terrain UV and object space. + Center point of the brush, in terrain UV space (0-1 across the terrain tile). + Size of the brush, in terrain space. + Brush rotation in degrees (clockwise). + + Transform from terrain space to Brush UVs. + + + + + Helper function to set up a PaintContext that collects mesh normal data from one or more Terrain tiles. + + Reference Terrain tile. + The region in terrain space from which to collect normals. + Number of extra border pixels required. + Whether to fill empty space outside of Terrain tiles with data from the nearest tile. + + PaintContext containing the combined normalmap data for the specified region. + + + + + Helper function to complete a heightmap modification. + + The heightmap paint context to complete. + Unique name used for the undo stack. + + + + Helper function to complete a Terrain holes modification. + + The Terrain holes PaintContext to complete. + Unique name used for the undo stack. + + + + Helper function to complete a texture alphamap modification. + + The texture paint context to complete. + Unique name used for the undo stack. + + + + Finds the index of a TerrainLayer in a Terrain tile. + + Terrain tile. + Terrain layer to search for. + + Returns the index of the terrain layer if it exists or -1 if it doesn't exist. + + + + + Returns the default material for blitting operations. + + + Built in "Hidden/BlitCopy" material. + + + + + Calculates the minimum and maximum Brush size limits, in world space. + + Returns the minimum Brush size, in world space units. + Returns the maximum Brush size, in world space units. + The size of a Terrain tile, in world space units. + The resolution of the Terrain tile texture the Brush edits, in pixels. + The minimum Brush resolution, in pixels. Default is 1 pixel. + The maximum Brush resolution, in pixels. Default is 8192 pixels. + + + + Returns the built-in in paint material used by the built-in tools. + + + Built-in terrain paint material. + + + + + Returns the default copy terrain layer material. + + + Built in "HiddenTerrainTerrainLayerUtils" material. + + + + + Returns the Material to use when copying the Terrain heightmap. + + + Built in "HiddenTerrainEngineHeightBlitCopy" material. + + + + + Returns the alphamap texture at mapIndex. + + Terrain tile. + Index to retrieve. + + Alphamap texture at mapIndex. + + + + + Releases the allocated resources of the specified PaintContext. + + The PaintContext containing the resources to release. + + + + Sets up all of the material properties used by functions in TerrainTool.cginc. + + PaintContext describing the area we are editing, and the terrain space. + BrushTransform from terrain space to Brush UVs. + Material to populate with transform properties. + + + + Type for mapping 2D (X,Z) tile coordinates to a Terrain object. + + + + + Mapping from TileCoord to Terrain. + + + + + Creates a TerrainMap from the neighbors connected to the origin Terrain. + + Terrain that is given tile coordinate (0,0). + Filter to apply when populating the map. If null, no filter is applied. + Validate the Terrain map. Default is true. + + The resulting Terrain map. Can return null when no Terrain objects pass the filter. + + + + + Creates a TerrainMap from the positions of all active Terrains. + + Defines the grid origin and size, as well as group id if no filter is specified. + Origin of the grid. + Size of the grid. Typically takes the terrain size.x and size.z. + Filter to be applied when populating the map. If null, the filter will fall back to matching terrains in the same group as the origin. + Validate the Terrain map. Default is true. + + The resulting Terrain map. Can return null when no Terrain objects pass the filter. + + + + + Creates a TerrainMap from the positions of all active Terrains. + + Defines the grid origin and size, as well as group id if no filter is specified. + Origin of the grid. + Size of the grid. Typically takes the terrain size.x and size.z. + Filter to be applied when populating the map. If null, the filter will fall back to matching terrains in the same group as the origin. + Validate the Terrain map. Default is true. + + The resulting Terrain map. Can return null when no Terrain objects pass the filter. + + + + + Retrieves the Terrain object corresponding to the tile coordinates (tileX,tileZ). + + Tile X coordinate. + Tile Z coordinate. + + Returns a valid Terrain object if successful, null otherwise. + + + + + Specifies a set of 2D tile coordinates. + + + + + Tile X coordinate. + + + + + Tile Z coordinate. + + + + + Provides a set of utility functions that are used by the terrain tools. + + + + + Automatically connects neighboring terrains. + + + + + Tree Component for the tree creator. + + + + + Data asociated to the Tree. + + + + + Tells if there is wind data exported from SpeedTree are saved on this component. + + + + + Contains information about a tree placed in the Terrain game object. + + + + + Color of this instance. + + + + + Height scale of this instance (compared to the prototype's size). + + + + + Lightmap color calculated for this instance. + + + + + Position of the tree. + + + + + Index of this instance in the TerrainData.treePrototypes array. + + + + + Read-only. + +Rotation of the tree on X-Z plane (in radians). + + + + + Width scale of this instance (compared to the prototype's size). + + + + + Simple class that contains a pointer to a tree prototype. + + + + + Bend factor of the tree prototype. + + + + + The LOD index of a Tree LODGroup that Unity uses to generate a NavMesh. It uses this value only for Trees with a LODGroup, and ignores this value for regular Trees. + + + + + Retrieves the actual GameObject used by the tree. + + + + + The Terrain module implements Unity's Terrain rendering engine available through the Terrain component. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainPhysicsModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainPhysicsModule.dll new file mode 100644 index 00000000..f44fe698 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainPhysicsModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainPhysicsModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainPhysicsModule.xml new file mode 100644 index 00000000..e2892dc3 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TerrainPhysicsModule.xml @@ -0,0 +1,23 @@ + + + + + UnityEngine.TerrainPhysicsModule + + + + A heightmap based collider. + + + + + The terrain that stores the heightmap. + + + + + The TerrainPhysics module connects the Terrain and Physics modules by implementing the TerrainCollider component. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TestRunner.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TestRunner.dll new file mode 100644 index 00000000..a7777649 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TestRunner.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreFontEngineModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreFontEngineModule.dll new file mode 100644 index 00000000..eeb9236d Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreFontEngineModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreFontEngineModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreFontEngineModule.xml new file mode 100644 index 00000000..8f53ba71 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreFontEngineModule.xml @@ -0,0 +1,904 @@ + + + + + UnityEngine.TextCoreFontEngineModule + + + + A structure that contains information about a given typeface and for a specific point size. + + + + + The Ascent line is typically located at the top of the tallest glyph in the typeface. + + + + + The Baseline is an imaginary line upon which all glyphs appear to rest on. + + + + + The Cap line is typically located at the top of capital letters. + + + + + The Descent line is typically located at the bottom of the glyph with the lowest descender in the typeface. + + + + + The name of the font typeface also known as family name. + + + + + The line height represents the distance between consecutive lines of text. + + + + + The Mean line is typically located at the top of lowercase letters. + + + + + The point size used for sampling the typeface. + + + + + The relative scale of the typeface. + + + + + The position of the strikethrough. + + + + + The thickness of the strikethrough. + + + + + The style name of the typeface which defines both the visual style and weight of the typeface. + + + + + The position of characters using subscript. + + + + + The relative size / scale of subscript characters. + + + + + The position of characters using superscript. + + + + + The relative size / scale of superscript characters. + + + + + The width of the tab character. + + + + + The position of the underline. + + + + + The thickness of the underline. + + + + + Compares the information in this FaceInfo structure with the information in the given FaceInfo structure to determine whether they have the same values. + + The FaceInfo structure to compare this FaceInfo structure with. + + Returns true if the FaceInfo structures have the same values. False if not. + + + + + A Glyph is the visual representation of a text element or character. + + + + + The index of the atlas texture that contains this glyph. + + + + + Glyph class definition type. + + + + + A rectangle that defines the position of a glyph within an atlas texture. + + + + + The index of the glyph in the source font file. + + + + + The metrics that define the size, position and spacing of a glyph when performing text layout. + + + + + The relative scale of the glyph. The default value is 1.0. + + + + + Compares two glyphs to determine if they have the same values. + + The glyph to compare with. + + Returns true if the glyphs have the same values. False if not. + + + + + Constructor for a new glyph. + + Glyph used as a reference for the new glyph. + The index of the glyph in the font file. + The metrics of the glyph. + The GlyphRect defining the position of the glyph in the atlas texture. + The relative scale of the glyph. + The index of the atlas texture that contains the glyph. + + + + Constructor for a new glyph. + + Glyph used as a reference for the new glyph. + The index of the glyph in the font file. + The metrics of the glyph. + The GlyphRect defining the position of the glyph in the atlas texture. + The relative scale of the glyph. + The index of the atlas texture that contains the glyph. + + + + Constructor for a new glyph. + + Glyph used as a reference for the new glyph. + The index of the glyph in the font file. + The metrics of the glyph. + The GlyphRect defining the position of the glyph in the atlas texture. + The relative scale of the glyph. + The index of the atlas texture that contains the glyph. + + + + Constructor for a new glyph. + + Glyph used as a reference for the new glyph. + The index of the glyph in the font file. + The metrics of the glyph. + The GlyphRect defining the position of the glyph in the atlas texture. + The relative scale of the glyph. + The index of the atlas texture that contains the glyph. + + + + Options to specify the glyph class definition type. + + + + + Defines the glyph as a Base glyph. + + + + + Defines the glyph as a Component glyph. + + + + + Defines the glyph as a Ligature. + + + + + Defines the glyph as a Mark glyph. + + + + + Defines the glyph as Undefined. + + + + + A set of values that define the size, position and spacing of a glyph when performing text layout. + + + + + The height of the glyph. + + + + + The horizontal distance to increase (left to right) or decrease (right to left) the drawing position relative to the origin of the text element. + + + + + The horizontal distance from the current drawing position (origin) relative to the element's left bounding box edge (bbox). + + + + + The vertical distance from the current baseline relative to the element's top bounding box edge (bbox). + + + + + The width of the glyph. + + + + + Constructs a new GlyphMetrics structure. + + The width of the glyph. + The height of the glyph. + The horizontal bearingX. + The horizontal bearingY. + The horizontal advance. + + + + A rectangle that defines the position of a glyph within an atlas texture. + + + + + The height of the glyph. + + + + + The width of the glyph. + + + + + The x position of the glyph in the font atlas texture. + + + + + The y position of the glyph in the font atlas texture. + + + + + A GlyphRect with all values set to zero. Shorthand for writing GlyphRect(0, 0, 0, 0). + + + + + Constructor for a new GlyphRect. + + The x position of the glyph in the atlas texture. + The y position of the glyph in the atlas texture. + The width of the glyph. + The height of the glyph. + The Rect used to construct the new GlyphRect. + + + + Constructor for a new GlyphRect. + + The x position of the glyph in the atlas texture. + The y position of the glyph in the atlas texture. + The width of the glyph. + The height of the glyph. + The Rect used to construct the new GlyphRect. + + + + The FontEngine is used to access data from source font files. This includes information about individual characters, glyphs and relevant metrics typically used in the process of text parsing, layout and rendering. + +The types of font files supported are TrueType (.ttf, .ttc) and OpenType (.otf). + +The FontEngine is also used to raster the visual representation of characters known as glyphs in a given font atlas texture. + + + + + Destroy and unload resources used by the Font Engine. + + + A value of zero (0) if the Font Engine and used resources were successfully released. + + + + + Get the FaceInfo for the currently loaded and sized typeface. + + + Returns the FaceInfo of the currently loaded typeface. + + + + + Gets the font faces and styles for the currently loaded font. + + + An array that contains the names of the font faces and styles. + + + + + Gets the family and style names of the system fonts. + + + String array that contains the family and style names of the system fonts. + + + + + Initialize the Font Engine and required resources. + + + A value of zero (0) if the initialization of the Font Engine was successful. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Load a source font file. + + The path of the source font file relative to the project. + The point size used to scale the font face. + The byte array that contains the source font file. + The font to load the data from. The Unity font must be set to Dynamic mode with Include Font Data selected. + The face index of the font face to load. When the font file is a TrueType collection (.TTC), this specifies the face index of the font face to load. If the font file is a TrueType Font (.TTF) or OpenType Font (.OTF) file, the face index is always zero (0). + The family name of the font face to load. + The style name of the font face to load. + + A value of zero (0) if the font face was loaded successfully. + + + + + Set the size of the currently loaded font face. + + The point size used to scale the font face. + + A value of zero (0) if the font face was successfully scaled to the given point size. + + + + + Try to get the glyph index for the character at the given Unicode value. + + The unicode value of the character for which to lookup the glyph index. + The index of the glyph for the given unicode character or the .notdef glyph (index 0) if no glyph is available for the given Unicode value. + + Returns true if the given unicode has a glyph index. + + + + + Try loading the glyph for the given index value and if available populate the glyph. + + The index of the glyph that should be loaded. + The glyph loading flag that should be used to load the glyph. + The glyph using the provided index or the .notdef glyph (index 0) if no glyph was found at that index. + + Returns true if a glyph exists at the given index. Otherwise returns false. + + + + + Try loading a glyph for the given unicode value. If available, populates the glyph and returns true. Otherwise returns false and populates the glyph with the .notdef / missing glyph data. + + The glyph loading flag that should be used to load the glyph. + The glyph using the provided index or the .notdef glyph (index 0) if no glyph was found at that index. + The Unicode value of the character whose glyph should be loaded. + + Returns true if a glyph exists for the given unicode value. Otherwise returns false. + + + + + Unloads all currently loaded font faces and removes them from the cache. + + + A value of zero (0) if the font faces were successfully unloaded and removed from the cache. + + + + + Unloads current font face and removes it from the cache. + + + A value of zero (0) if the font face was successfully unloaded and removed from the cache. + + + + + Error code returned by the various FontEngine functions. + + + + + Error code returned when the FontEngine glyph packing or rendering process has been cancelled. + + + + + Error code returned by the LoadGlyph function when referencing an invalid Unicode character value. + + + + + Error code indicating an invalid font face. + + + + + Error code indicating an invalid font file. + + + + + Error code returned by the LoadFontFace function when the source font file is of an unknown or invalid format. + + + + + Error code returned by the LoadFontFace function when the file path to the source font file appears invalid. + + + + + Error code returned by the LoadFontFace function when the source font file appears invalid or improperly formatted. + + + + + Error code returned by the LoadGlyph function when referencing an invalid or out of range glyph index value. + + + + + Error code indicating failure to initialize the font engine library. + + + + + Error code indicating failure to initialize the font engine library and / or successfully load a font face. + + + + + Error code returned by the LoadGlyph or SetFaceSize functions using an invalid pointSize value. + + + + + Error code indicating failure to load one of the tables of the font file. + + + + + OpenType Layout related errors. + + + + + Error code returned when the function was successfully executed. + + + + + The positional adjustment values of a glyph. + + + + + The index of the glyph in the source font file. + + + + + The GlyphValueRecord contains the positional adjustments of the glyph. + + + + + Constructor for new glyph adjustment record. + + The index of the glyph in the source font file. + The GlyphValueRecord contains the positional adjustments of the glyph. + + + + The various options (flags) used by the FontEngine when loading glyphs from a font face. + + + + + Load glyph metrics without allocating and loading the bitmap data. + + + + + Load glyph metrics and render using color bitmaps. + + + + + Load glyph metrics without using the 'hdmx' table. This flag is mostly used to validate font data. + + + + + Load glyph metrics and bitmap representation if available for the current face size. + + + + + Load glyphs using the auto hinter instead of the font's native hinter. + + + + + Load glyph metrics and render outline using 1-bit monochrome. + + + + + Load glyphs using the font's native hinter. + + + + + Load glyphs and ignore embedded bitmap strikes. + + + + + Load glyphs without hinting. + + + + + Load glyphs at default font units without scaling. This flag implies LOAD_NO_HINTING and LOAD_NO_BITMAP and unsets LOAD_RENDER. + + + + + Load glyph metrics and render outline using 8-bit or antialiased image of the glyph. + + + + + The modes available when packing glyphs into an atlas texture. + + + + + Place the glyph into the smallest free space available in which it can fit. + + + + + Place the glyph against the longer side of a free space to minimize the length of the longer leftover side. + + + + + Place the glyph against the short side of a free space to minimize the length of the shorter leftover side. + + + + + Place the glyph into available free space in a Tetris like fashion. + + + + + Place the glyph into the available free space by trying to maximize the contact point between it and other glyphs. + + + + + The positional adjustment values of a pair of glyphs. + + + + + The positional adjustment values for the first glyph. + + + + + The positional adjustment values for the second glyph. + + + + + Constructor for new glyph pair adjustment record. + + The positional adjustment values for the first glyph. + The positional adjustment values for the second glyph. + + + + The rendering modes used by the Font Engine to render glyphs. + + + + + Renders a color bitmap image representation of the glyph no hinting. + + + + + Renders a color bitmap image representation of the glyph with hinting. + + + + + Renders a bitmap representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting. + + + + + Renders a bitmap representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with hinting. + + + + + Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting. + + + + + Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting. + + + + + Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting. + + + + + Renders a signed distance field (SDF) representation of the glyph from a binary (1-bit monochrome) image of the glyph outline with no hinting. + + + + + Renders a signed distance field (SDF) representation of the glyph from an 8-bit or antialiased image of the glyph outline with no hinting. + + + + + Renders a signed distance field (SDF) representation of the glyph from an 8-bit or antialiased image of the glyph outline with hinting. + + + + + Renders a bitmap representation of the glyph from an 8-bit or antialiased image of the glyph outline with no hinting. + + + + + Renders a bitmap representation of the glyph from an 8-bit or antialiased image of the glyph outline with hinting. + + + + + The values used to adjust the position of a glyph or set of glyphs. + + + + + The positional adjustment that affects the horizontal advance of the glyph. + + + + + The positional adjustment that affects the horizontal bearing X of the glyph. + + + + + The positional adjustment that affects the vertical advance of the glyph. + + + + + The positional adjustment that affectsthe horizontal bearing Y of the glyph. + + + + + Constructor for new glyph value record. + + The positional adjustment that affects the horizontal bearing X of the glyph. + The positional adjustment that affects the horizontal bearing Y of the glyph. + The positional adjustment that affects the horizontal advance of the glyph. + The positional adjustment that affects the vertical advance of the glyph. + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreTextEngineModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreTextEngineModule.dll new file mode 100644 index 00000000..6759da1c Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreTextEngineModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreTextEngineModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreTextEngineModule.xml new file mode 100644 index 00000000..bcaec364 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextCoreTextEngineModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.TextCoreTextEngineModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextRenderingModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextRenderingModule.dll new file mode 100644 index 00000000..261f46c8 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextRenderingModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextRenderingModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextRenderingModule.xml new file mode 100644 index 00000000..2c17ea29 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TextRenderingModule.xml @@ -0,0 +1,776 @@ + + + + + UnityEngine.TextRenderingModule + + + + Specification for how to render a character from the font texture. See Font.characterInfo. + + + + + The horizontal distance, rounded to the nearest integer, from the origin of this character to the origin of the next character. + + + + + The horizontal distance from the origin of this glyph to the begining of the glyph image. + + + + + Is the character flipped? + + + + + The height of the glyph image. + + + + + The width of the glyph image. + + + + + Unicode value of the character. + + + + + The maximum extend of the glyph image in the x-axis. + + + + + The maximum extend of the glyph image in the y-axis. + + + + + The minium extend of the glyph image in the x-axis. + + + + + The minimum extend of the glyph image in the y-axis. + + + + + The size of the character or 0 if it is the default font size. + + + + + The style of the character. + + + + + UV coordinates for the character in the texture. + + + + + The uv coordinate matching the bottom left of the glyph image in the font texture. + + + + + The uv coordinate matching the bottom right of the glyph image in the font texture. + + + + + The uv coordinate matching the top left of the glyph image in the font texture. + + + + + The uv coordinate matching the top right of the glyph image in the font texture. + + + + + Screen coordinates for the character in generated text meshes. + + + + + How far to advance between the beginning of this charcater and the next. + + + + + Script interface for. + + + + + The ascent of the font. + + + + + Access an array of all characters contained in the font texture. + + + + + Is the font a dynamic font. + + + + + The default size of the font. + + + + + The line height of the font. + + + + + The material used for the font display. + + + + + Set a function to be called when the dynamic font texture is rebuilt. + + + + + + Creates a Font object which lets you render a font installed on the user machine. + + The name of the OS font to use for this font object. + The default character size of the generated font. + Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + The generate Font object. + + + + + Creates a Font object which lets you render a font installed on the user machine. + + The name of the OS font to use for this font object. + The default character size of the generated font. + Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + The generate Font object. + + + + + Create a new Font. + + The name of the created Font object. + + + + Create a new Font. + + The name of the created Font object. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Returns the maximum number of verts that the text generator may return for a given string. + + Input string. + + + + Get names of fonts installed on the machine. + + + An array of the names of all fonts installed on the machine. + + + + + Gets the file paths of the fonts that are installed on the operating system. + + + An array of the file paths of all fonts installed on the machine. + + + + + Does this font have a specific character? + + The character to check for. + + Whether or not the font has the character specified. + + + + + Request characters to be added to the font texture (dynamic fonts only). + + The characters which are needed to be in the font texture. + The size of the requested characters (the default value of zero will use the font's default size). + The style of the requested characters. + + + + Font Style applied to GUI Texts, Text Meshes or GUIStyles. + + + + + Bold style applied to your texts. + + + + + Bold and Italic styles applied to your texts. + + + + + Italic style applied to your texts. + + + + + No special style is applied. + + + + + Wrapping modes for text that reaches the horizontal boundary. + + + + + Text can exceed the horizontal boundary. + + + + + Text will word-wrap when reaching the horizontal boundary. + + + + + How multiline text should be aligned. + + + + + Text lines are centered. + + + + + Text lines are aligned on the left side. + + + + + Text lines are aligned on the right side. + + + + + Where the anchor of the text is placed. + + + + + Text is anchored in lower side, centered horizontally. + + + + + Text is anchored in lower left corner. + + + + + Text is anchored in lower right corner. + + + + + Text is centered both horizontally and vertically. + + + + + Text is anchored in left side, centered vertically. + + + + + Text is anchored in right side, centered vertically. + + + + + Text is anchored in upper side, centered horizontally. + + + + + Text is anchored in upper left corner. + + + + + Text is anchored in upper right corner. + + + + + A struct that stores the settings for TextGeneration. + + + + + Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics. + + + + + The base color for the text generation. + + + + + Font to use for generation. + + + + + Font size. + + + + + Font style. + + + + + Continue to generate characters even if the text runs out of bounds. + + + + + Extents that the generator will attempt to fit the text in. + + + + + What happens to text when it reaches the horizontal generation bounds. + + + + + The line spacing multiplier. + + + + + Generated vertices are offset by the pivot. + + + + + Should the text be resized to fit the configured bounds? + + + + + Maximum size for resized text. + + + + + Minimum size for resized text. + + + + + Allow rich text markup in generation. + + + + + A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled. + + + + + How is the generated text anchored. + + + + + Should the text generator update the bounds from the generated text. + + + + + What happens to text when it reaches the bottom generation bounds. + + + + + Class that can be used to generate text for rendering. + + + + + The number of characters that have been generated. + + + + + The number of characters that have been generated and are included in the visible lines. + + + + + Array of generated characters. + + + + + The size of the font that was found if using best fit mode. + + + + + Number of text lines generated. + + + + + Information about each generated text line. + + + + + Extents of the generated text in rect format. + + + + + Number of vertices generated. + + + + + Array of generated vertices. + + + + + Create a TextGenerator. + + + + + + Create a TextGenerator. + + + + + + Populate the given List with UICharInfo. + + List to populate. + + + + Returns the current UICharInfo. + + + Character information. + + + + + Populate the given list with UILineInfo. + + List to populate. + + + + Returns the current UILineInfo. + + + Line information. + + + + + Given a string and settings, returns the preferred height for a container that would hold this text. + + Generation text. + Settings for generation. + + Preferred height. + + + + + Given a string and settings, returns the preferred width for a container that would hold this text. + + Generation text. + Settings for generation. + + Preferred width. + + + + + Populate the given list with generated Vertices. + + List to populate. + + + + Returns the current UIVertex array. + + + Vertices. + + + + + Mark the text generator as invalid. This will force a full text generation the next time Populate is called. + + + + + Will generate the vertices and other data for the given string with the given settings. + + String to generate. + Settings. + + + + Will generate the vertices and other data for the given string with the given settings. + + String to generate. + Generation settings. + The object used as context of the error log message, if necessary. + + True if the generation is a success, false otherwise. + + + + + A script interface for the. + + + + + How lines of text are aligned (Left, Right, Center). + + + + + Which point of the text shares the position of the Transform. + + + + + The size of each character (This scales the whole text). + + + + + The color used to render the text. + + + + + The Font used. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + How much space will be in-between lines of text. + + + + + How far should the text be offset from the transform.position.z when drawing. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset. + + + + + The text that is displayed. + + + + + Class that specifies some information about a renderable character. + + + + + Character width. + + + + + Position of the character cursor in local (text generated) space. + + + + + Information about a generated line of text. + + + + + Height of the line. + + + + + Space in pixels between this line and the next line. + + + + + Index of the first character in the line. + + + + + The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputField. + + + + + Vertex class used by a Canvas for managing vertices. + + + + + Vertex color. + + + + + Normal. + + + + + Vertex position. + + + + + Simple UIVertex with sensible settings for use in the UI system. + + + + + Tangent. + + + + + The first texture coordinate set of the mesh. Used by UI elements by default. + + + + + The second texture coordinate set of the mesh, if present. + + + + + The Third texture coordinate set of the mesh, if present. + + + + + The forth texture coordinate set of the mesh, if present. + + + + + The TextRendering module provides access to Unity's text rendering system. + + + + + Wrapping modes for text that reaches the vertical boundary. + + + + + Text well continue to generate when reaching vertical boundary. + + + + + Text will be clipped when reaching the vertical boundary. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TilemapModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TilemapModule.dll new file mode 100644 index 00000000..3cabd212 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TilemapModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TilemapModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TilemapModule.xml new file mode 100644 index 00000000..3c78968b --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.TilemapModule.xml @@ -0,0 +1,1319 @@ + + + + + UnityEngine.TilemapModule + + + + Attribute to define the class as a grid brush and to make it available in the palette window. + + + + + If set to true, brush will replace Unity built-in brush as the default brush in palette window. + +Only one class at any one time should set defaultBrush to true. + + + + + Name of the default instance of this brush. + + + + + Hide all asset instances of this brush in the tile palette window. + + + + + Hide the default instance of brush in the tile palette window. + + + + + Attribute to define the class as a grid brush and to make it available in the palette window. + + If set to true, brush will replace Unity built-in brush as the default brush in palette window. + Name of the default instance of this brush. + Hide all asset instances of this brush in the tile palette window. + Hide the default instance of brush in the tile palette window. + + + + + Attribute to define the class as a grid brush and to make it available in the palette window. + + If set to true, brush will replace Unity built-in brush as the default brush in palette window. + Name of the default instance of this brush. + Hide all asset instances of this brush in the tile palette window. + Hide the default instance of brush in the tile palette window. + + + + + Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill. + + + + + Erases data on a grid within the given bounds. + + Grid used for layout. + Target of the erase operation. By default the currently selected GameObject. + The bounds to erase data from. + + + + Box fills tiles and GameObjects into given bounds within the selected layers. + + Grid used for layout. + Target of box fill operation. By default the currently selected GameObject. + The bounds to box fill data to. + + + + Changes the Z position of the GridBrushBase. + + Modify the Z position of GridBrushBase by this value. + + + + Erases data on a grid within the given bounds. + + Grid used for layout. + Target of the erase operation. By default the currently selected GameObject. + The coordinates of the cell to erase data from. + + + + + Flips the grid brush in the given FlipAxis. + + Axis to flip by. + CellLayout for flipping. + + + + Axis to flip tiles in the GridBrushBase by. + + + + + Flip the brush in the X Axis. + + + + + Flip the brush in the Y Axis. + + + + + Flood fills data onto a grid given the starting coordinates of the cell. + + Grid used for layout. + Targets of flood fill operation. By default the currently selected GameObject. + Starting position of the flood fill. + + + + Move is called when user moves the area previously selected with the selection marquee. + + Grid used for layout. + Target of the move operation. By default the currently selected GameObject. + Source bounds of the move. + Target bounds of the move. + + + + + MoveEnd is called when user has ended the move of the area previously selected with the selection marquee. + + Layers affected by the move operation. + Target of the move operation. By default the currently selected GameObject. + Grid used for layout. + + + + + MoveEnd is called when user starts moving the area previously selected with the selection marquee. + + Grid used for layout. + Target of the move operation. By default the currently selected GameObject. + Position where the move operation has started. + + + + + Paints data into a grid within the given bounds. + + Grid used for layout. + Target of the paint operation. By default the currently selected GameObject. + The coordinates of the cell to paint data to. + + + + + Picks data from a grid given the coordinates of the cells. + + Grid used for layout. + Target of the paint operation. By default the currently selected GameObject. + The coordinates of the cells to paint data from. + Pivot of the picking brush. + + + + + Resets Z position changes of the GridBrushBase. + + + + + Rotates all tiles on the grid brush with the given RotationDirection. + + Direction to rotate by. + CellLayout for rotating. + + + + Rotate tiles in the GridBrushBase in this direction. + + + + + Rotates tiles clockwise. + + + + + Rotates tiles counter-clockwise. + + + + + Select an area of a grid. + + Grid used for layout. + Targets of paint operation. By default the currently selected GameObject. + Area to get selected. + + + + + Tool mode for the GridBrushBase. + + + + + Box Fill. + + + + + Erase. + + + + + Flood Fill. + + + + + Move. + + + + + Paint. + + + + + Pick. + + + + + Select. + + + + + Class passed onto Tiles when information is queried from the Tiles. + + + + + Returns the boundaries of the Tilemap in cell size. + + + + + Returns the boundaries of the Tilemap in local space size. + + + + + The origin of the Tilemap in cell position. + + + + + The size of the Tilemap in cells. + + + + + Gets the color of a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Color of the Tile at the XYZ coordinate. + + + + + Returns the component of type T if the GameObject of the tile map has one attached, null if it doesn't. + + + The Component of type T to retrieve. + + + + + Gets the Sprite used in a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Sprite at the XYZ coordinate. + + + + + Gets the Tile at the given XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Tile placed at the cell. + + + + + Gets the Tile of type T at the given XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Tile of type T placed at the cell. + + + + + Gets the Tile Flags of the Tile at the given position. + + Position of the Tile on the Tilemap. + + TileFlags from the Tile. + + + + + Gets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + The transform matrix. + + + + + Refreshes a Tile at the given XYZ coordinates of a cell in the :Tilemap. + + Position of the Tile on the Tilemap. + + + + Class for a default tile in the Tilemap. + + + + + Color of the Tile. + + + + + TileFlags of the Tile. + + + + + GameObject of the Tile. + + + + + Sprite to be rendered at the Tile. + + + + + Matrix4x4|Transform matrix of the Tile. + + + + + Enum for determining what collider shape is generated for this Tile by the TilemapCollider2D. + + + + + The grid layout boundary outline is used as the collider shape for the Tile by the TilemapCollider2D. + + + + + No collider shape is generated for the Tile by the TilemapCollider2D. + + + + + The Sprite outline is used as the collider shape for the Tile by the TilemapCollider2D. + + + + + Retrieves the tile rendering data for the Tile. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + Data to render the tile. This is filled with Tile, Tile.color and Tile.transform. + + Whether the call was successful. This returns true for Tile. + + + + + A Struct for the required data for animating a Tile. + + + + + The array of that are ordered by appearance in the animation. + + + + + The animation speed. + + + + + The start time of the animation. The animation will begin at this time offset. + + + + + Base class for a tile in the Tilemap. + + + + + Retrieves any tile animation data from the scripted tile. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + Data to run an animation on the tile. + + Whether the call was successful. + + + + + Retrieves any tile rendering data from the scripted tile. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + Data to render the tile. + + Whether the call was successful. + + + + + This method is called when the tile is refreshed. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + + + + StartUp is called on the first frame of the running Scene. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + The GameObject instantiated for the Tile. + + Whether the call was successful. + + + + + Represents the position and Tile information to change in a Tilemap. + + + + + The color to set the Tile to. + + + + + The position to change Tile properties at. + + + + + The Tile to set on the Tilemap. + + + + + The transform matrix to set the Tile to. + + + + + A Struct for the required data for rendering a Tile. + + + + + Color of the Tile. + + + + + TileFlags of the Tile. + + + + + GameObject of the Tile. + + + + + Sprite to be rendered at the Tile. + + + + + Matrix4x4|Transform matrix of the Tile. + + + + + Flags controlling behavior for the TileBase. + + + + + TileBase does not instantiate its associated GameObject in editor mode and instantiates it only during Play mode. + + + + + Keeps the TileBase's associated GameObject in Play mode when replaced with another TileBase or erased + + + + + All lock flags. + + + + + TileBase locks any color set by brushes or the user. + + + + + TileBase locks any transform matrix set by brushes or the user. + + + + + No TileFlags are set. + + + + + The Tilemap stores Sprites in a layout marked by a Grid component. + + + + + The frame rate for all Tile animations in the Tilemap. + + + + + Returns the boundaries of the Tilemap in cell size. + + + + + The color of the Tilemap layer. + + + + + The origin of the Tilemap in cell position inclusive of editor preview Tiles. + + + + + The size of the Tilemap in cells inclusive of editor preview Tiles. + + + + + Gets the Grid associated with this Tilemap. + + + + + Gets the Grid associated with this Tilemap. + + + + + Returns the boundaries of the Tilemap in local space size. + + + + + Orientation of the Tiles in the Tilemap. + + + + + Orientation Matrix of the orientation of the Tiles in the Tilemap. + + + + + The origin of the Tilemap in cell position. + + + + + The size of the Tilemap in cells. + + + + + Gets the anchor point of Tiles in the Tilemap. + + + + + Callback when Tiles on a Tilemap have changed. + + A callback set by a user to notify them when Tiles are changed on a Tilemap. + + + + Adds the TileFlags onto the Tile at the given position. + + Position of the Tile on the Tilemap. + TileFlags to add (with bitwise or) onto the flags provided by Tile.TileBase. + + + + Does a box fill with the given Tile on the Tilemap. Starts from given coordinates and fills the limits from start to end (inclusive). + + Position of the Tile on the Tilemap. + Tile to place. + The minimum X coordinate limit to fill to. + The minimum Y coordinate limit to fill to. + The maximum X coordinate limit to fill to. + The maximum Y coordinate limit to fill to. + + + + Clears all editor preview Tiles that are placed in the Tilemap. + + + + + Clears all Tiles that are placed in the Tilemap. + + + + + Compresses the origin and size of the Tilemap to bounds where Tiles exist. + + + + + Returns true if the Tilemap contains the given Tile. Returns false if not. + + Tile to check. + + Whether the Tilemap contains the Tile. + + + + + Removes cells from within the Tilemap's bounds. + + The target position to remove from. + The number of columns, rows and layers of cells to remove. + + + + Removes cells from within the Tilemap's bounds. + + Target position to delete from. + The number of columns to remove. + The number of rows to remove. + The number of layers of cells to remove. + + + + Does an editor preview of a box fill with the given Tile on the Tilemap. Starts from given coordinates and fills the limits from start to end (inclusive). + + Position of the Tile on the Tilemap. + Tile to place. + The start X coordinate limit to fill to. + The start Y coordinate limit to fill to. + The ending X coordinate limit to fill to. + The ending Y coordinate limit to fill to. + + + + Does an editor preview of a flood fill with the given Tile to place. on the Tilemap starting from the given coordinates. + + Start position of the flood fill on the Tilemap. + TileBase to place. + + + + Does a flood fill with the given Tile to place. on the Tilemap starting from the given coordinates. + + Start position of the flood fill on the Tilemap. + Tile to place. + + + + Retrieves the current animation frame for a Tile at the given position. + + Grid cell position. + + Returns the current animation frame. Returns -1 when there is no animation for the Tile at the given position. + + + + + Retrieves the number of animation frames for a Tile at the given position. + + Grid cell position. + + Returns the number of animation frames. Returns 0 when there is no animation for the Tile at the given position. + + + + + Retrieves the current running animation time for a Tile at the given position. + + Grid cell position. + + Returns the running animation time in seconds. + + + + + Gets the logical center coordinate of a Grid cell in local space. The logical center for a cell of the Tilemap is defined by the Tile Anchor of the Tilemap. + + Grid cell position. + + Returns the center of the cell transformed into local space coordinates. + + + + + Gets the logical center coordinate of a Grid cell in world space. The logical center for a cell of the Tilemap is defined by the Tile Anchor of the Tilemap. + + Grid cell position. + + Returns the center of the cell transformed into world space coordinates. + + + + + Gets the Collider type of a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Collider type of the Tile at the XYZ coordinate. + + + + + Gets the Color of a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Color of the Tile at the XYZ coordinate. + + + + + Gets the Color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Color of the editor preview Tile at the XYZ coordinate. + + + + + Gets the Sprite used in an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the editor preview Tile on the Tilemap. + + Sprite at the XYZ coordinate. + + + + + Gets the editor preview Tile at the given XYZ coordinates of a cell in the Tilemap. + + Position of the editor preview Tile on the Tilemap. + + The editor preview Tile placed at the cell. + + + + + Gets the editor preview Tile at the given XYZ coordinates of a cell in the Tilemap. + + Position of the editor preview Tile on the Tilemap. + + The editor preview Tile placed at the cell. + + + + + Gets the TileFlags of the editor preview Tile at the given position. + + Position of the Tile on the Tilemap. + + TileFlags from the editor preview Tile. + + + + + Gets the transform matrix of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the editor preview Tile on the Tilemap. + + The transform matrix. + + + + + Gets the GameObject instantiated by a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + GameObject instantiated by the Tile at the position. + + + + + Gets the GameObject which will be instantiated by a Tile given the XYZ coordinates of a cell in the Tilemap. + + The position of the Tile on the Tilemap. + + Returns the GameObject to be instantiated by the Tile at the position. + + + + + Gets the Sprite used in a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Sprite at the XYZ coordinate. + + + + + Gets the Tile at the given XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Tilemaps.TileBase placed at the cell. + + + + + Gets the Tile of type T at the given XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + Tilemaps.TileBase|Tile of type T placed at the cell. + + + + + Gets the TileFlags of the Tile at the given position. + + Position of the Tile on the Tilemap. + + TileFlags from the Tile. + + + + + Retrieves an array of Tiles with the given bounds. + + The bounds to retrieve from. + + The array of Tiles at the given bounds. + + + + + Retrieves an array of Tiles with the given bounds. + + The bounds to retrieve from. + The array of Tiles to contain the Tiles at the given bounds. + + Returns the number of Tiles retrieved, including null entries. + + + + + Retrieves the number of Tiles within the given range, inclusive of the Cells at both the starting position and the ending positions. This method begins at the given starting position and iterates through all available Z Positions, then iterates through the X and Y positions until it reaches the ending position. + + The starting position of the range to retrieve Tiles from. + The ending position of the range to retrieve Tiles from. + + Returns the number of Tiles within the given range. + + + + + Retrieves an array of Tiles within the given range, inclusive of the Cells at both the starting position and the ending positions. This method begins at the given starting position and iterates through all available Z Positions, then iterates through the X and Y positions until it reaches the ending position. + + The starting position of the range to retrieve Tiles from. + The ending position of the range to retrieve Tiles from. + The positions of Tiles within the given range. + The Tiles within the given range. + + Returns the number of positions and Tiles retrieved. + + + + + Gets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + The transform matrix. + + + + + Gets the total number of different Sprites used in the Tilemap. + + + The total number of different Sprites used in the Tilemap. + + + + + Fills the given array with the total number of different Sprites used in the Tilemap and returns the number of Sprites filled. + + The array to be filled. + + The number of Sprites filled. + + + + + Gets the total number of different Tiles used in the Tilemap. + + + The total number of different Tiles used in the Tilemap. + + + + + Fills the given array with the total number of different Tiles used in the Tilemap and returns the number of Tiles filled. + + The array to be filled. + + The number of Tiles filled. + + + + + Returns whether there is an editor preview Tile at the position. + + Position to check. + + Returns true if there is an Editor Preview Tile at the position. Returns false otherwise. + + + + + Returns whether there is a Tile at the position. + + Position to check. + + Returns true if there is a Tile at the position. Returns false otherwise. + + + + + Inserts cells into the Tilemap. + + The target position to insert at. + The number of columns, rows or layers of cells to insert. + + + + Inserts cells into the Tilemap. + + The target position to insert at. + The number of columns to insert. + The number of rows to insert. + The number of layers of cells to insert. + + + + Determines the orientation of Tiles in the Tilemap. + + + + + Use a custom orientation to all tiles in the tile map. + + + + + Orients Tiles in the XY plane. + + + + + Orients Tiles in the XZ plane. + + + + + Orients Tiles in the YX plane. + + + + + Orients Tiles in the YZ plane. + + + + + Orients Tiles in the ZX plane. + + + + + Orients Tiles in the ZY plane. + + + + + Refreshes all Tiles in the Tilemap. The Tilemap will retrieve the rendering data, animation data and other data for all tiles and update all relevant components. + + + + + Refreshes a Tile at the given XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + + + + Removes the TileFlags onto the Tile at the given position. + + Position of the Tile on the Tilemap. + TileFlags to remove from the Tile. + + + + Resizes Tiles in the Tilemap to bounds defined by origin and size. + + + + + Sets the current animation frame for a Tile at the given position. + + The grid cell position. + The animation frame to set to. + + + + Sets the running animation time for a Tile at the given position. + + The grid cell position. + The running animation time in seconds. + + + + Sets the Collider type of a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + Collider type to set the Tile to at the XYZ coordinate. + + + + Sets the color of a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + Color to set the Tile to at the XYZ coordinate. + + + + Sets the color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the editor preview Tile on the Tilemap. + Color to set the editor preview Tile to at the XYZ coordinate. + + + + Sets an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the editor preview Tile on the Tilemap. + The editor preview Tile to be placed the cell. + + + + Sets the transform matrix of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the editor preview Tile on the Tilemap. + The transform matrix. + + + + Sets a Tile at the given XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + The Tile to be placed in the cell. + + + + Sets a Tile with additional properties at the given XYZ coordinates of a cell in the Tilemap. + + The Tile with additional properties to be placed in the cell. + Whether to ignore Lock Flags set in the Tile's TileFlags when applying Color and Transform changes from TileChangeData. + + + + Sets the TileFlags onto the Tile at the given position. + + Position of the Tile on the Tilemap. + TileFlags to add onto the Tile. + + + + Sets an array of Tiles at the given XYZ coordinates of the corresponding cells in the Tilemap. + + An array of positions of Tiles on the Tilemap. + An array of Tiles to be placed. + + + + Sets an array of Tiles with additonal properties at the given XYZ coordinates of the corresponding cells in the Tilemap. The Color and Transform of the TileChangeData will take precedence over the values from the Tile. + + The array of Tiles with additional properties to place. + Whether to ignore Lock Flags set in the Tile's TileFlags when applying Color and Transform changes from TileChangeData. + + + + Fills bounds with array of Tiles. + + Bounds to be filled. + An array of Tiles to be placed. + + + + Sets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap. + + Position of the Tile on the Tilemap. + The transform matrix. + + + + Swaps all existing Tiles of changeTile to newTile and refreshes all the swapped Tiles. + + Tile to swap. + Tile to swap to. + + + + A Struct for containing changes to a Tile when it has been changed on a Tilemap. + + + + + The position of the Tile on a Tilemap which has changed. + + + + + The Tile at the given position on the Tilemap. + + + + + The properties of the Tile at the given position on the Tilemap. + + + + + Collider for 2D physics representing shapes defined by the corresponding Tilemap. + + + + + The amount of Collider shapes each Tile extrudes to facilitate compositing with neighboring Tiles. This eliminates fine gaps between Tiles when using a CompositeCollider2D. This is calculated in Unity units within world space. + + + + + Returns true if there are Tilemap changes that require processing for Collider updates. Returns false otherwise. + + + + + Maximum number of Tile Changes accumulated before doing a full collider rebuild instead of an incremental rebuild. + + + + + Processes Tilemap changes for Collider updates immediately, if there are any. + + + + + The tile map renderer is used to render the tile map marked out by a component. + + + + + Bounds used for culling of Tilemap chunks. + + + + + Size in number of tiles of each chunk created by the TilemapRenderer. + + + + + Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by. + + + + + Specifies how the Tilemap interacts with the masks. + + + + + Maximum number of chunks the TilemapRenderer caches in memory. + + + + + Maximum number of frames the TilemapRenderer keeps unused chunks in memory. + + + + + The mode in which the TileMapRenderer batches the for rendering. + + + + + Active sort order for the TilemapRenderer. + + + + + Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by. + + + + + The TilemapRenderer will automatically detect the bounds of extension by inspecting the Sprite/s used in the Tilemap. + + + + + The user adds in the values used for extend the bounds for culling of Tilemap chunks. + + + + + Determines how the TilemapRenderer should batch the for rendering. + + + + + Batches each Sprite from the Tilemap into grouped chunks to be rendered. + + + + + Sends each Sprite from the Tilemap to be rendered individually. + + + + + Sort order for all tiles rendered by the TilemapRenderer. + + + + + Sorts tiles for rendering starting from the tile with the lowest X and the lowest Y cell positions. + + + + + Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions. + + + + + Sorts tiles for rendering starting from the tile with the lowest X and the highest Y cell positions. + + + + + Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions. + + + + + The Tilemap module implements the Tilemap class. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UI.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UI.dll new file mode 100644 index 00000000..30384794 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UI.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsModule.dll new file mode 100644 index 00000000..88ecf3b4 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsModule.xml new file mode 100644 index 00000000..bee4e17c --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsModule.xml @@ -0,0 +1,15154 @@ + + + + + UnityEngine.UIElementsModule + + + + + Abstract base class for the ProgressBar. + + + + + + + USS Class Name used to style the background of the ProgressBar. + + + + + + + USS Class Name used to style the container of the ProgressBar. + + + + + + + Sets the maximum value of the ProgressBar. + + + + + + + Sets the minimum value of the ProgressBar. + + + + + + + USS Class Name used to style the progress bar of the ProgressBar. + + + + + + + Sets the title of the ProgressBar that displays in the center of the control. + + + + + + + USS Class Name used to style the container of the title of the ProgressBar. + + + + + + + USS Class Name used to style the title of the ProgressBar. + + + + + + + USS Class Name used to style the ProgressBar. + + + + + + + Sets the progress value. If the value has changed, dispatches an ChangeEvent_1 of type float. + + + + + + + Sets the progress value. + + + + + + + + Defines the alignement behavior along an axis. + + + + + + + Let Flex decide. + + + + + + + Items are centered on the axis. + + + + + + + End margin of the item is placed at the end of the axis. + + + + + + + Start margin of the item is placed at the start of the axis. + + + + + + + Default. stretch to fill the axis while respecting min/max values. + + + + + + + Options to display alternating background colors for ListView rows. + + + + + + + Alternate background colors for all rows, regardless of whether they have content. The background color continues to alternate for empty lines. + + + + + + + Alternate background colors only for rows that have content. The background color does not alternate for empty lines. + + + + + + + Do not alternate background colors for rows. + + + + + + + Represents an angle value. + + + + + + + The unit of the value property. + + + + + + + The angle value. + + + + + + + Creates an Angle from a float and an optionnal AngleUnit. + + + + + + + + Creates an Angle from a float and an optionnal AngleUnit. + + + + + + + + + Creates a percentage Angle from a float. + + + + + The created angle. + + + + + + Returns the value of the angle, expressed in degrees. + + + + + + + Unit of measurement used to express the value of an Angle. + + + + + + + Interprets an angle as degrees. + + + + + + + Interprets the measurement of an angle in gradians. One full circle is 400 gradians + + + + + + + Interprets the measurement of an angle in radians. One full circle is 2Pi radians which approximates to 6.2832 radians + + + + + + + Interprets the measurement of an angle, expressed as a number of turns. One full circle is one turn. + + + + + + + Event sent after an element is added to an element that is a descendent of a panel. + + + + + + + Describes a VisualElement background. + + + + + + + The RenderTexture to display as a background. + + + + + + + The sprite to display as a background. + + + + + + + The texture to display as a background. + + + + + + + The VectorImage to display as a background. + + + + + + + Creates from a Texture2D. + + + + + + + + Creates a background from a RenderTexture. + + + The render texture to use as a background. + + A new background object. + + + + + + Creates a background from a Sprite. + + + The sprite to use as a background. + + A new background object. + + + + + + Creates a background from a Texture2D. + + + The texture to use as a background. + + A new background object. + + + + + + Creates a background from a VectorImage. + + + The vector image to use as a background. + + A new background object. + + + + + + A BaseBoolField is a clickable element that represents a boolean value. + + + + + + + Optional text that appears after the BaseBoolField. + + + + + + + Creates a BaseBoolField with a Label and a default manipulator. + + + The Label text. + + + + + Initializes the Label element whenever the BaseBoolField.text property changes. + + + + + + + Sets the value of the BaseBoolField, but does not notify the rest of the hierarchy of the change. + + + + + + + + Inverts the BaseBoolField.value property. + + + + + + + Abstract base class for controls. + + + + + + + USS class name of elements that are aligned in a inspector element + + + + + + + USS class name of input elements in elements of this type. + + + + + + + The string representing the label that will appear beside the field. + + + + + + + USS class name of labels in elements of this type, when there is a dragger attached on them. + + + + + + + This is the Label object that appears beside the input for the field. + + + + + + + USS class name of labels in elements of this type. + + + + + + + Read-only label used to give the appearance of editing multiple different values. + + + + + + + USS class name of elements that show mixed values + + + + + + + USS class name of elements of this type, when there is no label. + + + + + + + The value of the element. + + + + + + + When set to true, gives the field the appearance of editing multiple different values. + + + + + + + USS class name of elements of this type. + + + + + + + The value associated with the field. + + + + + + + Allow to set a value without being notified of the change, if any. + + + New value to be set. + + + + + Update the field's visual content depending on showMixedValue. + + + + + + + Defines UxmlTraits for the BaseField. + + + + + + + Constructor. + + + + + + + Traits for the BaseField. + + + + + + + Initializes the trait of BaseField. + + + The VisualElement to initialize. + Bag of attributes. + The creation context associated with these traits. + + + + + This is a base class for the Slider fields. + + + + + + + This is the actual property to contain the direction of the slider. + + + + + + + USS class name of container elements in elements of this type. + + + + + + + USS class name of the dragger border element in elements of this type. + + + + + + + USS class name of dragger elements in elements of this type. + + + + + + + This is the maximum value that the slider encodes. + + + + + + + USS class name of elements of this type, when they are displayed horizontally. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + This indicates whether or not this slider is inverted. + For an inverted horizontal slider, high value is located to the left, low value is located to the right + For an inverted vertical slider, high value is located to the bottom, low value is located to the top. + + + + + + + USS class name of labels in elements of this type. + + + + + + + This is the minimum value that the slider encodes. + + + + + + + This is a generic page size used to change the value when clicking in the slider. + + + + + + + This is the range from the minimum value to the maximum value of the slider. + + + + + + + The visibility of the optional field inside the slider control. + + + + + + + USS class name of the text field element in elements of this type. + + + + + + + USS class name of tracker elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + The actual value of the slider. + + + + + + + USS class name of elements of this type, when they are displayed vertically. + + + + + + + Method used to adjust the dragelement. Mainly used in a scroller. + + + The factor used to adjust the drag element, where a value &gt; 1 will make it invisible. + + + + + Base class for controls that display virtualized vertical content inside a scroll view. + + + + + + + Callback for binding a data item to the visual element. + + + + + + + The USS class name for BaseVerticalCollectionView elements with a border. + + + + + + + Returns the content container for the BaseVerticalCollectionView. Because the BaseVerticalCollectionView + control automatically manages its content, this always returns null. + + + + + + + Callback invoked when a VisualElement created via makeItem is no longer needed and will be destroyed. + + + + + + + The USS class name of the drag hover bar. + + + + + + + The height of a single item in the list, in pixels. + + + + + + + This property controls whether the collection view shows a horizontal scroll bar when its content + does not fit in the visible area. + + + + + + + The USS class name for odd rows in the BaseVerticalCollectionView. + + + + + + + The USS class name applied to an item element on drag hover. + + + + + + + The height of a single item in the list, in pixels. + + + + + + + Called when an item is moved in the itemsSource. + + + + + + + + The USS class name of selected item elements in the BaseVerticalCollectionView. + + + + + + + The data source for collection items. + + + + + + + Called when the itemsSource is reassigned or changes size. + + + + + + + + The USS class name of item elements in BaseVerticalCollectionView elements. + + + + + + + The USS class name of the scroll view in the BaseVerticalCollectionView. + + + + + + + Callback for constructing the VisualElement that is the template for each recycled and re-bound element in the list. + + + + + + + Callback triggered when a user double-clicks an item to activate it. This is different from selecting the item. + + + + + + + + Callback triggered when the user acts on a selection of one or more items, for example by double-clicking or pressing Enter. + + + + + + + + Callback triggered when the selection changes. + + + + + + + + Callback triggered when the selection changes. + + + + + + + + Callback triggered when the selection changes. + + + + + + + + Gets or sets a value that indicates whether the user can drag list items to reorder them. + + + + + + + The computed pixel-aligned height for the list elements. + + + + + + + Returns or sets the selected item's index in the data source. If multiple items are selected, returns the + first selected item's index. If multiple items are provided, sets them all as selected. + + + + + + + Returns the indices of selected items in the data source. Always returns an enumerable, even if no item is selected, or a + single item is selected. + + + + + + + Returns the selected item from the data source. If multiple items are selected, returns the first selected item. + + + + + + + Returns the selected items from the data source. Always returns an enumerable, even if no item is selected, or a single + item is selected. + + + + + + + Controls the selection type. + + + + + + + This property controls whether the background colors of collection view rows alternate. + Takes a value from the AlternatingRowBackground enum. + + + + + + + Enable this property to display a border around the collection view. + + + + + + + Callback for unbinding a data item from the VisualElement. + + + + + + + The USS class name for BaseVerticalCollectionView elements. + + + + + + + The virtualization method to use for this collection when a scroll bar is visible. + Takes a value from the CollectionVirtualizationMethod enum. + + + + + + + Adds an item to the collection of selected items. + + + Item index. + + + + + Deselects any selected items. + + + + + + + Creates a BaseVerticalCollectionView with all default properties. + The BaseVerticalCollectionView.itemSource must all be set for the BaseVerticalCollectionView to function properly. + + + + + + + Constructs a BaseVerticalCollectionView, with all required properties provided. + + + The list of items to use as a data source. + The height of each item, in pixels. For <c>FixedHeight</c> virtualization only. + The factory method to call to create a display item. The method should return a + VisualElement that can be bound to a data item. + The method to call to bind a data item to a display item. The method + receives as parameters the display item to bind, and the index of the data item to bind it to. + + + + + Gets the root element the specified TreeView item. + + + The TreeView item identifier. + + The TreeView item's root element. + + + + + + Gets the root element the specified collection view item. + + + The item index. + + The item's root element. + + + + + + Clears the collection view, recreates all visible visual elements, and rebinds all items. + + + + + + + Rebinds a single item if it is currently visible in the collection view. + + + The item index. + + + + + Rebinds all items currently visible. + + + + + + + Removes an item from the collection of selected items. + + + The item index. + + + + + Scrolls to a specific VisualElement. + + + The element to scroll to. + + + + + Scrolls to a specific item id and makes it visible. + + + Item id to scroll to. + + + + + Scrolls to a specific item index and makes it visible. + + + Item index to scroll to. Specify -1 to make the last item visible. + + + + + Sets the currently selected item. + + + The item index. + + + + + Sets a collection of selected items. + + + The collection of the indices of the items to be selected. + + + + + Sets a collection of selected items without triggering a selection change callback. + + + The collection of items to be selected. + + + + + Element that can be bound to a property. + + + + + + + Binding object that will be updated. + + + + + + + Path of the target property to be bound. + + + + + + + Instantiates a BindableElement using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the BindableElement. + + + + + + + Constructor. + + + + + + + Initialize BindableElement properties using values from the attribute bag. + + + + + + + + + + Event sent immediately after an element has lost focus. This event trickles down, it does not bubble up, and it cannot be cancelled. + + + + + + + Styled visual element to match the IMGUI Box Style. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of Box. + + + + + + + Instantiates a Box using the data read from a UXML file. + + + + + + + This is a clickable button. + + + + + + + Clickable MouseManipulator for this Button. + + + + + + + Callback triggered when the button is clicked. + + + + + + + + Obsolete. Use Button.clicked instead. + + + + + + + + USS class name of elements of this type. + + + + + + + Constructs a Button. + + + + + + + Constructs a button with an Action that is triggered when the button is clicked. + + + The action triggered when the button is clicked. + + + + + Instantiates a Button using data from a UXML file. + + + + + + + Defines UxmlTraits for the Button. + + + + + + + Constructor. + + + + + + + Interface for classes capable of having callbacks to handle events. + + + + + + + Executes logic after the callbacks registered on the event target have executed, + unless the event has been marked to prevent its default behaviour. + EventBase{T}.PreventDefault. + + + The event instance. + + + + + Executes logic after the callbacks registered on the event target have executed, + unless the event is marked to prevent its default behaviour. + EventBase{T}.PreventDefault. + + + The event instance. + + + + + Handle an event, most often by executing the callbacks associated with the event. + + + The event to handle. + + + + + Return true if event handlers for the event propagation BubbleUp phase have been attached on this object. + + + + True if object has event handlers for the BubbleUp phase. + + + + + + Returns true if event handlers, for the event propagation TrickleDown phase, are attached to this object. + + + + True if object has event handlers for the TrickleDown phase. + + + + + + Adds an event handler to the instance. If the event handler has already been registered for the same phase (either TrickleDown or BubbleUp) then this method has no effect. + + + The event handler to add. + By default, this callback is called during the BubbleUp phase. Pass TrickleDown.TrickleDown to call this callback during the TrickleDown phase. + + + + + Adds an event handler to the instance. If the event handler has already been registered for the same phase (either TrickleDown or BubbleUp) then this method has no effect. + + + The event handler to add. + Data to pass to the callback. + By default, this callback is called during the BubbleUp phase. Pass TrickleDown.TrickleDown to call this callback during the TrickleDown phase. + + + + + Sends an event to the event handler. + + + The event to send. + + + + + Remove callback from the instance. + + + The callback to remove. + Set this parameter to true to remove the callback from the TrickleDown phase. Set this parameter to false to remove the callback from the BubbleUp phase. + + + + + Remove callback from the instance. + + + The callback to remove. + Set this parameter to true to remove the callback from the TrickleDown phase. Set this parameter to false to remove the callback from the BubbleUp phase. + + + + + Sends an event when a value in a field changes. + + + + + + + The new value. + + + + + + + The value before the change occured. + + + + + + + Constructor. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The previous value. + The new value. + + An initialized event. + + + + + + Sets the event to its initial state. + + + + + + + Manipulator that tracks Mouse events on an element and callbacks when the elements is clicked. + + + + + + + This property tracks the activation of the manipulator. Set it to true when the manipulator is activated. + + + + + + + Callback triggered when the target element is clicked. + + + + + + + + Callback triggered when the target element is clicked, including event data. + + + + + + + + Specifies the mouse position saved during the last mouse event on the target Element. + + + + + + + Constructor. + + + Determines when the event begins. Applies if delay &gt; 0. + Determines the time delta between event repetition. Applies if interval &gt; 0. + + + + + Constructor. + + + + + + + Constructor. + + + + + + + Invokes a click action. + + + + + + + + This method is called when a MouseDownEvent is sent to the target element. + + + The event. + + + + + This method is called when a MouseMoveEvent is sent to the target element. + + + The event. + + + + + This method is called when a MouseUpEvent is sent to the target element. + + + The event. + + + + + This method processes the up cancel sent to the target Element. + + + + + + + + + This method processes the down event sent to the target Element. + + + + + + + + + + This method processes the move event sent to the target Element. + + + + + + + + + This method processes the up event sent to the target Element. + + + + + + + + + + Called to register mouse event callbacks on the target element. + + + + + + + Called to unregister event callbacks from the target element. + + + + + + + This event is sent when the left mouse button is clicked. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + Options to change the virtualization method used by the ListView to display its content. + + + + + + + ListView will use the actual height of every item when geometry changes. More flexible but less performant. + + + + + + + ListView won't wait for the layout to update items, as the all have the same height. fixedItemHeight Needs to be set. More performant but less flexible. + + + + + + + Base class for command events. + + + + + + + Name of the command. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI command event. + + An initialized event. + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The command name. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + The event sent when clicking the right mouse button. + + + + + + + Describes in which context a VisualElement hierarchy is being ran. + + + + + + + Currently running in the Unity Editor. + + + + + + + Currently running in an Unity Player. + + + + + + + Use this class to display a contextual menu. + + + + + + + Displays the contextual menu. + + + The event that triggered the display of the menu. + The element for which the menu is displayed. + + + + + Checks if the event triggers the display of the contextual menu. This method also displays the menu. + + + The event to inspect. + The element for which the menu is displayed. + + + + + Displays the contextual menu. + + + The menu to display. + The event that triggers the display of the contextual menu. + + + + + Manipulator that displays a contextual menu when the user clicks the right mouse button or presses the menu key on the keyboard. + + + + + + + Constructor. + + + + + + + Register the event callbacks on the manipulator target. + + + + + + + Unregister the event callbacks from the manipulator target. + + + + + + + The event sent when a contextual menu requires menu items. + + + + + + + The menu to populate. + + + + + + + The event that triggered the ContextualMenuPopulateEvent. + + + + + + + Constructor. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The event that triggered the display of the contextual menu. + The menu to populate. + The element that triggered the display of the contextual menu. + The menu manager that displays the menu. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + This structure holds information used during UXML template instantiation. + + + + + + + The element into which the visualTreeAsset is being cloned or instantiated. + VisualTreeAsset.CloneTree() + VisualTreeAsset.Instantiate() + + + + + + + The target UXML file to clone or instantiate. + + + + + + + Script interface for VisualElement cursor style property IStyle.cursor. + + + + + + + The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). + + + + + + + The texture to use for the cursor style. To use a texture as a cursor, import the texture with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults). + + + + + + + Define a custom style property for an element to be retrieved with CustomStyleResolvedEvent. + + + + + + + Name of the custom property. + + + + + + + Creates custom property from a string. + + + Name of the property. Must start with a -- prefix. + + + + + Event sent after the custom style properties of a VisualElement have been resolved. + + + + + + + Returns the custom style properties accessor for the targeted VisualElement. + + + + + + + Event sent just before an element is detach from its parent, if the parent is the descendant of a panel. + + + + + + + Defines how an element is displayed in the layout. + + + + + + + The element displays normally. + + + + + + + The element is not visible and absent from the layout. + + + + + + + Base class for drag and drop events. + + + + + + + Use the DragEnterEvent class to manage events that occur when dragging enters an element or one of its descendants. The DragEnterEvent is cancellable, it does not trickle down, and it does not bubble up. + + + + + + + Constructor. Avoid renewing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + + + Resets the event members to their initial values. + + + + + + + The event sent to a dragged element when the drag and drop process ends. + + + + + + + Constructor. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI drag exited event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Use the DragLeaveEvent class to manage events sent when dragging leaves an element or one of its descendants. The DragLeaveEvent is cancellable, it does not trickle down, and it does not bubble up. + + + + + + + Constructor. Avoid renewing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + + + Resets the event members to their initial values. + + + + + + + The event sent to an element when another element is dragged and dropped on the element. + + + + + + + The event sent when the element being dragged enters a possible drop target. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI drag updated event. + + An initialized event. + + + + + + A control that allows the user to pick a choice from a list of options. + + + + + + + The list of choices to display in the popup menu. + + + + + + + The currently selected index in the popup menu. + + + + + + + This is the text displayed to the user for the current selection of the popup. + + + + + + + This is the text displayed. + + + + + + + The currently selected value in the popup menu. + + + + + + + Construct a DropdownField. + + + + + + + Construct a DropdownField. + + + + + + + + Construct a DropdownField. + + + + + + + + + + + Construct a DropdownField. + + + + + + + + + + + + Construct a DropdownField. + + + + + + + + + + + Construct a DropdownField. + + + + + + + + + + + + Allow changing value without triggering any change event. + + + The new value. + + + + + Instantiates a DropdownField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the DropdownField. + + + + + + + A drop-down menu. + + + + + + + Add an item that will execute an action in the drop-down menu. The item is added at the end of the current item list. + + + Name of the item. This name will be displayed in the drop-down menu. + Callback to execute when the user selects this item in the menu. + Callback to execute to determine the status of the item. + An object that will be stored in the userData property of the DropdownMenuAction item. + + + + + Add an item that will execute an action in the drop-down menu. The item is added at the end of the current item list. + + + Name of the item. This name will be displayed in the drop-down menu. + Callback to execute when the user selects this item in the menu. + The status of the item. + + + + + Add a separator line in the menu. The separator is added at the end of the current item list. + + + The submenu path where the separator will be added. Path components are delimited by forward slashes ('/'). + + + + + Add an item that will execute an action in the drop-down menu. The item is added at the end of the specified index in the list. + + + Index where the item should be inserted. + Name of the item. This name will be displayed in the drop-down menu. + Callback to execute when the user selects this item in the menu. + Callback to execute to determine the status of the item. + An object that will be stored in the userData property of the DropdownMenuAction item. This object is accessible through the action callback. + + + + + Add an item that will execute an action in the drop-down menu. The item is added at the end of the specified index in the list. + + + Index where the item should be inserted. + Name of the item. This name will be displayed in the drop-down menu. + Callback to execute when the user selects this item in the menu. + The status of the item. + + + + + Add a separator line in the menu. The separator is added at the end of the specified index in the list. + + + The submenu path where the separator is added. Path components are delimited by forward slashes ('/'). + Index where the separator should be inserted. + + + + + Get the list of menu items. + + + + The list of items in the menu. + + + + + + Update the status of all items by calling their status callback and remove the separators in excess. This is called just before displaying the menu. + + + + + + + + Remove the menu item at index. + + + The index of the item to remove. + + + + + A menu action item. + + + + + + + Provides information on the event that triggered the drop-down menu. + + + + + + + The name of the item. The name can be prefixed by its submenu path. Path components are delimited by forward slashes ('/'). + + + + + + + The status of the item. + + + + + + + The userData object stored by the constructor. + + + + + + + Status callback that always returns Status.Disabled. + + + Unused parameter. + + Always return Status.Disabled. + + + + + + Status callback that always returns Status.Enabled. + + + Unused parameter. + + Always return Status.Enabled. + + + + + + Constructor. + + + The path and name of the menu item. Use the path, delimited by forward slashes ('/'), to place the menu item within a submenu. + Action to be executed when the menu item is selected. + Function called to determine if the menu item is enabled. + An object that will be stored in the userData property. + + + + + Execute the callback associated with this item. + + + + + + + Status of the menu item. The values of this enumeration should be used as flags. + + + + + + + The item is displayed with a checkmark. + + + + + + + The item is disabled and is not be selectable by the user. + + + + + + + The item is not displayed. This flag can be used with other flags. + + + + + + + The item is not displayed. This is the default value and represents the absence of flags. + + + + + + + The item is displayed normally. + + + + + + + Update the status flag of this item by calling the item status callback. + + + Information about the event that triggered the display of the drop-down menu, such as the mouse position or the key pressed. + + + + + This class provides information about the event that triggered displaying the drop-down menu. + + + + + + + If the triggering event was a mouse event, this property is the mouse position. The position is expressed using the coordinate system of the element that received the mouse event. Otherwise this property is zero. + + + + + + + If modifier keys (Alt, Ctrl, Shift, Windows/Command) were pressed to trigger the display of the dropdown menu, this property lists the modifier keys. + + + + + + + If the triggering event was a mouse event, this property is the mouse position expressed using the global coordinate system. Otherwise this property is zero. + + + + + + + Constructor. + + + + + + + + An item in a drop-down menu. + + + + + + + A separator menu item. + + + + + + + The submenu path where the separator will be added. Path components are delimited by forward slashes ('/'). + + + + + + + Constructor. + + + The path for the submenu. Path components are delimited by forward slashes ('/'). + + + + + Delegate that can be used as a custom filter for the dynamic atlas. + + + The texture to filter. + The filters the dynamic atlas applies when the delegate returns <c>true<c>. + by default, this value is equal to <see cref="DynamicAtlasSettings.activeFilters" >. + + + When false, the texture cannot be added to the atlas. When true the texture is added to the atlas, + as long as it is not excluded by filtersToApply. + + + + + + + Options to enable or disable filters for the dynamic atlas. + + + + + + + Excludes textures whose color space does not match the color space of the atlas. + + + + + + + Excludes textures that use a filter mode that the atlas does not support.<br ><br > + + This filter is disabled by default. You can enable it to prevent artifacts that might occur when + the atlas does not support the texture's filter mode, and cannot sample the texture correctly. However, + because excluding textures from the atlas can reduce performance, the default behavior is preferable in most cases.<br ><br > + + On GLES3 (and later) devices, the atlas supports more than one filter mode, so you should not need + to enable this filter. + + + + + + + Excludes textures that, because of their format, would lose precision, or be truncated when the system adds them to the atlas. <br ><br > + + The dynamic atlas system accepts non-HDR texture formats that have 8 bits or less per component, before compression<br ><br > + + You can add a compressed texture to a dynamic atlas. However, doing so might cause additional image loss because the system must first decompress + the image in order to store it in the atlas. Decompression can yield values that are impossible to represent precisely in 8-bits per + component. For example, a value of 1256 in the compressed image might decompress to 3512. The system cannot store 3512 + in the atlas, so it stores the value as either 1256 or 2256.<br ><br > + + This creates potential differences between the source texture and the version stored in the atlas. These differences are + noticeable in the following scenarios:<br ><br > + 1. Blending Operations: 3512, 1256, and 2256 each produce a different result when you use them in a blending operation. + 2. Rendering to high precision render targets (for example, 16 bits per component). + + In most cases, the performance benefits of allowing compressed textures into the atlas outweigh the inconvenience of + introducing small errors. + + + + + + + No filtering is performed. + + + + + + + Excludes readable textures.<br ><br > + + Readable textures are textures that are readable from scripts, which means they are also writable or editable. + Another way to think of this filter is as a way to exclude textures that are not read-only. + + + + + + + Excludes textures whose size exceeds the maximum sub-texture size specified in the dynamic atlas settings. + + + + + + + Contains the settings used by the dynamic atlas system. + + + + + + + Defines the filters that the dynamic atlas system uses to exclude textures from the texture atlas. + + + + + + + When a delegate is assigned, the dynamic atlas system calls it to determine whether or not a texture can be added to the atlas. + + + + + + + Default filters for a dynamic atlas. + + + + + + + Specifies default values used to initialize the structure. + + + + + + + Specifies the maximum size (width/height) of the atlas texture, in pixels. This value must be a power of two, + and must be greater than or equal to minAtlasSize. + + + + + + + Specifies the maximum size (width/height) of a texture that can be added to the atlas. When activeFilters + contains DynamicAtlasFilters.Size, textures larger than this size are excluded from the atlas. Otherwise, this + value is not used. + + + + + + + Specifies the minimum size (width/height) of the atlas texture, in pixels. This value must be a power of two, + and must be greater than 0 and less than or equal to maxAtlasSize. + + + + + + + Determines how intermediate values are calculated for a transition. + + + + + + + The value of the EasingMode. + + + + + + + Creates from a EasingMode. + + + + + + + + Represents a mathematical function that describes the rate at which a numerical value changes. + + + + + + + The base class for all UIElements events. + + + + + + + Returns whether this event type bubbles up in the event propagation path. + + + + + + + The current target of the event. This is the VisualElement, in the propagation path, for which event handlers are currently being executed. + + + + + + + Indicates whether the event is being dispatched to a visual element. An event cannot be redispatched while it being dispatched. If you need to recursively dispatch an event, it is recommended that you use a copy of the event. + + + + + + + Retrieves the type ID for this event instance. + + + + + + + The IMGUIEvent at the source of this event. The source can be null since not all events are generated by IMGUI. + + + + + + + Returns true if the default actions should not be executed for this event. + + + + + + + Indicates whether StopImmediatePropagation() was called for this event. + + + + + + + Whether StopPropagation() was called for this event. + + + + + + + The original mouse position of the IMGUI event, before it is transformed to the current target local coordinates. + + + + + + + Whether the event is allocated from a pool of events. + + + + + + + The current propagation phase. + + + + + + + The target visual element that received this event. Unlike currentTarget, this target does not change when the event is sent to other elements along the propagation path. + + + + + + + The time when the event was created. + + + + + + + Returns whether this event is sent down the event propagation path during the TrickleDown phase. + + + + + + + Implementation of IDisposable. + + + + + + + Resets all event members to their initial values. + + + + + + + + + + + + Allows subclasses to perform custom logic after the event has been dispatched. + + + The panel where the event has been dispatched. + + + + + + + + + + Allows subclasses to perform custom logic before the event is dispatched. + + + The panel where the event will be dispatched. + + + + + Indicates whether the default actions are prevented from being executed for this event. + + + + + + + Registers an event class to the event type system. + + + + The type ID. + + + + + + Immediately stops the propagation of the event. The event isn't sent to other elements along the propagation path. This method prevents other event handlers from executing on the current target. + + + + + + + Stops propagating this event. The event is not sent to other elements along the propagation path. This method does not prevent other event handlers from executing on the current target. + + + + + + + Generic base class for events, implementing event pooling and automatic registration to the event type system. + + + + + + + Retrieves the type ID for this event instance. + + + + + + + Implementation of IDispose. + + + + + + + Gets an event from the event pool. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + + An initialized event. + + + + + + Resets all event members to their initial values. + + + + + + + Retrieves the type ID for this event instance. + + + + The type ID. + + + + + + Defines the structure of a callback that can be registered onto an element for an event type + + + The event instance + + + + + Defines the structure of a callback that can be registered onto an element for an event type, + along with a custom user defined argument. + + + The event instance. + The user argument instance. + + + + + Dispatches events to a IPanel. + + + + + + + Gates control when the dispatcher processes events. + + + + + + + Constructor. + + + The dispatcher controlled by this gate. + + + + + Implementation of IDisposable.Dispose. Opens the gate. If all gates are open, events in the queue are processed. + + + + + + + The event sent when an element should execute a command. + + + + + + + A collection of easing curves to be used with ValueAnimations. + + + + + + + Provides helper methods to create transition animations for VisualElement style values + + + + + + + Triggers an animation changing this element's layout style values. + + + + + + + + + Triggers an animation changing this element's transform position. + + + + + + + + + Triggers an animation changing this element's transform rotation. + + + + + + + + + Triggers an animation changing this element's transform scale. + + + + + + + + + Triggers an animation changing this element's size style values. + + + + + + + + + Starts a transition animation on this VisualElement. + + + Start value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Start value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Start value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Start value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Start value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Start value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Start value. + End value. + Duration of the transition in milliseconds. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + End value. + Duration of the transition in milliseconds. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Callback that provides the initial value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Callback that provides the initial value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Callback that provides the initial value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Callback that provides the initial value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Callback that provides the initial value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Starts a transition animation on this VisualElement. + + + Callback that provides the initial value. + End value. + Duration of the transition in milliseconds. + Callback that applies the interpolated value. + + The created animation object. + + + + + + Triggers an animation changing this element's positioning style values. + + + + + + + + + Base interface for transition animations. + + + + + + + Duration of the transition in milliseconds. + + + + + + + Tells if the animation is currently active. + + + + + + + Returns this animation object into its object pool. + + + + + + + Starts the animation using this object's values. + + + + + + + Stops this animation. + + + + + + + Container object used to animate multiple style values at once. + + + + + + + Background color to paint in the element's box. + + + + + + + The radius of the bottom-left corner when a rounded rectangle is drawn in the element's box. + + + + + + + The radius of the bottom-right corner when a rounded rectangle is drawn in the element's box. + + + + + + + Space reserved for the bottom edge of the border during the layout phase. + + + + + + + Color of the border to paint inside the element's box. + + + + + + + Space reserved for the left edge of the border during the layout phase. + + + + + + + Space reserved for the right edge of the border during the layout phase. + + + + + + + The radius of the top-left corner when a rounded rectangle is drawn in the element's box. + + + + + + + The radius of the top-right corner when a rounded rectangle is drawn in the element's box. + + + + + + + Space reserved for the top edge of the border during the layout phase. + + + + + + + Bottom distance from the element's box during layout. + + + + + + + Color to use when drawing the text of an element. + + + + + + + Specifies how much the item will grow relative to the rest of the flexible items inside the same container. + + + + + + + Specifies how the item will shrink relative to the rest of the flexible items inside the same container. + + + + + + + Fixed height of an element for the layout. + + + + + + + Left distance from the element's box during layout. + + + + + + + Space reserved for the bottom edge of the margin during the layout phase. + + + + + + + Space reserved for the left edge of the margin during the layout phase. + + + + + + + Space reserved for the right edge of the margin during the layout phase. + + + + + + + Space reserved for the top edge of the margin during the layout phase. + + + + + + + Specifies the transparency of an element. + + + + + + + Space reserved for the bottom edge of the padding during the layout phase. + + + + + + + Space reserved for the left edge of the padding during the layout phase. + + + + + + + Space reserved for the right edge of the padding during the layout phase. + + + + + + + Space reserved for the top edge of the padding during the layout phase. + + + + + + + Right distance from the element's box during layout. + + + + + + + Top distance from the element's box during layout. + + + + + + + Tinting color for the element's backgroundImage. + + + + + + + Fixed width of an element for the layout. + + + + + + + Implementation object for transition animations. + + + + + + + Returns true if this animation object will be automatically returned to the instance pool after the animation has completed. + + + + + + + Duration of the animation in milliseconds. + + + + + + + Smoothing function related to this animation. Default value is Easing.OutQuad. + + + + + + + The animation start value. + + + + + + + Callback invoked when the from field has not been set, in order to retrieve the starting state of this animation. + + + + + + + Value interpolation method. + + + + + + + Tells if the animation is currently active. + + + + + + + Callback invoked when this animation has completed. + + + + + + + The animation end value. + + + + + + + Callback invoked after every value interpolation. + + + + + + + Creates a new ValueAnimation object or returns an available one from it's instance pool. + + + + + + + + + Constructor. + + + + + + + Sets the easing function. + + + + + + + + Will not return the object to the instance pool when the animation has completed. + + + + + + + Sets a callback invoked when this animation has completed. + + + + + + + + Returns this animation object into its object pool. + + + + + + + Starts the animation using this object's values. + + + + + + + Stops this animation. + + + + + + + Defines the main-axis of the flex layout. + + + + + + + Top to Bottom. + + + + + + + Bottom to Top. + + + + + + + Left to Right. + + + + + + + Right to Left. + + + + + + + Base class for objects that can get the focus. + + + + + + + Return true if the element can be focused. + + + + + + + Whether the element should delegate the focus to its children. + + + + + + + True if the element can be focused. + + + + + + + Return the focus controller for this element. + + + + + + + An integer used to sort focusables in the focus ring. Must be greater than or equal to zero. + + + + + + + Tell the element to release the focus. + + + + + + + Attempt to give the focus to this element. + + + + + + + Base class for defining in which direction the focus moves in a focus ring. + + + + + + + Last value for the direction defined by this class. + + + + + + + The null direction. This is usually used when the focus stays on the same element. + + + + + + + Focus came from an unspecified direction, for example after a mouse down. + + + + + + + Class in charge of managing the focus inside a Panel. + + + + + + + The currently focused VisualElement. + + + + + + + Constructor. + + + + + + + + Event sent immediately after an element has gained focus. This event trickles down, it does not bubble up, and it cannot be cancelled. + + + + + + + Base class for focus related events. + + + + + + + Direction of the focus change. + + + + + + + The focus controller that emitted the event. + + + + + + + For FocusOut and Blur events, contains the element that gains the focus. For FocusIn and Focus events, contains the element that loses the focus. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The event target. + The related target. + The direction of the focus change. + The object that manages the focus. + + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Event sent immediately before an element gains focus. This event trickles down and bubbles up. This event cannot be cancelled. + + + + + + + Constructor. + + + + + + + Resets the event members to their initial values. + + + + + + + Event sent immediately before an element loses focus. This event trickles down and bubbles up. This event cannot be cancelled. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + A Foldout control is a collapsible section of a user interface. When toggled, it expands or collapses, which hides or reveals the elements it contains. + + + + + + + The USS class name for the Label element in a Foldout. + + + + + + + This element contains the elements that are shown or hidden when you toggle the Foldout. + + + + + + + The USS class name for the content element in a Foldout. + + + + + + + The USS class name for the Label element in a Foldout. + + + + + + + This is the text of the toggle's label. + + + + + + + The USS class name for the Label element in a Foldout. + + + + + + + The USS class name of Toggle sub-elements in Foldout elements. + + + + + + + The USS class name for Foldout elements. + + + + + + + This is the state of the Foldout's toggle. It is true if the Foldout is open and its contents are + visible, and false if the Foldout is closed, and its contents are hidden. + + + + + + + Constructs a Foldout element. + + + + + + + Sets the value of the Foldout's Toggle sub-element, but does not notify the rest of the hierarchy of the change. + + + The new value of the foldout + + + + + Instantiates a Foldout using the data from a UXML file. + + + + + + + Defines UxmlTraits for the Foldout. + + + + + + + Initializes Foldout properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Describes a VisualElement font. + + + + + + + Font to use to display text. You cannot set this and FontDefinition.fontAsset at the same time. + + + + + + + SDF font to use to display text. You cannot set this and FontDefinition.font at the same time. + + + + + + + Create a FontDefinition from Font. + + + The font to use to display text. + + A new FontDefinition object. + + + + + + Create a FontDefinition from FontAsset. + + + The SDF font to use to display text. + + A new FontDefinition object. + + + + + + GenericDropdownMenu allows you to display contextual menus with default textual options or any VisualElement. + + + + + + + USS class name of separators in elements of this type. + + + + + + + USS class name of inner containers in elements of this type. + + + + + + + USS class name of outer containers in elements of this type. + + + + + + + Returns the content container for the GenericDropdownMenu. Allows users to create their own + dropdown menu if they don't want to use the default implementation. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of separators in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Adds a disabled item to this menu using a default VisualElement. + + + The text to display to the user. + Indicates whether a checkmark next to the item is displayed. + + + + + Adds an item to this menu using a default VisualElement. + + + The text to display to the user. + Indicates whether a checkmark next to the item is displayed. + The callback to invoke when the item is selected by the user. + + + + + Adds an item to this menu using a default VisualElement. + + + The text to display to the user. + Indicates whether a checkmark next to the item is displayed. + The callback to invoke when the item is selected by the user. + The object to pass to the callback as a parameter. + + + + + Adds a visual separator after the previously added items in this menu. + + + Not used. + + + + + Initializes and returns an instance of GenericDropdownMenu. + + + + + + + Displays the menu at the specified position. + + + The position in the coordinate space of the panel. + The element used to determine in which root to parent the menu. + Whether the menu should use the width of the position argument instead of its normal width. + + + + + This event is sent after layout calculations, when the position or the dimension of an element changes. + + + + + + + Gets the elements's new dimensions. + + + + + + + Gets the element's old dimensions. + + + + + + + Constructor. + + + + + + + Gets an event from the event pool, and initializes it with the specified values. Use this method + instead of instancing new events. Use Dispose() to release events back to the event pool. + + + The old dimensions of the element. + The new dimensions of the element. + + An initialized event. + + + + + + Resets the event values to their initial values. + + + + + + + This is an enclosing container for a group of IGroupBoxOption. All group options within this + container will interact together to allow a single selection, using the DefaultGroupManager. + Default options are RadioButton, but users can provide other implementations. + If no IGroupBox is found in the hierarchy, the default container will be the panel. + + + + + + + USS class name for Labels in GroupBox elements. + + + + + + + The title text of the box. + + + + + + + USS class name for GroupBox elements. + + + + + + + Creates a GroupBox with no label. + + + + + + + Creates a GroupBox with a title. + + + The title text. + + + + + Instantiates a GroupBox using data from a UXML file. + + + + + + + Defines UxmlTraits for the GroupBox. + + + + + + + Initializes GroupBox properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Makes a help box with a message to the user. + + + + + + + The USS class name for the HelpBoxMessageType.Error state in Elements of this type. + + + + + + + The USS class name for the HelpBoxMessageType.Info state in Elements of this type. + + + + + + + The USS class name for images in Elements of this type. + + + + + + + The USS class name for the HelpBoxMessageType.Warning state in Elements of this type. + + + + + + + The USS class name for labels in Elements of this type. + + + + + + + The type of message. + + + + + + + The message text. + + + + + + + The USS class name for Elements of this type. + + + + + + + Creates a new HelpBox. + + + + + + + Creates a new HelpBox. + + + The message text. + The type of message. + + + + + Instantiates a HelpBox with data from a UXML file. + + + + + + + Defines UxmlTraits for the HelpBox. + + + + + + + Initializes HelpBox properties with values from an attribute bag. + + + The Element to initialize. + The attribute bag. + The creation context; unused. + + + + + User message types. + + + + + + + Error message. + + + + + + + Info message. + + + + + + + Neutral message. + + + + + + + Warning message. + + + + + + + Interface for all bindable fields. + + + + + + + Binding object that will be updated. + + + + + + + Path of the target property to be bound. + + + + + + + Base interface for Binding objects. + + + + + + + Called at regular intervals to synchronize bound properties to their IBindable counterparts. Called before the Update() method. + + + + + + + Disconnects the field from its bound property + + + + + + + Called at regular intervals to synchronize bound properties to their IBindable counterparts. Called before the Update() method. + + + + + + + Extensions methods to provide additional IBindable functionality. + + + + + + + Checks if a IBindable is bound to a property. + + + This Bindable object. + + True if this IBindable is bound to a property. + + + + + + Base interface for ChangeEvent. + + + + + + + Interface for Command events. + + + + + + + Name of the command. + + + + + + + This interface exposes methods to read custom style properties applied from USS files to visual elements. + + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Gets the value associated with the specified CustomStyleProperty_1. + + + + + + True if the property is found, false if not. + + + + + + Interface for drag and drop events. + + + + + + + Interface for class capable of handling events. + + + + + + + Handle an event. + + + The event to handle. + + + + + Returns true if event handlers for the event propagation BubbleUp phase, have been attached on this object. + + + + True if object has event handlers for the BubbleUp phase. + + + + + + Returns true if event handlers, for the event propagation TrickleDown phase, are attached to this object. + + + + True if the object already has event handlers for the TrickleDown phase. + + + + + + Sends an event to the event handler. + + + The event to send. + + + + + Give access to UIElement experimental features. + + + + + + + Returns the animation experimental interface. + + + + + + + Interface for focus events. + + + + + + + Direction of the focus change. + + + + + + + Related target. See implementation for specific meaning. + + + + + + + Interface for classes implementing focus rings. + + + + + + + Get the direction of the focus change for the given event. For example, when the Tab key is pressed, focus should be given to the element to the right. + + + + + + + + + Get the next element in the given direction. + + + + + + + + + This interface describes the data used by keyboard events. + + + + + + + Gets a boolean value that indicates whether the platform-specific action key is pressed. True means the action + key is pressed. False means it isn't. + + + + + + + Gets a boolean value that indicates whether the Alt key is pressed. True means the Alt key is pressed. + False means it isn't. + + + + + + + Gets the character entered. + + + + + + + Gets a boolean value that indicates whether the WindowsCmd key is pressed. True means the WindowsCmd key + is pressed. False means it isn't. + + + + + + + Gets a boolean value that indicates whether the Ctrl key is pressed. True means the Ctrl key is pressed. + False means it isn't. + + + + + + + The key code. + + + + + + + Gets flags that indicate whether modifier keys (Alt, Ctrl, Shift, Windows/Cmd) are pressed. + + + + + + + Gets a boolean value that indicates whether the Shift key is pressed. True means the Shift key is pressed. + False means it isn't. + + + + + + + A VisualElement representing a source texture. + + + + + + + The texture to display in this image. + + + + + + + ScaleMode used to display the Image. + + + + + + + The source rectangle inside the texture relative to the top left corner. + + + + + + + The sprite to display in this image. + + + + + + + Tinting color for this Image. + + + + + + + USS class name of elements of this type. + + + + + + + The base texture coordinates of the Image relative to the bottom left corner. + + + + + + + The VectorImage to display in this image. + + + + + + + Constructor. + + + + + + + Instantiates an Image using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Image. + + + + + + + Returns an empty enumerable, as images generally do not have children. + + + + + + + Interface for Manipulator objects. + + + + + + + VisualElement being manipulated. + + + + + + + Element that draws IMGUI content. + + + + + + + ContextType of this IMGUIContrainer. Currently only supports ContextType.Editor. + + + + + + + When this property is set to true, onGUIHandler is not called when the Element is outside the viewport. + + + + + + + The function that's called to render and handle IMGUI events. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor. + + + + + + + Constructor. + + + The function assigned to <see cref="onGUIHandler" />. + + + + + Releases the native memory that this IMGUIContainer instance uses. + + + + + + + Marks layout as dirty to trigger a redraw. + + + + + + + Instantiates an IMGUIContainer using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the IMGUIContainer. + + + + + + + Returns an empty enumerable, as IMGUIContainer cannot have VisualElement children. + + + + + + + Constructor. + + + + + + + Class used to send a IMGUI event that has no equivalent UIElements event. + + + + + + + Constructor. Use GetPooled() to get an event from a pool of reusable events. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The IMGUI event used to initialize the event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + An interface that allows value fields to visually represent a mixed value. + + + + + + + Indicates whether to enable the mixed value state on the value field. + + + + + + + VisualElement that can implement custom immediate mode rendering. + + + + + + + When this property is set to true, the Element does not repaint itself when it is outside the viewport. + + + + + + + Constructor. + + + + + + + Invoked during the repaint phase. + + + + + + + Interface for mouse capture events. + + + + + + + Interface for mouse events. + + + + + + + Returns true if the platform-specific action key is pressed. This key is Cmd on macOS, and Ctrl on all other platforms. + + + + + + + Return true if the Alt key is pressed. + + + + + + + Integer that indicates which mouse button is pressed: 0 is the left button, 1 is the right button, 2 is the middle button. + + + + + + + The number of times the button is pressed. + + + + + + + Return true if the Windows/Command key is pressed. + + + + + + + Return true if the Ctrl key is pressed. + + + + + + + The mouse position in the current target coordinate system. + + + + + + + Flag set holding the pressed modifier keys (Alt, Ctrl, Shift, Windows/Command). + + + + + + + Mouse position difference between the last mouse event and this one. + + + + + + + The mouse position in the panel coordinate system. + + + + + + + A bitmask that describes the currently pressed buttons. + + + + + + + Return true if the Shift key is pressed. + + + + + + + Interface for all navigation events. + + + + + + + Interface for controls that hold a value and can notify when it is changed by user input. + + + + + + + The value the control holds. + + + + + + + Sets the value and, even if different, doesn't notify registers callbacks with a ChangeEvent_1 + + + The new value to be set. + + + + + INotifyValueChangedExtensions is a set of extension methods useful for objects implementing INotifyValueChanged_1. + + + + + + + Registers this callback to receive ChangeEvent_1 when the value is changed. + + + + + + + + + Unregisters this callback from receiving ChangeEvent_1 when the value is changed. + + + + + + + + + Sends an event when text from a TextField changes. + + + + + + + The new text. + + + + + + + The text before the change occured. + + + + + + + Constructor. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The text before the change occured. + The new text. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Interface for classes implementing UI panels. + + + + + + + Describes in which context a VisualElement hierarchy is being ran. + + + + + + + The Contextual menu manager for the panel. + + + + + + + This Panel EventDispatcher. + + + + + + + Return the focus controller for this panel. + + + + + + + Root of the VisualElement hierarchy. + + + + + + + Returns the top element at this position. Will not return elements with pickingMode set to PickingMode.Ignore. + + + World coordinates. + + Top VisualElement at the position. Null if none was found. + + + + + + Returns all elements at this position. Will not return elements with pickingMode set to PickingMode.Ignore. + + + World coordinates. + All Visualelements overlapping this position. + + Top VisualElement at the position. Null if none was found. + + + + + + Interface for panel change events. + + + + + + + Interface for pointer capture events and mouse capture events. + + + + + + + This interface describes properties available to pointer events. + + + + + + + Gets a boolean value that indicates whether the platform-specific action key is pressed. True means the action + key is pressed. False means it isn't. + + + + + + + Gets the angle of the stylus relative to the surface, in radians + + + + + + + Gets a boolean value that indicates whether the Alt key is pressed. True means the Alt key is pressed. + False means it isn't. + + + + + + + Gets the angle of the stylus relative to the x-axis, in radians. + + + + + + + Gets a value that indicates which mouse button was pressed: 0 is the left button, 1 is the right button, 2 is the + middle button. + + + + + + + Gets the number of times the button was pressed. + + + + + + + Gets a boolean value that indicates whether the WindowsCmd key is pressed. True means the WindowsCmd key + is pressed. False means it isn't. + + + + + + + Gets a boolean value that indicates whether the Ctrl key is pressed. True means the Ctrl key is pressed. + False means it isn't. + + + + + + + Gets the difference between the pointer's position during the previous mouse event and its position during the + current mouse event. + + + + + + + Gets the amount of time that has elapsed since the last recorded change in pointer values, in seconds. + + + + + + + Gets a boolean value that indicates whether the pointer is a primary pointer. True means the pointer is a primary + pointer. False means it isn't. + + + + + + + Gets the pointer position in the current target's coordinate system. + + + + + + + Gets flags that indicate whether modifier keys (Alt, Ctrl, Shift, Windows/Cmd) are pressed. + + + + + + + Gets the identifier of the pointer that sends the event. + + + + + + + Gets the type of pointer that created the event. + + + + + + + Gets the pointer position in the Screen or World coordinate system. + + + + + + + Gets a bitmask that describes the buttons that are currently pressed. + + + + + + + Gets the amount of pressure currently applied by a touch. + + + + + + + Gets an estimate of the radius of a touch. + + + + + + + Gets the accuracy of the touch radius. + + + + + + + Gets a boolean value that indicates whether the Shift key is pressed. True means the Shift key is pressed. + False means it isn't. + + + + + + + Gets the pressure applied to an additional pressure-sensitive control on the stylus. + + + + + + + Gets the rotation of the stylus around its axis, in radians. + + + + + + + Style values after layout pass. + + + + + + + Alignment of the whole area of children on the cross axis if they span over multiple lines in this container. + + + + + + + Alignment of children on the cross axis of this container. + + + + + + + Similar to align-items, but only for this specific element. + + + + + + + Background color to paint in the element's box. + + + + + + + Background image to paint in the element's box. + + + + + + + Color of the element's bottom border. + + + + + + + The radius of the bottom-left corner when a rounded rectangle is drawn in the element's box. + + + + + + + The radius of the bottom-right corner when a rounded rectangle is drawn in the element's box. + + + + + + + Space reserved for the bottom edge of the border during the layout phase. + + + + + + + Color of the element's left border. + + + + + + + Space reserved for the left edge of the border during the layout phase. + + + + + + + Color of the element's right border. + + + + + + + Space reserved for the right edge of the border during the layout phase. + + + + + + + Color of the element's top border. + + + + + + + The radius of the top-left corner when a rounded rectangle is drawn in the element's box. + + + + + + + The radius of the top-right corner when a rounded rectangle is drawn in the element's box. + + + + + + + Space reserved for the top edge of the border during the layout phase. + + + + + + + Bottom distance from the element's box during layout. + + + + + + + Color to use when drawing the text of an element. + + + + + + + Defines how an element is displayed in the layout. + + + + + + + Initial main size of a flex item, on the main flex axis. The final layout might be smaller or larger, according to the flex shrinking and growing determined by the other flex properties. + + + + + + + Direction of the main axis to layout children in a container. + + + + + + + Specifies how the item will shrink relative to the rest of the flexible items inside the same container. + + + + + + + Specifies how the item will shrink relative to the rest of the flexible items inside the same container. + + + + + + + Placement of children over multiple lines if not enough space is available in this container. + + + + + + + Font size to draw the element's text. + + + + + + + Fixed height of an element for the layout. + + + + + + + Justification of children on the main axis of this container. + + + + + + + Left distance from the element's box during layout. + + + + + + + Increases or decreases the space between characters. + + + + + + + Space reserved for the bottom edge of the margin during the layout phase. + + + + + + + Space reserved for the left edge of the margin during the layout phase. + + + + + + + Space reserved for the right edge of the margin during the layout phase. + + + + + + + Space reserved for the top edge of the margin during the layout phase. + + + + + + + Maximum height for an element, when it is flexible or measures its own size. + + + + + + + Maximum width for an element, when it is flexible or measures its own size. + + + + + + + Minimum height for an element, when it is flexible or measures its own size. + + + + + + + Minimum width for an element, when it is flexible or measures its own size. + + + + + + + Specifies the transparency of an element. + + + + + + + Space reserved for the bottom edge of the padding during the layout phase. + + + + + + + Space reserved for the left edge of the padding during the layout phase. + + + + + + + Space reserved for the right edge of the padding during the layout phase. + + + + + + + Space reserved for the top edge of the padding during the layout phase. + + + + + + + Element's positioning in its parent container. + + + + + + + Right distance from the element's box during layout. + + + + + + + A rotation transformation. + + + + + + + A scaling transformation. + + + + + + + The element's text overflow mode. + + + + + + + Top distance from the element's box during layout. + + + + + + + The transformation origin is the point around which a transformation is applied. + + + + + + + Duration to wait before starting a property's transition effect when its value changes. + + + + + + + Time a transition animation should take to complete. + + + + + + + Properties to which a transition effect should be applied. + + + + + + + Determines how intermediate values are calculated for properties modified by a transition effect. + + + + + + + A translate transformation. + + + + + + + Tinting color for the element's backgroundImage. + + + + + + + Background image scaling in the element's box. + + + + + + + Font to draw the element's text. + + + + + + + Font to draw the element's text. + + + + + + + Font style and weight (normal, bold, italic) to draw the element's text. + + + + + + + Increases or decreases the space between paragraphs. + + + + + + + Size of the 9-slice's bottom edge when painting an element's background image. + + + + + + + Size of the 9-slice's left edge when painting an element's background image. + + + + + + + Size of the 9-slice's right edge when painting an element's background image. + + + + + + + Size of the 9-slice's top edge when painting an element's background image. + + + + + + + Horizontal and vertical text alignment in the element's box. + + + + + + + Outline color of the text. + + + + + + + Outline width of the text. + + + + + + + The element's text overflow position. + + + + + + + Specifies whether or not an element is visible. + + + + + + + Word wrapping over multiple lines if not enough space is available to draw the text of an element. + + + + + + + Fixed width of an element for the layout. + + + + + + + Increases or decreases the space between words. + + + + + + + This interface provides access to a VisualElement inline style data. + + + + + + + Alignment of the whole area of children on the cross axis if they span over multiple lines in this container. + + + + + + + Alignment of children on the cross axis of this container. + + + + + + + Similar to align-items, but only for this specific element. + + + + + + + Background color to paint in the element's box. + + + + + + + Background image to paint in the element's box. + + + + + + + Color of the element's bottom border. + + + + + + + The radius of the bottom-left corner when a rounded rectangle is drawn in the element's box. + + + + + + + The radius of the bottom-right corner when a rounded rectangle is drawn in the element's box. + + + + + + + Space reserved for the bottom edge of the border during the layout phase. + + + + + + + Color of the element's left border. + + + + + + + Space reserved for the left edge of the border during the layout phase. + + + + + + + Color of the element's right border. + + + + + + + Space reserved for the right edge of the border during the layout phase. + + + + + + + Color of the element's top border. + + + + + + + The radius of the top-left corner when a rounded rectangle is drawn in the element's box. + + + + + + + The radius of the top-right corner when a rounded rectangle is drawn in the element's box. + + + + + + + Space reserved for the top edge of the border during the layout phase. + + + + + + + Bottom distance from the element's box during layout. + + + + + + + Color to use when drawing the text of an element. + + + + + + + Mouse cursor to display when the mouse pointer is over an element. + + + + + + + Defines how an element is displayed in the layout. + + + + + + + Initial main size of a flex item, on the main flex axis. The final layout might be smaller or larger, according to the flex shrinking and growing determined by the other flex properties. + + + + + + + Direction of the main axis to layout children in a container. + + + + + + + Specifies how the item will shrink relative to the rest of the flexible items inside the same container. + + + + + + + Specifies how the item will shrink relative to the rest of the flexible items inside the same container. + + + + + + + Placement of children over multiple lines if not enough space is available in this container. + + + + + + + Font size to draw the element's text. + + + + + + + Fixed height of an element for the layout. + + + + + + + Justification of children on the main axis of this container. + + + + + + + Left distance from the element's box during layout. + + + + + + + Increases or decreases the space between characters. + + + + + + + Space reserved for the bottom edge of the margin during the layout phase. + + + + + + + Space reserved for the left edge of the margin during the layout phase. + + + + + + + Space reserved for the right edge of the margin during the layout phase. + + + + + + + Space reserved for the top edge of the margin during the layout phase. + + + + + + + Maximum height for an element, when it is flexible or measures its own size. + + + + + + + Maximum width for an element, when it is flexible or measures its own size. + + + + + + + Minimum height for an element, when it is flexible or measures its own size. + + + + + + + Minimum width for an element, when it is flexible or measures its own size. + + + + + + + Specifies the transparency of an element. + + + + + + + How a container behaves if its content overflows its own box. + + + + + + + Space reserved for the bottom edge of the padding during the layout phase. + + + + + + + Space reserved for the left edge of the padding during the layout phase. + + + + + + + Space reserved for the right edge of the padding during the layout phase. + + + + + + + Space reserved for the top edge of the padding during the layout phase. + + + + + + + Element's positioning in its parent container. + + + + + + + Right distance from the element's box during layout. + + + + + + + A rotation transformation. + + + + + + + A scaling transformation. + + + + + + + The element's text overflow mode. + + + + + + + Drop shadow of the text. + + + + + + + Top distance from the element's box during layout. + + + + + + + The transformation origin is the point around which a transformation is applied. + + + + + + + Duration to wait before starting a property's transition effect when its value changes. + + + + + + + Time a transition animation should take to complete. + + + + + + + Properties to which a transition effect should be applied. + + + + + + + Determines how intermediate values are calculated for properties modified by a transition effect. + + + + + + + A translate transformation. + + + + + + + Tinting color for the element's backgroundImage. + + + + + + + Background image scaling in the element's box. + + + + + + + Font to draw the element's text. + + + + + + + Font to draw the element's text. + + + + + + + Font style and weight (normal, bold, italic) to draw the element's text. + + + + + + + Specifies which box the element content is clipped against. + + + + + + + Increases or decreases the space between paragraphs. + + + + + + + Size of the 9-slice's bottom edge when painting an element's background image. + + + + + + + Size of the 9-slice's left edge when painting an element's background image. + + + + + + + Size of the 9-slice's right edge when painting an element's background image. + + + + + + + Size of the 9-slice's top edge when painting an element's background image. + + + + + + + Horizontal and vertical text alignment in the element's box. + + + + + + + Outline color of the text. + + + + + + + Outline width of the text. + + + + + + + The element's text overflow position. + + + + + + + Specifies whether or not an element is visible. + + + + + + + Word wrapping over multiple lines if not enough space is available to draw the text of an element. + + + + + + + Fixed width of an element for the layout. + + + + + + + Increases or decreases the space between words. + + + + + + + This interface provides access to a VisualElement transform data. + + + + + + + Transformation matrix calculated from the position, rotation and scale of the transform (Read Only). + + + + + + + The position of the VisualElement transform. + + + + + + + The rotation of the VisualElement transform stored as a Quaternion. + + + + + + + The scale of the VisualElement transform. + + + + + + + Interface for all transition events. + + + + + + + The number of seconds the transition has been running, excluding delay phase time. + + + + + + + The names of the properties associated with the transition. + + + + + + + This type allows UXML attribute value retrieval during the VisualElement instantiation. An instance will be provided to the factory method - see UXMLFactoryAttribute. + + + + + + + Get the value of an attribute as a string. + + + Attribute name. + The attribute value or null if not found. + + True if the attribute was found, false otherwise. + + + + + + Interface for UXML factories. While it is not strictly required, concrete factories should derive from the generic class UxmlFactory. + + + + + + + Must return true if the UXML element attributes are not restricted to the values enumerated by uxmlAttributesDescription. + + + + + + + The type of element for which this element type can substitute for. + + + + + + + The UXML namespace for the type returned by substituteForTypeName. + + + + + + + The fully qualified XML name for the type returned by substituteForTypeName. + + + + + + + Describes the UXML attributes expected by the element. The attributes enumerated here will appear in the UXML schema. + + + + + + + Describes the types of element that can appear as children of this element in a UXML file. + + + + + + + The name of the UXML element read by the factory. + + + + + + + The namespace of the UXML element read by the factory. + + + + + + + The fully qualified name of the UXML element read by the factory. + + + + + + + Returns true if the factory accepts the content of the attribute bag. + + + The attribute bag. + + + True if the factory accepts the content of the attribute bag. False otherwise. + + + + + + Instantiate and initialize an object of type T0. + + + A bag of name-value pairs, one for each attribute of the UXML element. This can be used to initialize the properties of the created object. + When the element is created as part of a template instance inserted in another document, this contains information about the insertion point. + + The created object. + + + + + + Represents a scheduled task created with a VisualElement's schedule interface. + + + + + + + Returns the VisualElement this object is associated with. + + + + + + + Will be true when this item is scheduled. Note that an item's callback will only be executed when it's VisualElement is attached to a panel. + + + + + + + Repeats this action after a specified time. + + + Minimum amount of time in milliseconds between each action execution. + + This ScheduledItem. + + + + + + Cancels any previously scheduled execution of this item and re-schedules the item. + + + Minimum time in milliseconds before this item will be executed. + + + + + After specified duration, the item will be automatically unscheduled. + + + The total duration in milliseconds where this item will be active. + + This ScheduledItem. + + + + + + Removes this item from its VisualElement's scheduler. + + + + + + + If not already active, will schedule this item on its VisualElement's scheduler. + + + + + + + Adds a delay to the first invokation. + + + The minimum number of milliseconds after activation where this item's action will be executed. + + This ScheduledItem. + + + + + + Item will be unscheduled automatically when specified condition is met. + + + When condition returns true, the item will be unscheduled. + + This ScheduledItem. + + + + + + A scheduler allows you to register actions to be executed at a later point. + + + + + + + Schedule this action to be executed later. + + + The action to be executed. + + Reference to the scheduled action. + + + + + + Schedule this action to be executed later. + + + The action to be executed. + + Reference to the scheduled action. + + + + + + Defines the alignment along the main axis, how is extra space distributed. + + + + + + + Items are centered along the line. + + + + + + + Items are packed toward the end line. + + + + + + + Items are packed toward the start line. Default Value. + + + + + + + Items are evenly distributed in the line with equal space around them. + + + + + + + Items are evenly distributed in the line; first item is on the start line, last item on the end line. + + + + + + + This is the base class for keyboard events. + + + + + + + Gets a boolean value that indicates whether the platform-specific action key is pressed. True means the action + key is pressed. False means it isn't. + + + + + + + Gets a boolean value that indicates whether the Alt key is pressed. True means the Alt key is pressed. + False means it isn't. + + + + + + + Gets the character entered. + + + + + + + Gets a boolean value that indicates whether the WindowsCmd key is pressed. True means the WindowsCmd key + is pressed. False means it isn't. + + + + + + + Gets a boolean value that indicates whether the Ctrl key is pressed. True means the Ctrl key is pressed. + False means it isn't. + + + + + + + The key code. + + + + + + + Gets flags that indicate whether modifier keys (Alt, Ctrl, Shift, Windows/Cmd) are pressed. + + + + + + + Gets a boolean value that indicates whether the Shift key is pressed. True means the Shift key is pressed. + False means it isn't. + + + + + + + Gets a keyboard event from the event pool and initializes it with the given values. Use this function + instead of creating new events. Events obtained using this method need to be released back to the pool. + You can use Dispose() to release them. + + + The character for this event. + The key code for this event. + Event modifier keys that are active for this event. + + An initialized event. + + + + + + Gets a keyboard event from the event pool and initializes it with the given values. Use this + function instead of creating new events. Events obtained using this method need to be released + back to the pool. You can use Dispose() to release them. + + + A keyboard IMGUI event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Provides a default implementation for translating input device specific events to higher level navigation operations as commonly possible with a keyboard. + + + + + + + Initializes and returns an instance of KeyboardNavigationManipulator, configured to invoke the specified callback. + + + This action is invoked when specific low level events are dispatched to the target <see cref="VisualElement" >, + with a specific value of <see cref="KeyboardNavigationOperation" > and a reference to the original low level event. + + + + + Represents an operation that the user is trying to accomplish through a specific input mechanism. + + + + + + + Selects the first element. + + + + + + + Cancels the current UI interaction. + + + + + + + Selects the last element. + + + + + + + Selects the next item. + + + + + + + Default value. Indicates an uninitialized enum value. + + + + + + + Moves the selection down one page (in a list which has scrollable area). + + + + + + + Moves the selection up one page (in a list which has scrollable area). + + + + + + + Selects the previous item. + + + + + + + Selects all UI selectable elements or text. + + + + + + + Submits or concludes the current UI interaction. + + + + + + + This event is sent when a key is pressed. + + + + + + + This event is sent when a pressed key is released. + + + + + + + Provides an Element displaying text. + + + + + + + USS class name of elements of this type. + + + + + + + Constructs a label. + + + + + + + Constructs a label. + + + The text to be displayed. + + + + + Instantiates a Label using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Label. + + + + + + + Represents a distance value. + + + + + + + The unit of the value property. + + + + + + + The length value. + + + + + + + Creates from a float and an optional LengthUnit. + + + + + + + + Creates from a float and an optional LengthUnit. + + + + + + + + + Creates a percentage Length from a float. + + + + + The created length. + + + + + + Describes how to interpret a Length value. + + + + + + + Interprets length as a percentage. + + + + + + + Interprets length as pixel. + + + + + + + A ListView is a vertically scrollable area that links to, and displays, a list of items. + + + + + + + The USS class name for the size field of the ListView when foldout header is enabled. + + + + + + + The USS class name for label displayed when ListView is empty. + + + + + + + The USS class name for the foldout header of the ListView. + + + + + + + The USS class name for the footer of the ListView. + + + + + + + This property controls the text of the foldout header when using showFoldoutHeader. + + + + + + + This event is called for every item added to the itemsSource. Includes the item index. + + + + + + + + This event is called for every item added to the itemsSource. Includes the item index. + + + + + + + + The USS class name of item elements in ListView elements. + + + + + + + The USS class name for ListView when add/remove footer is enabled. + + + + + + + The USS class name for ListView when foldout header is enabled. + + + + + + + The USS class name for item container in reorderable animated ListView. + + + + + + + The USS class name for drag handle bar in reorderable animated ListView. + + + + + + + The USS class name for drag handle in reorderable animated ListView. + + + + + + + The USS class name for item elements in reorderable animated ListView. + + + + + + + The USS class name for reorderable animated ListView elements. + + + + + + + This property controls the drag and drop mode for the list view. + + + + + + + The USS class name for scroll view when add/remove footer is enabled. + + + + + + + This property controls whether a footer will be added to the list view. + + + + + + + This property controls whether the list view displays the collection size (number of items). + + + + + + + This property controls whether the list view will display a header, in the form of a foldout that can be expanded or collapsed. + + + + + + + The USS class name for ListView elements. + + + + + + + Creates a ListView with all default properties. The ListView.itemSource + must all be set for the ListView to function properly. + + + + + + + Constructs a ListView, with all important properties provided. + + + The list of items to use as a data source. + The height of each item, in pixels. + The factory method to call to create a display item. The method should return a + VisualElement that can be bound to a data item. + The method to call to bind a data item to a display item. The method + receives as parameters the display item to bind, and the index of the data item to bind it to. + + + + + Instantiates a ListView using data from a UXML file. + + + + + + + Defines UxmlTraits for the ListView. + + + + + + + Returns an empty enumerable, because list views usually do not have child elements. + + + + An empty enumerable. + + + + + + Initializes ListView properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Options to change the drag and drop mode for items in the ListView. + + + + + + + ListView will add drag handles before every item, that can be used to drag a single item with animated visual feedback. + + + + + + + ListView will display the standard blue line dragger on reorder. + + + + + + + Base class for all Manipulator implementations. + + + + + + + VisualElement being manipulated. + + + + + + + Called to register event callbacks on the target element. + + + + + + + Called to unregister event callbacks from the target element. + + + + + + + Used by manipulators to match events against their requirements. + + + + + + + The button that activates the manipulation. + + + + + + + Number of mouse clicks required to activate the manipulator. + + + + + + + Any modifier keys (ie. ctrl, alt, ...) that are needed to activate the manipulation. + + + + + + + Checks whether the current mouse event satisfies the activation requirements. + + + The mouse event. + + True if the event matches the requirements. False otherwise. + + + + + + Checks whether the current mouse event satisfies the activation requirements. + + + The mouse event. + + True if the event matches the requirements. False otherwise. + + + + + + Provides methods for generating a VisualElement's visual content during the generateVisualContent callback. + + + + + + + The element for which VisualElement.generateVisualContent was invoked. + + + + + + + Allocates the specified number of vertices and indices required to express geometry for drawing the content of a VisualElement. + + + The number of vertices to allocate. The maximum is 65535 (or UInt16.MaxValue). + The number of triangle list indices to allocate. Each 3 indices represent one triangle, so this value should be multiples of 3. + An optional texture to be applied on the triangles allocated. Pass null to rely on vertex colors only. + + An object that gives access to the newely allocated data. If the returned vertex count is 0, then allocation failed (the system ran out of memory). + + + + + + A class that represents the vertex and index data allocated for drawing the content of a VisualElement. + + + + + + + The number of indices successfully allocated for VisualElement content drawing. + + + + + + + A rectangle describing the UV region holding the texture passed to MeshGenerationContext.Allocate. + + + + + + + The number of vertices successfully allocated for VisualElement content drawing. + + + + + + + Fills the values of the allocated indices with values copied directly from an array. Each 3 consecutive indices form a single triangle. + + + The array of indices to copy from. The length of the array must match the allocated index count. + + + + + Fills the values of the allocated indices with values copied directly from an array. Each 3 consecutive indices form a single triangle. + + + The array of indices to copy from. The length of the array must match the allocated index count. + + + + + Fills the values of the allocated vertices with values copied directly from an array. + When this method is called, it is not possible to use SetNextVertex to fill the allocated vertices array. + + + The array of vertices to copy from. The length of the array must match the allocated vertex count. + + + + + Fills the values of the allocated vertices with values copied directly from an array. + When this method is called, it is not possible to use SetNextVertex to fill the allocated vertices array. + + + The array of vertices to copy from. The length of the array must match the allocated vertex count. + + + + + Assigns the value of the next index of the allocated indices list. + + + The value of the next index. + + + + + Assigns the value of the next vertex of the allocated vertices list. + + + The value of the next vertex. + + + + + A min/max slider containing a representation of a range. + + + + + + + USS class name of dragger elements in elements of this type. + + + + + + + This is the high limit of the slider. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + This is the low limit of the slider. + + + + + + + USS class name of the maximum thumb elements in elements of this type. + + + + + + + This is the high value of the range represented on the slider. + + + + + + + USS class name of the minimum thumb elements in elements of this type. + + + + + + + This is the low value of the range represented on the slider. + + + + + + + Returns the range of the low/high limits of the slider. + + + + + + + USS class name of tracker elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + This is the value of the slider. This is a Vector2 where the x is the lower bound and the y is the higher bound. + + + + + + + Constructor. + + + + + + + Constructor. + + + The minimum value in the range to be represented. + The maximum value in the range to be represented. + The minimum value of the slider limit. + The maximum value of the slider limit. + + + + + Constructor. + + + The minimum value in the range to be represented. + The maximum value in the range to be represented. + The minimum value of the slider limit. + The maximum value of the slider limit. + + + + + + Instantiates a MinMaxSlider using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the MinMaxSlider. + + + + + + + Initialize MinMaxSlider properties using values from the attribute bag. + + + The element to initialize. + The bag of attributes. + Creation Context, unused. + + + + + Describes a MouseButton. + + + + + + + The Left Mouse Button. + + + + + + + The Middle Mouse Button. + + + + + + + The Right Mouse Button. + + + + + + + Class that manages capturing mouse events. + + + + + + + Assigns an event handler to capture mouse events. + + + The event handler that captures mouse events. + + + + + Checks if the event handler is capturing the mouse. + + + Event handler to check. + + True if the handler captures the mouse. + + + + + + Checks if there is a handler capturing the mouse. + + + + True if a handler is capturing the mouse, false otherwise. + + + + + + Stops an event handler from capturing the mouse. + + + The event handler to stop capturing the mouse. If this handler is not assigned to capturing the mouse, nothing happens. + + + + + Stops an event handler from capturing the mouse. + + + + + + + Event sent after a handler starts capturing the mouse. + + + + + + + Event sent when the handler capturing the mouse changes. + + + + + + + In the case of a MouseCaptureEvent, this property is the IEventHandler that loses the capture. In the case of a MouseCaptureOutEvent, this property is the IEventHandler that gains the capture. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The handler taking or releasing the mouse capture. + The related target. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Event sent before a handler stops capturing the mouse. + + + + + + + This event is sent when a mouse button is pressed. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI mouse event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Event sent when the mouse pointer enters an element or one of its descendent elements. The event is cancellable, it does not trickle down, and it does not bubble up. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + Event sent when the mouse pointer enters a window. The event is cancellable, it does not trickle down, and it does not bubble up. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + The base class for mouse events. + + + + + + + Returns true if the platform-specific action key is pressed. This key is Cmd on macOS, and Ctrl on all other platforms. + + + + + + + Returns true if the Alt key is pressed. + + + + + + + Integer that indicates which mouse button is pressed: 0 is the left button, 1 is the right button, 2 is the middle button. + + + + + + + The number of times the button is pressed. + + + + + + + Returns true if the Windows/Cmd key is pressed. + + + + + + + Returns true if the Ctrl key is pressed. + + + + + + + The current target of the event. The current target is the element in the propagation path for which event handlers are currently being executed. + + + + + + + The mouse position in the current target coordinate system. + + + + + + + Flags that hold pressed modifier keys (Alt, Ctrl, Shift, Windows/Cmd). + + + + + + + The difference of the mouse position between the previous mouse event and the current mouse event. + + + + + + + The mouse position in the screen coordinate system. + + + + + + + A bitmask that describes the currently pressed buttons. + + + + + + + Returns true if the Shift key is pressed. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI mouse event. + + An initialized event. + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The mouse position. + The mouse button pressed. + The number of consecutive mouse clicks received. + The relative movement of the mouse compared to the mouse position when the last event was received. + The modifier keys held down during the event. + + An initialized event. + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The event that sent this event. + + An initialized event. + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The pointer event that sent this event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Event sent when the mouse pointer exits an element and all its descendent elements. The event is cancellable, it does not trickle down, and it does not bubble up. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + Event sent when the mouse pointer exits a window. The event is cancellable, it does not trickle down, and it does not bubble up. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI MouseLeaveWindow event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + MouseManipulators have a list of activation filters. + + + + + + + List of Activationfilters. + + + + + + + Checks whether MouseEvent satisfies all of the ManipulatorActivationFilter requirements. + + + The MouseEvent to validate. + + True if the event satisfies the requirements. False otherwise. + + + + + + Checks whether the MouseEvent is related to this Manipulator. + + + MouseEvent to validate. + + True if MouseEvent uses the current activator button. False otherwise. + + + + + + This event is sent when the mouse moves. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI mouse event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Event sent when the mouse pointer exits an element. The event trickles down, it bubbles up, and it is cancellable. + + + + + + + Event sent when the mouse pointer enters an element. The event trickles down, it bubbles up, and it is cancellable. + + + + + + + This event is sent when a mouse button is released. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI mouse event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Event sent when the user presses the cancel button. + + + + + + + Navigation events abstract base class. + + By default, navigation events trickle down and bubble up. They are cancellable, and disabled elements won't + receive these events. + + + + + + + Event typically sent when the user presses the D-pad, moves a joystick or presses the arrow keys. + + + + + + + The direction of the navigation. + + + + + + + The move vector. + + + + + + + Constructor. + + + + + + + Move event direction. + + + + + + + Downo. + + + + + + + Lefto. + + + + + + + No specific direction. + + + + + + + Righto. + + + + + + + Upo. + + + + + + + Gets an event from the event pool and initializes it with the given values. + Use this function instead of creating new events. + Events obtained from this method should be released back to the pool using Dispose(). + + + The move vector. + + An initialized navigation event. + + + + + + Initialize the event members. + + + + + + + Event sent when the user presses the submit button. + + + + + + + Defines what should happend if content overflows an element bounds. + + + + + + + The overflow is clipped, and the rest of the content will be invisible. + + + + + + + The overflow is not clipped. It renders outside the element's box. Default Value. + + + + + + + Boxes against which the VisualElement content is clipped. + + + + + + + Clip the content against the box inside the padding areas. + + + + + + + Clip the content against the box outside the padding areas but inside the borders. + + + + + + + Abstract base class for events notifying of a panel change. + + + + + + + In the case of AttachToPanelEvent, the panel to which the event target element is now attached. In the case of DetachFromPanelEvent, the panel to which the event target element will be attached. + + + + + + + In the case of AttachToPanelEvent, the panel to which the event target element was attached. In the case of DetachFromPanelEvent, the panel from which the event target element is detached. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + Sets the originPanel property of the event. + Sets the destinationPanel property of the event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Options that specify how elements in the panel scale when the screen size changes. See PanelSettings.scaleMode. + + + + + + + Elements stay the same physical size (displayed size) regardless of screen size and resolution. + + + + + + + Elements stay the same size, in pixels, regardless of screen size. + + + + + + + Elements get bigger when the screen size increases, and smaller when it decreases. + + + + + + + Options that specify how to scale the panel area when the aspect ratio of the current screen resolution + does not match the reference resolution. See PanelSettings.screenMatchMode. + + + + + + + Expand the panel area horizontally or vertically so the panel size is never + smaller than the reference resolution. + + + + + + + Scales the panel area using width, height, or a mix of the two as a reference. + + + + + + + Crops the panel area horizontally or vertically so the panel size never exceeds + the reference resolution. + + + + + + + Defines a Panel Settings asset that instantiates a panel at runtime. The panel makes it possible for Unity to display + UXML-file based UI in the Game view. + + + + + + + Determines whether the color buffer is cleared before the panel is rendered. + + + + + + + Determines whether the depth/stencil buffer is cleared before the panel is rendered. + + + + + + + The color used to clear the color buffer. + + + + + + + The depth used to clear the depth/stencil buffer. + + + + + + + Settings of the dynamic atlas. + + + + + + + The DPI value that Unity uses when it cannot determine the screen DPI. + + + + + + + Determines whether Unity uses width, height, or a mix of the two as a reference when it scales the panel area. + + + + + + + The DPI that the UI is designed for. + + + + + + + The resolution the UI is designed for. + + + + + + + A uniform scaling factor that Unity applies to elements in the panel before + the panel transform. + + + + + + + Determines how elements in the panel scale when the screen size changes. + + + + + + + Specifies how to scale the panel area when the aspect ratio of the current resolution + does not match the reference resolution. + + + + + + + When the Scene uses more than one panel, this value determines where this panel appears in the sorting + order relative to other panels. + + + + + + + When the Scene uses more than one panel, this value determines where this panel appears in the sorting + order relative to other panels. + + + + + + + Specifies a Render Texture to render the panel's UI on. + + + + + + + Specifies a PanelTextSettings that will be used by every UI Document attached to the panel. + + + + + + + Specifies a style sheet that Unity applies to every UI Document attached to the panel. + + + + + + + Sets the function that handles the transformation from screen space to panel space. For overlay panels, + this function returns the input value. + + + The translation function. Set to null to revert to the default behavior. + + + + + Represents text rendering settings for a specific UI panel. + PanelSettings.textSettings + + + + + + + Describes the picking behavior. + + + + + + + Disables picking. + + + + + + + Picking enabled. Default Value. + + + + + + + This event is sent when pointer interaction is cancelled. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + Event sent when a pointer is captured by a VisualElement. + + + + + + + Base class for pointer capture events and mouse capture events. + + + + + + + Identifies the pointer that sends the event. + + + + + + + For PointerCaptureEvent and MouseCaptureEvent, returns the VisualElement that loses the pointer capture, if any. For PointerCaptureOutEvent and MouseCaptureOutEvent, returns the VisualElement that captures the pointer. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + For PointerCapture and MouseCapture events, the element that captures the pointer. For PointerCaptureOut and MouseCaptureOut events, the element that releases the pointer. + For PointerCaptureEvent and MouseCaptureEvent, returns the element that loses the pointer capture, if any. For PointerCaptureOutEvent and MouseCaptureOutEvent, returns the element that captures the pointer. + The pointer that is captured or released. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + A static class to capture and release pointers. + + + + + + + Captures the pointer. + + + The VisualElement that captures the pointer. + The pointer to capture. + + + + + Returns the element that is capturing the pointer. + + + The panel that holds the element. + The captured pointer. + + The element that is capturing the pointer. + + + + + + Tests whether the element has captured the pointer. + + + The VisualElement being tested. + The captured pointer. + + True if element captured the pointer. + + + + + + Tests whether an element captured a pointer and, if so, tells the element to release the pointer. + + + The element which potentially captured the pointer. + The captured pointer. + + + + + Releases the pointer. + + + The panel that holds the element that captured the pointer. + The captured pointer. + + + + + Event sent when a VisualElement releases a pointer. + + + + + + + This event is sent when a pointer is pressed. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + This event is sent when a pointer enters a VisualElement or one of its descendants. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + This is the base class for pointer events. + + + + + + + Gets a boolean value that indicates whether the platform-specific action key is pressed. True means the action + key is pressed. False means it isn't. + + + + + + + Gets the angle of the stylus relative to the surface, in radians + + + + + + + Gets a boolean value that indicates whether the Alt key is pressed. True means the Alt key is pressed. + False means it isn't. + + + + + + + Gets the angle of the stylus relative to the x-axis, in radians. + + + + + + + Gets a value that indicates which mouse button was pressed: 0 is the left button, 1 is the right button, 2 is the middle button. + + + + + + + Gets the number of times the button was pressed. + + + + + + + Gets a boolean value that indicates whether the WindowsCmd key is pressed. True means the WindowsCmd key + is pressed. False means it isn't. + + + + + + + Gets a boolean value that indicates whether the Ctrl key is pressed. True means the Ctrl key is pressed. + False means it isn't. + + + + + + + Gets the current target of the event. + + + + + + + Gets the difference between the pointer's position during the previous mouse event and its position during the + current mouse event. + + + + + + + Gets the amount of time that has elapsed since the last recorded change in pointer values, in seconds. + + + + + + + Gets a boolean value that indicates whether the pointer is a primary pointer. True means the pointer is a primary + pointer. False means it isn't. + + + + + + + Gets the pointer position in the current target's coordinate system. + + + + + + + Gets flags that indicate whether modifier keys (Alt, Ctrl, Shift, Windows/Cmd) are pressed. + + + + + + + Gets the identifier of the pointer that sent the event. + + + + + + + Gets the type of pointer that created the event. + + + + + + + Gets the pointer position in the Screen or World coordinate system. + + + + + + + Gets a bitmask that describes the buttons that are currently pressed. + + + + + + + Gets the amount of pressure currently applied by a touch. + + + + + + + Gets an estimate of the radius of a touch. + + + + + + + Gets the accuracy of the touch radius. + + + + + + + Gets a boolean value that indicates whether the Shift key is pressed. True means the Shift key is pressed. + False means it isn't. + + + + + + + Gets the pressure applied to an additional pressure-sensitive control on the stylus. + + + + + + + Gets the rotation of the stylus around its axis, in radians. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. + Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + An IMGUI mouse event. + + An initialized event. + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. + Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + A <see cref="Touch" /> structure from the InputManager. + The modifier keys held down during the event. + + An initialized event. + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. + Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + The event that sent this event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + A static class that holds pointer ID values. + + + + + + + Represents an invalid pointer ID value. + + + + + + + The maximum number of pointers the implementation supports. + + + + + + + The mouse pointer ID. + + + + + + + The number of pen pointers the implementation supports. + + + + + + + The base ID for pen pointers. + + + + + + + The number of touch pointers the implementation supports. + + + + + + + The base ID for touch pointers. + + + + + + + This event is sent when a pointer exits an element and all of its descendants. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + PointerManipulators have a list of activation filters. + + + + + + + Checks whether PointerEvent satisfies all of the ManipulatorActivationFilter requirements. + + + The PointerEvent to validate. + + True if the event satisfies the requirements. False otherwise. + + + + + + Checks whether the PointerEvent is related to this Manipulator. + + + PointerEvent to validate. + + True if PointerEvent uses the current activator button. False otherwise. + + + + + + This event is sent when a pointer changes state. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + This event is sent when a pointer exits an element. + + + + + + + This event is sent when a pointer enters an element. + + + + + + + This event is sent when a pointer does not change for a set amount of time, determined by the operating system. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + A static class that holds pointer type values. + + + + + + + The pointer type for mouse events. + + + + + + + The pointer type for pen events. + + + + + + + The pointer type for touch events. + + + + + + + The pointer type for events created by unknown devices. + + + + + + + This event is sent when a pointer's last pressed button is released. + + + + + + + Constructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances. + + + + + + + Resets the event members to their initial values. + + + + + + + Styled visual element that matches the EditorGUILayout.Popup IMGUI element. + + + + + + + USS class name of content elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of PopupWindow. + + + + + + + Instantiates a PopupWindow using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the PopupWindow. + + + + + + + Returns an empty enumerable, as popup windows generally do not have children. + + + + + + + Defaines how the position values are interpreted by the layout engine. + + + + + + + The element is positioned in relation to its parent box and does not contribute to the layout anymore. + + + + + + + The element is positioned in relation to its default box as calculated by layout. + + + + + + + A control that displays the progress between a lower and upper bound value. + + + + + + + The propagation phases of an event. + + + + + + + The event is sent to the target. + + + + + + + The event is sent from the target element's parent back to the panel's root element. + + + + + + + The event is sent to the target element, which can then execute its final default actions for the event. Event handlers do not receive the event in this phase. Instead, ExecuteDefaultAction is called on the target element. + + + + + + + The event is sent to the target element, which can then execute its default actions for the event at the target phase. Event handlers do not receive the event in this phase. Instead, ExecuteDefaultActionAtTarget is called on the target element. + + + + + + + The event is not propagated. + + + + + + + The event is sent from the panel's root element to the target element's parent. + + + + + + + A control that allows users to select a single option inside a RadioButtonGroup + + + + + + + USS class name of checkmark background in RadioButton elements. + + + + + + + USS class name of checkmark in RadioButton elements. + + + + + + + USS class name of input elements in RadioButton elements. + + + + + + + USS class name for Labels in RadioButton elements. + + + + + + + USS class name of Text elements in RadioButton elements. + + + + + + + USS class name for RadioButton elements. + + + + + + + Creates a RadioButton with no label. + + + + + + + Creates a RadioButton with a Label and a default manipulator. + + + The Label text. + + + + + Instantiates a RadioButton using data from a UXML file. + + + + + + + Defines UxmlTraits for the RadioButton. + + + + + + + Initializes RadioButton properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + A control that allows single selection out of a logical group of RadioButton elements. Selecting one will deselect the others. + + + + + + + The list of available choices in the group. + + + + + + + USS class name for RadioButtonGroup elements. + + + + + + + Initializes and returns an instance of RadioButtonGroup. + + + + + + + Initializes and returns an instance of RadioButtonGroup. + + + The label for this group + The choices to display in this group + + + + + Instantiates a RadioButtonGroup using data from a UXML file. + + + + + + + Defines UxmlTraits for the RadioButtonGroup. + + + + + + + Initializes RadioButtonGroup properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + A button that executes an action repeatedly while it is pressed. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor. + + + + + + + Constructor. + + + The action to execute when the button is pressed. + The initial delay before the action is executed for the first time. + The interval between each execution of the action. + + + + + Set the action that should be executed when the button is pressed. + + + The action to execute. + The initial delay before the action is executed for the first time. + The interval between each execution of the action. + + + + + Instantiates a RepeatButton using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the RepeatButton. + + + + + + + Initialize RepeatButton properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Provides rotation information for visual elements that rotates around the TransformOrigin. Positive values represent clockwise rotation. + + + + + + + The angle applied by the rotation. Positive values represent clockwise rotation and negative values represent counterclockwise rotation. + + + + + + + Create a Rotate struct that correspond to a rotation around the z axis by the provided Angle. + + + + + + + + Return a value of Rotate that applies no rotation + + + + + + + A collection of static methods that provide simple World, Screen, and Panel coordinate transformations. + + + + + + + Transforms a world absolute position to its equivalent local coordinate on given panel, + using provided camera for internal WorldToScreen transformation. + <param name="panel">The local coordinates reference panel.<param> + <param name="worldPosition">The world position to transform.<param> + <param name="camera">The Camera used for internal WorldToScreen transformation.<param> + <returns>A position in panel coordinates that corresponds to the provided world position.<returns> + + + + + + + + + + Transforms a world position and size (in world units) to their equivalent local position and size + on given panel, using provided camera for internal WorldToScreen transformation. + <param name="panel">The local coordinates reference panel.<param> + <param name="worldPosition">The world position to transform.<param> + <param name="worldSize">The world size to transform. The object in the panel will appear to have + that size when compared to other 3D objects at neighboring positions.<param> + <param name="camera">The Camera used for internal WorldToScreen transformation.<param> + <returns>A (position, size) Rect in panel coordinates that corresponds to the provided world position + and size.</returns> + + + + + + + + + + + Resets the dynamic atlas of the panel. Textured elements will be repainted. + + + + + + + + Transforms a screen absolute position to its equivalent local coordinate on given panel. + <param name="panel">The local coordinates reference panel.<param> + <param name="screenPosition">The screen position to transform.<param> + <returns>A position in panel coordinates that corresponds to the provided screen position.</returns> + + + + + + + + + Notifies the dynamic atlas of the panel that the content of the provided texture has changed. If the dynamic + atlas contains the texture, it will update it. + + + The current panel + The texture whose content has changed. + + + + + Reprensents the scale applied as an element's transformations. The center point that will not move when the scaling is applied is the TransformOrigin. + + + + + + + Returns a value of Scale without any scaling applied. + + + + + + + A vertical or horizontal scrollbar. + + + + + + + Direction of this scrollbar. + + + + + + + Top or right scroll button. + + + + + + + USS class name of high buttons in elements of this type. + + + + + + + Maximum value. + + + + + + + USS class name of elements of this type, when they are displayed horizontally. + + + + + + + Bottom or left scroll button. + + + + + + + USS class name of low buttons in elements of this type. + + + + + + + Minimum value. + + + + + + + The slider used by this scroller. + + + + + + + USS class name of slider elements in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Value that defines the slider position. It lies between lowValue and highValue. + + + + + + + Event sent when the slider value has changed. + + + + + + + + USS class name of elements of this type, when they are displayed vertically. + + + + + + + Updates the slider element size as a ratio of total range. A value greater than 1 will disable the Scroller. + + + Slider size ratio. + + + + + Constructor. + + + + + + + Constructor. + + + + + + + Will change the value according to the current slider pageSize. + + + + + + + Will change the value according to the current slider pageSize. + + + + + + + + Will change the value according to the current slider pageSize. + + + + + + + Will change the value according to the current slider pageSize. + + + + + + + + Instantiates a Scroller using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Scroller. + + + + + + + Returns an empty enumerable, as scrollers do not have children. + + + + + + + Initialize Scroller properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Options for controlling the visibility of scroll bars in the ScrollView. + + + + + + + The scroll bar is always visible. + + + + + + + Displays a scroll bar only if the content does not fit in the scroll view. Otherwise, hides the scroll bar. + + + + + + + The scroll bar is always hidden. + + + + + + + Displays its contents inside a scrollable frame. + + + + + + + USS class name of content elements in elements of this type. + + + + + + + Contains full content, potentially partially visible. + + + + + + + USS class name of content elements in elements of this type. + + + + + + + Represents the visible part of contentContainer. + + + + + + + The amount of elasticity to use when a user tries to scroll past the boundaries of the scroll view. + + + + + + + This property is controlling the scrolling speed of the horizontal scroller. + + + + + + + Horizontal scrollbar. + + + + + + + Specifies whether the horizontal scroll bar is visible. + + + + + + + USS class name that's added when the ScrollView is in horizontal mode. + ScrollViewMode.Horizontal + + + + + + + USS class name of horizontal scrollers in elements of this type. + + + + + + + Controls how the ScrollView allows the user to scroll the contents. + ScrollViewMode + + + + + + + The behavior to use when scrolling reaches limits of a nested ScrollView. + + + + + + + Controls the rate at which the scrolling movement slows after a user scrolls using a touch interaction. + + + + + + + The current scrolling position. + + + + + + + Obsolete. Use ScrollView.horizontalScrollerVisibility instead. + + + + + + + Obsolete. Use ScrollView.verticalScrollerVisibility instead. + + + + + + + The behavior to use when a user tries to scroll past the boundaries of the ScrollView content using a touch interaction. + + + + + + + USS class name of elements of this type. + + + + + + + USS class name that's added when the ScrollView is in both horizontal and vertical mode. + ScrollViewMode.VerticalAndHorizontal + + + + + + + This property is controlling the scrolling speed of the vertical scroller. + + + + + + + Vertical Scrollbar. + + + + + + + Specifies whether the vertical scroll bar is visible. + + + + + + + USS class name that's added when the ScrollView is in vertical mode. + ScrollViewMode.Vertical + + + + + + + USS class name of viewport elements in elements of this type. + + + + + + + USS class name of vertical scrollers in elements of this type. + + + + + + + Constructor. + + + + + + + Constructor. + + + + + + + + Options for controlling how nested ScrollView handles scrolling when reaching + the limits of the scrollable area. + + + + + + + Automatically selects the behavior according to the context in which the UI runs. For touch input, typically mobile devices, + NestedInteractionKind.StopScrolling is used. For scroll wheel input, NestedInteractionKind.ForwardScrolling is used. + + + + + + + Scrolling will continue to the parent when no movement is possible in the scrolled direction. + + + + + + + Scrolling capture will remain in the scroll view if it initiated the drag. + + + + + + + Scroll to a specific child element. + + + The child to scroll to. + + + + + The behavior to use when a user tries to scroll past the end of the ScrollView content using a touch interaction. + + + + + + + The content position is clamped to the ScrollView boundaries. + + + + + + + The content position can overshoot the ScrollView boundaries, but then "snaps" back within them. + + + + + + + The content position can move past the ScrollView boundaries. + + + + + + + Instantiates a ScrollView using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the ScrollView. + + + + + + + Initialize ScrollView properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Configurations of the ScrollView to influence the layout of its contents and how scrollbars appear. + ScrollView.mode + + + + + + + Configure ScrollView for horizontal scrolling. + + + + + + + Configure ScrollView for vertical scrolling. + + + + + + + Configure ScrollView for vertical and horizontal scrolling. + + + + + + + Controls how many items can be selected at once. + + + + + + + Multiple items are selectable at once. + + + + + + + Selections are disabled. + + + + + + + Only one item is selectable. + + + + + + + A slider containing floating point values. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + USS class name of elements of this type. + + + + + + + Constructor. + + + + + + + Constructor. + + + + + + + + + + + Constructor. + + + + + + + + + + + + Instantiates a Slider using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the Slider. + + + + + + + Initialize Slider properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + This is the direction of the Slider and SliderInt. + + + + + + + An horizontal slider is made with a SliderDirection Horizontal. + + + + + + + An vertical slider is made with a SliderDirection Vertical. + + + + + + + A slider containing Integer discrete values. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + The value to add or remove to the SliderInt.value when it is clicked. + + + + + + + USS class name of elements of this type. + + + + + + + Constructors for the SliderInt. + + + + + + + Constructors for the SliderInt. + + + This is the low value of the slider. + This is the high value of the slider. + This is the slider direction, horizontal or vertical. + This is the number of values to change when the slider is clicked. + + + + + Constructors for the SliderInt. + + + This is the low value of the slider. + This is the high value of the slider. + This is the slider direction, horizontal or vertical. + This is the number of values to change when the slider is clicked. + + + + + + Instantiates a SliderInt using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the SliderInt. + + + + + + + Initialize SliderInt properties using values from the attribute bag. + + + The object to initialize. + The bag of attributes. + The creation context; unused. + + + + + Style value that can be either a Background or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The Background value. + + + + + + + Creates from either a Background or a StyleKeyword. + + + + + + + + Creates from either a Background or a StyleKeyword. + + + + + + + + Creates from either a Background or a StyleKeyword. + + + + + + + + Creates from either a Background or a StyleKeyword. + + + + + + + + Creates from either a Background or a StyleKeyword. + + + + + + + + Style value that can be either a Color or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The Color value. + + + + + + + Creates from either a Color or StyleKeyword. + + + + + + + + Creates from either a Color or StyleKeyword. + + + + + + + + Style value that can be either a Cursor or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The Cursor value. + + + + + + + Creates from either a Cursor or StyleKeyword. + + + + + + + + Creates from either a Cursor or StyleKeyword. + + + + + + + + Style value that can be either an enum or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The style value. + + + + + + + Creates from either an enum or a StyleKeyword. + + + + + + + + Creates from either an enum or a StyleKeyword. + + + + + + + + Style value that can be either a float or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The float value. + + + + + + + Creates from either a float or a StyleKeyword. + + + + + + + + Creates from either a float or a StyleKeyword. + + + + + + + + Style value that can be either a Font or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The Font value. + + + + + + + Creates from a Font or StyleKeyword. + + + + + + + + Creates from a Font or StyleKeyword. + + + + + + + + Style value that can be either a FontDefinition or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The actual value of the definition. + + + + + + + Creates from either a FontDefinition or a StyleKeyword. + + + + + + + + Creates from either a FontDefinition or a StyleKeyword. + + + + + + + + Creates from either a FontDefinition or a StyleKeyword. + + + + + + + + Style value that can be either an integer or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The integer value. + + + + + + + Creates from either an integer or StyleKeyword. + + + + + + + + Creates from either an integer or StyleKeyword. + + + + + + + + Keyword that can be used on any style value types. + + + + + + + For style properties accepting auto. + + + + + + + The initial (or default) value of a style property. + + + + + + + For style properties accepting none. + + + + + + + Means that an inline style from IStyle has no value or keyword. + + + + + + + Means that there's no keyword defined for that property. + + + + + + + Style value that can be either a Length or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The Length value. + + + + + + + Creates from either a Length or a StyleKeyword. + + + + + + + + Creates from either a Length or a StyleKeyword. + + + + + + + + Creates from either a Length or a StyleKeyword. + + + + + + + + Style value that can be either a list or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The style value. + + + + + + + Creates from either a list or a StyleKeyword. + + + + + + + + Creates from either a list or a StyleKeyword. + + + + + + + + Defines the name of a style property. + + + + + + + Initializes and returns an instance of StylePropertyName from a string. + + + + + + + + Implicit string operator. + + + Name of the property you want to create a new StylePropertyName with. + + + + + Checks if the StylePropertyName is null or empty. + + + StylePropertyName you want to check. + + True if propertyName is invalid. False otherwise. + + + + + + Determines if the StylePropertyNames are equal. + + + First StylePropertyName. + Second StylePropertyName. + + True if both StylePropertyNames are equal. False otherwise. + + + + + + Determines if the StylePropertyNames are not equal. + + + First StylePropertyName. + Second StylePropertyName. + + True if the StylePropertyNames are not equal. False otherwise. + + + + + + Collection of StylePropertyName. + + + + + + + Determines whether a StylePropertyNameCollection contains the specified element. + + + The element to locate in the <see cref="StylePropertyNameCollection" />. + + true if the StylePropertyNameCollection contains the specified element; otherwise, false. + + + + + + Enumerates the elements of a StylePropertyNameCollection. + + + + + + + Gets the element at the current position of the enumerator. + + + + The element in the StylePropertyNameCollection at the current position of the enumerator. + + + + + + Releases all resources used by the StylePropertyNameCollection enumerator. + + + + + + + Advances the enumerator to the next element of the StylePropertyNameCollection. + + + + true if the enumerator was successfully advanced to the next element; false if the enumerator has passed the end of the collection. + + + + + + Returns an enumerator that iterates through the StylePropertyNameCollection. + + + + An enumerator that can be used to iterate through the StylePropertyNameCollection. + + + + + + Represents a style value that can be either a Rotate or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The Rotate value. + + + + + + + Creates a StyleRotate from either a Rotate or a StyleKeyword. + + + + + + + + Creates a StyleRotate from either a Rotate or a StyleKeyword. + + + + + + + + Style value that can be either a Scale or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The Scale value. + + + + + + + Creates a new StyleScale from either a Scale or a StyleKeyword. + + + + + + + + Creates a new StyleScale from either a Scale or a StyleKeyword. + + + + + + + + Style sheets are applied to visual elements in order to control the layout and visual appearance of the user interface. + + + + + + + A hash value computed from the stylesheet content. + + + + + + + Whether there were errors encountered while importing the StyleSheet + + + + + + + Whether there were warnings encountered while importing the StyleSheet + + + + + + + Style value that can be either a TextShadow or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The TextShadow value. + + + + + + + Creates from either a TextShadow or StyleKeyword. + + + + + + + + Creates from either a TextShadow or StyleKeyword. + + + + + + + + Represents a style value that can be either a TransformOrigin or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The TransformOrigin value. + + + + + + + Creates a new StyleTransformOrigin from either a TransformOrigin or a StyleKeyword. + + + + + + + + Creates a new StyleTransformOrigin from either a TransformOrigin or a StyleKeyword. + + + + + + + + Style value that can be either a Translate or a StyleKeyword. + + + + + + + The style keyword. + + + + + + + The Translate value. + + + + + + + Creates from either a Translate or a StyleKeyword. + + + + + + + + Creates from either a Translate or a StyleKeyword. + + + + + + + + Represents the root VisualElement of UXML file. + + + + + + + The local ID of the template in the parent UXML file (Read Only). + + + + + + + Stores the template asset reference, if the generated element is cloned from a VisualTreeAsset as a + Template declaration inside another VisualTreeAsset. + + + + + + + Instantiates and clones a TemplateContainer using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the TemplateContainer. + + + + + + + Returns an empty enumerable, as template instances do not have children. + + + + + + + Initialize TemplateContainer properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Use this as the super class if you are declaring a custom VisualElement that displays text. For example, Button or Label use this as their base class. + + + + + + + When true, a tooltip displays the full version of elided text, and also if a tooltip had been previously + provided, it will be overwritten. + + + + + + + When false, rich text tags will not be parsed. + + + + + + + Returns true if text is elided, false otherwise. + + + + + + + The text to be displayed. + + + + + + + USS class name of elements of this type. + + + + + + + Initializes and returns an instance of TextElement. + + + + + + + Computes the size needed to display a text string based on element style values such as font, font-size, word-wrap, and so on. + + + The text to measure. + Suggested width. Can be zero. + Width restrictions. + Suggested height. + Height restrictions. + + The horizontal and vertical size needed to display the text string. + + + + + + Instantiates a TextElement using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the TextElement. + + + + + + + Enumerator to get the child elements of the UxmlTraits of TextElement. + + + + + + + Initializer for the UxmlTraits for the TextElement. + + + <see cref="VisualElement" /> to initialize. + Bag of attributes where to get the value from. + Creation Context, not used. + + + + + A textfield is a rectangular area where the user can edit a string. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + USS class name of labels in elements of this type. + + + + + + + Set this to true to allow multiple lines in the textfield and false if otherwise. + + + + + + + USS class name of elements of this type. + + + + + + + The string currently being exposed by the field. + + + + + + + Creates a new textfield. + + + + + + + Creates a new textfield. + + + The maximum number of characters this textfield can hold. If 0, there is no limit. + Set this to true to allow multiple lines in the textfield and false if otherwise. + Set this to true to mask the characters and false if otherwise. + The character used for masking in a password field. + + + + + Creates a new textfield. + + + + + + + + Creates a new textfield. + + + The maximum number of characters this textfield can hold. If 0, there is no limit. + Set this to true to allow multiple lines in the textfield and false if otherwise. + Set this to true to mask the characters and false if otherwise. + The character used for masking in a password field. + + + + + + Selects text in the textfield between cursorIndex and selectionIndex. + + + The selection end position. + + + + + + Instantiates a TextField using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the TextField. + + + + + + + Initialize TextField properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Abstract base class used for all text-based fields. + + + + + + + Color of the cursor. + + + + + + + The current cursor position index in the text input field. + + + + + + + Controls whether double clicking selects the word under the mouse pointer or not. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + If set to true, the value property isn't updated until either the user presses Enter or the text field loses focus. + + + + + + + Returns true if the field is used to edit a password. + + + + + + + Returns true if the field is read only. + + + + + + + USS class name of labels in elements of this type. + + + + + + + The character used for masking in a password field. + + + + + + + Maximum number of characters for the field. + + + + + + + USS class name of multiline input elements in elements of this type. + + + + + + + Calls the methods in its invocation list when isReadOnly changes. + + + + + + + + The current selection position index in the text input field. + + + + + + + Background color of selected text. + + + + + + + USS class name of single line input elements in elements of this type. + + + + + + + The value of the input field. + + + + + + + USS class name of input elements in elements of this type. + + + + + + + Controls whether triple clicking selects the entire line under the mouse pointer or not. + + + + + + + USS class name of elements of this type. + + + + + + + Computes the size needed to display a text string based on element style values such as font, font-size, and word-wrap. + + + The text to measure. + Suggested width. Can be zero. + Width restrictions. + Suggested height. + Height restrictions. + + The horizontal and vertical size needed to display the text string. + + + + + + Selects all the text. + + + + + + + Converts a string to the value of the specified generic type from the subclass. + + + The string to convert. + + A value converted from the string. + + + + + + Defines UxmlTraits for TextInputFieldBase. + + + + + + + Initialize the traits for this field. + + + VisualElement to which to apply the attributes. + Bag of attributes where to get the attributes. + Creation context. + + + + + Converts a value of the specified generic type from the subclass to a string representation. + + + The value to convert. + + A string representing the value. + + + + + + Specifies how the text Element treats hidden overflow content. + + + + + + + The Element clips overflow content and hides it. This is the default value. + + + + + + + The Element clips overflow content and hides it, but displays an ellipsis ("...") to indicate that clipped content exists. + + + + + + + Specifies which part of the text the Element replaces with an ellipsis when textOverflow is set to TextOverflow.Ellipsis. + + + + + + + The ellipsis replaces content at the end of the text. This is the default value. + + + + + + + The ellipsis replaces content in the middle of the text. + + + + + + + The ellipsis replaces content at the beginning of the text. + + + + + + + Script interface for VisualElement text-shadow style property IStyle.textShadow. + + + + + + + The blur radius of the shadow. + + + + + + + The color of the shadow. + + + + + + + The offset of the shadow. + + + + + + + Represents a style sheet that's assembled from other style sheets. + + + + + + + Contains timing information of scheduler events. + + + + + + + Time difference in milliseconds between now and the previous callback. + + + + + + + Current time in milliseconds. + + + + + + + Start time in milliseconds, or last callback time for repeatable IScheduledItem. + + + + + + + Compare this object with another object and return true if they are equal. + + + The object to compare with. + + True if the objects are equal. + + + + + + Compare this object with another object and return true if they are equal. + + + The object to compare with. + + True if the objects are equal. + + + + + + Describes how to interpret a TimeValue. + + + + + + + Interprets the time value as milliseconds. + + + + + + + Interprets the time value as seconds. + + + + + + + Represents a time value. + + + + + + + The unit of the value property. + + + + + + + The time value. + + + + + + + Creates from a float and an optional TimeUnit. + + + + + + + + Creates from a float and an optional TimeUnit. + + + + + + + + + A Toggle is a clickable element that represents a boolean value. + + + + + + + USS class name of Images in Toggle elements. + + + + + + + USS class name of input elements in Toggle elements. + + + + + + + USS class name for Labels in Toggle elements. + + + + + + + USS class name of Toggle elements that have no text. + + + + + + + USS class name of Text elements in Toggle elements. + + + + + + + USS class name for Toggle elements. + + + + + + + Creates a Toggle with no label. + + + + + + + Creates a Toggle with a Label and a default manipulator. + + + The Label text. + + + + + Instantiates a Toggle using data from a UXML file. + + + + + + + Defines UxmlTraits for the Toggle. + + + + + + + Initializes Toggle properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + Event sent to find the first VisualElement that displays a tooltip. + + + + + + + Rectangle of the hovered VisualElement in the panel coordinate system. + + + + + + + Text to display inside the tooltip box. + + + + + + + Initializes and returns an instance of TooltipEvent. + + + + + + + Resets the event members to their initial values. + + + + + + + Represents the point of origin where the (Scale, Translate, Rotate) transformations are applied. + + + + + + + + + + + + + + + Create a TransformOrigin data with two Lengths for the x and y axis. + + + + + + + + + Returns the initial value for the TransformOrigin property. + + + + + + + Specifies the alignment keywords for TransformOrigin. + + + + + + + The origin of the transform operation set to the bottom of the element. + + + + + + + The origin of the transform operation is set to the center of the element. + + + + + + + The origin of the transform operation is is set to the left of the element. + + + + + + + The origin of the transform operation is set to the right of the element. + + + + + + + The origin of the transform operation is set to the top of the element. + + + + + + + Event sent when a transition is canceled. + + + + + + + Event sent at the completion of the transition. In the case where a transition is removed before completion then the event will not fire. + + + + + + + Transition events abstract base class. + + + + + + + The number of seconds the transition has been running, excluding delay phase time. + + + + + + + The names of the properties associated with the transition. + + + + + + + Determines whether the ITransitionEvent affects the specified property. + + + The property to check against. + + true if the ITransitionEvent affects the specified property; otherwise, false. + + + + + + Gets an event from the event pool and initializes it with the given values. + Use this function instead of creating new events. + Events obtained from this method should be released back to the pool using Dispose(). + + + The name of the style property. + The elapsed time. + + An initialized transition event. + + + + + + Event sent when a transition is created (i.e. added to the set of running transitions). + + + + + + + Event sent when a transition's delay phase ends. + + + + + + + Represents a translation of the object. Percentage values in X and Y are relative to the width and height of the visual element where the style value is applied. + + + + + + + + + + + + + + + Create a Translate data with two Lengths for the x and y axis. + + + + + + + + + Returns the value of a Translate object with no translation applied. + + + + + + + Item structure provided to a TreeView using the default implementation. + + + + + + + Children of this tree item. + + + + + + + Data for this item. + + + + + + + Whether this item has children or not. + + + + + + + Id of the item. + + + + + + + Creates a TreeViewItemData_1 with all required parameters. + + + The item id. + The item data. + The item's children. + + + + + Use this enum to specify during which phases the event handler is executed. + + + + + + + The event handler should be executed during the AtTarget and BubbleUp phases. + + + + + + + The event handler should be executed during the AtTarget and TrickleDown phases. + + + + + + + A SplitView that contains two resizable panes. One pane is fixed-size while the other pane has flex-grow style set to 1 to take all remaining space. The border between he panes is draggable to resize both panes. Both horizontal and vertical modes are supported. Requires _exactly_ two child elements to operate. + + + + + + + The child element that is set as the fixed size pane. + + + + + + + 0 for setting first child as the fixed pane, 1 for the second child element. + + + + + + + The initial width or height for the fixed pane. + + + + + + + The child element that is set as the flexable size pane. + + + + + + + Orientation of the split view. + + + + + + + Collapse one of the panes of the split view. This will hide the resizer and make the other child take up all available space. + + + Index of child to collapse. + + + + + Parameterized constructor. + + + 0 for setting first child as the fixed pane, 1 for the second child element. + Set an inital width or height for the fixed pane. + Orientation of the split view. + + + + + Un-collapse the split view. This will restore the split view to the state it was before the previous collapse. + + + + + + + Instantiates a TwoPaneSplitView using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the TwoPaneSplitView. + + + + + + + Determines the orientation of the two resizable panes. + + + + + + + Split view panes layout is left/right with vertical resizable split. + + + + + + + Split view panes layout is top/bottom with horizontal resizable split. + + + + + + + Base class for all the uxml specific attributes. + + + + + + + The default value to be used for that specific attribute. + + + + + + + The string representation of the default value of the uxml attribute. + + + + + + + Use this method to obtain the actual value of the attribute. + + + The bag of attributes where to get the actual value. + The creation context. + + The value of type T. + + + + + + Defines a Component that connects VisualElements to GameObjects. This makes it + possible to render UI defined in UXML documents in the Game view. + + + + + + + Specifies the PanelSettings instance to connect this UIDocument component to. + + + + + + + If the GameObject that this UIDocument component is attached to has a parent GameObject, and + that parent GameObject also has a UIDocument component attached to it, this value is set to + the parent GameObject's UIDocument component automatically. + + + + + + + The root visual element where the UI hierarchy starts. + + + + + + + The order in which this UIDocument will show up on the hierarchy in relation to other UIDocuments either + attached to the same PanelSettings, or with the same UIDocument parent. + + + + + + + The VisualTreeAsset loaded into the root visual element automatically. + + + + + + + UQuery is a set of extension methods allowing you to select individual or collection of visualElements inside a complex hierarchy. + + + + + + + Utility Object that contructs a set of selection rules to be ran on a root visual element. + + + + + + + Selects all elements that are active. + + + + A QueryBuilder with the selection rules. + + + + + + Convenience overload, shorthand for Build().AtIndex(). + + + + + + + + Compiles the selection rules into a QueryState object. + + + + + + + Selects all elements that are checked. + + + + + + + Selects all direct child elements of elements matching the previous rules. + + + + + + + + + Selects all direct child elements of elements matching the previous rules. + + + + + + + + + Selects all elements with the specified class in the class list, as specified with the class attribute in a UXML file or added with VisualElement.AddToClassList(string) method. + + + The class to use in the query. + + + + + Initializes a QueryBuilder. + + + The root element on which to condfuct the search query. + + + + + Selects all elements that are descendants of currently matching ancestors. + + + + + + + + + Selects all elements that are descendants of currently matching ancestors. + + + + + + + + + Selects all elements that are enabled. + + + + + + + Convenience overload, shorthand for Build().First(). + + + + The first element matching all the criteria, or null if none was found. + + + + + + Selects all elements that are enabled. + + + + + + + Convenience overload, shorthand for Build().ForEach(). + + + Each return value will be added to this list. + The function to be invoked with each matching element. + + + + + Convenience overload, shorthand for Build().ForEach(). + + + The function to be invoked with each matching element. + + + + + Convenience overload, shorthand for Build().ForEach(). + + + The function to be invoked with each matching element. + + + + + Selects all elements that are hovered. + + + + + + + Convenience overload, shorthand for Build().Last(). + + + + The last element matching all the criteria, or null if none was found. + + + + + + Selects element with this name. + + + + + + + + Selects all elements that are not active. + + + + + + + Selects all elements that npot checked. + + + + + + + Selects all elements that are not enabled. + + + + + + + Selects all elements that don't currently own the focus. + + + + + + + Selects all elements that are not hovered. + + + + + + + Selects all elements that are not selected. + + + + + + + Selects all elements that are not visible. + + + + + + + Selects all elements of the specified Type (eg: Label, Button, ScrollView, etc). + + + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + + Selects all elements of the specified Type (eg: Label, Button, ScrollView, etc). + + + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + + Selects all elements that are not selected. + + + + + + + Convenience method. shorthand for Build().ToList. + + + + A list containing elements satisfying selection rules. + + + + + + Convenience method. Shorthand gor Build().ToList(). + + + Adds all elements satisfying selection rules to the list. + + + + + Selects all elements that are not visible. + + + + + + + Selects all elements satifying the predicate. + + + Predicate that must return true for selected elements. + + QueryBuilder configured with the associated selection rules. + + + + + + UQuery is a set of extension methods allowing you to select individual or collection of visualElements inside a complex hierarchy. + + + + + + + Convenience overload, shorthand for Query&lt;T&gt;.Build().First(). + + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + + The first element matching all the criteria, or null if none was found. + + + + + + Convenience overload, shorthand for Query&lt;T&gt;.Build().First(). + + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + + The first element matching all the criteria, or null if none was found. + + + + + + Initializes a QueryBuilder with the specified selection rules. + + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + + Initializes a QueryBuilder with the specified selection rules. + + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + + Initializes a QueryBuilder with the specified selection rules. + + + Root VisualElement on which the selector will be applied. + + QueryBuilder configured with the associated selection rules. + + + + + + Query object containing all the selection rules. The object can be saved and rerun later without re-allocating memory. + + + + + + + Selects the nth element matching all the criteria, or null if not enough elements were found. + + + The index of the matched element. + + The match element at the specified index. + + + + + + The first element matching all the criteria, or null if none was found. + + + + The first element matching all the criteria, or null if none was found. + + + + + + Invokes function on all elements matching the query. + + + The action to be invoked with each matching element. + + + + + Invokes function on all elements matching the query. + + + Each return value will be added to this list. + The function to be invoked with each matching element. + + + + + Invokes function on all elements matching the query. + + + The action to be invoked with each matching element. + + + + + Allows traversing the results of the query with foreach without creating GC allocations. + + + + A UQueryState{T}.Enumerator instance configured to traverse the results. + + + + + + The last element matching all the criteria, or null if none was found. + + + + The last element matching all the criteria, or null if none was found. + + + + + + Creates a new QueryState with the same selection rules, applied on another VisualElement. + + + The element on which to apply the selection rules. + + A new QueryState with the same selection rules, applied on this element. + + + + + + Adds all elements satisfying selection rules to the list. + + + Adds all elements satisfying selection rules to the list. + + + + + Returns a list containing elements satisfying selection rules. + + + + A list containing elements satisfying selection rules. + + + + + + Offers a set of values that describe the intended usage patterns of a specific VisualElement. + + + + + + + Marks a VisualElement that changes its color often (background-color, border-color, etc.). + This will store the element's colors in an optimized storage suitable for frequent changes, such as animation. + + + + + + + Marks a VisualElement that changes its transformation often (i.e. position, rotation or scale). + When specified, this flag hints the system to optimize rendering of the VisualElement for recurring transformation changes. The VisualElement's vertex transformation will be done by the GPU when possible on the target platform. + Please note that the number of VisualElements to which this hint effectively applies can be limited by target platform capabilities. For such platforms, it is recommended to prioritize use of this hint to only the VisualElements with the highest frequency of transformation changes. + + + + + + + Marks a VisualElement that hosts many children with DynamicTransform applied on them. + A common use-case of this hint is a VisualElement that represents a "viewport" within which there are many DynamicTransform VisualElements that can move individually in addition to the "viewport" element also often changing its transformation. However, if the contents of the aforementioned "viewport" element are mostly static (not moving) then it is enough to use the DynamicTransform hint on that element instead of GroupTransform. + Internally, an element hinted with GroupTransform will force a separate draw batch with its world transformation value, but in the same time it will avoid changing the transforms of all its descendants whenever a transformation change occurs on the GroupTransform element. + + + + + + + Marks a VisualElement that hosts non-rectangular descendants using the "overflow: hidden;" + style. Non-rectangular masks are implemented with the stencil. If applicable, the renderer breaks the batch + to preemptively set the stencil state, before and after drawing the descendants, so that the descendants + won't have to set them at the next masking level. When using this flag, consecutive stencil pushpop + operations are cheap and don't require modifying the stencil reference. As a result, the batch doesn't need + to be broken for each pushpop operation. Consecutive pushpush or poppop operations are still expensive. + Avoid cases that involve many subtrees, where each subtree uses 2 or more levels of masking, to avoid + consecutive pushpush or poppop operations. + + + + + + + No particular hints applicable. + + + + + + + Base class for describing an XML attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + The attribute name. + + + + + + + A list of obsolete names for this attribute. + + + + + + + Restrictions on the possible values of the attribute. + + + + + + + Attribute type. + + + + + + + Attribute namespace. + + + + + + + Whether the attribute is optional, required or prohibited. + + + + + + + Get the attribute value from the attribute bag. + + + A bag containg attributes and their values as strings. + The context in which the values are retrieved. + A function to convert a string value to type T. + The value to return if the attribute is not found in the bag. + + The attribute value from the bag, or defaultValue if the attribute is not found. + + + + + + Tries to get the attribute value from the attribute bag. + + + A bag containg attributes and their values as strings. + The context in which the values are retrieved. + A function to convert a string value to type T. + The value to return if the attribute is not found in the bag. + If the attribute could be retrieved, the retrieved value converted by the conversion function or the default value if the retrieved value could not de converted. + + True if the value could be retrieved, false otherwise. + + + + + + An enum to describe attribute use. + + + + + + + There is no restriction on the use of this attribute with the element. + + + + + + + The attribute is optional for the element. + + + + + + + The attribute should not appear for the element. + + + + + + + The attribute must appear in the element tag. + + + + + + + Factory for the root AttributeOverrides element. + + + + + + + Defines UxmlTraits for the AttributeOverrides tag. + + + + + + + Describes a XML bool attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Describe an allowed child element for an element. + + + + + + + The name of the allowed child element. + + + + + + + The namespace name of the allowed child element. + + + + + + + Constructor. + + + + + + + + Describes a XML attribute representing a Color as a string. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Describes a XML double attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Describes a XML attribute representing an enum as a string. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Restricts the value of an attribute to be taken from a list of values. + + + + + + + The list of values the attribute can take. + + + + + + + Indicates whether the current UxmlEnumeration object is equal to another object of the same type. + + + The object to compare with. + + True if the otheer object is equal to this one. + + + + + + UxmlFactory specialization for classes that derive from VisualElement and that shares its traits, VisualElementTraits. + + + + + + + Generic base class for UXML factories, which instantiate a VisualElement using the data read from a UXML file. + + + + + + + Returns UxmlTraitscanHaveAnyAttribute (where UxmlTraits is the argument for T1). + + + + + + + Returns an empty string if T0 is not VisualElement; otherwise, returns "VisualElement". + + + + + + + Returns the namespace for substituteForTypeName. + + + + + + + Returns the fully qualified name for substituteForTypeName. + + + + + + + Returns an empty enumerable. + + + + + + + Returns an empty enumerable. + + + + + + + Returns the type name of T0. + + + + + + + Returns the namespace name of T0. + + + + + + + Returns the typefully qualified name of T0. + + + + + + + Returns true. + + + The attribute bag. + + + Always true. + + + + + + Instantiate an object of type T0 and initialize it by calling T1 UxmlTraitsInit method. + + + A bag of name-value pairs, one for each attribute of the UXML element. This can be used to initialize the properties of the created object. + When the element is created as part of a template instance inserted in another document, this contains information about the insertion point. + + The created element. + + + + + + Describes a XML float attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Describes a XML Hash128 attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Describes a XML int attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Describes a XML long attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Factory for the root UXML element. + + + + + + + Returns the empty string, as the root element can not appear anywhere else bit at the root of the document. + + + + + + + Returns the empty string, as the root element can not appear anywhere else bit at the root of the document. + + + + + + + Returns the empty string, as the root element can not appear anywhere else bit at the root of the document. + + + + + + + Returns "UXML". + + + + + + + Returns the qualified name for this element. + + + + + + + Returns null. + + + + + + + + + Defines UxmlTraits for the UXML root element. + + + + + + + Returns an enumerable containing UxmlChildElementDescription(typeof(VisualElement)), since the root element can contain VisualElements. + + + + + + + Describes a XML string attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Retrieves the value of this attribute from the attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The bag of attributes. + The context in which the values are retrieved. + + The value of the attribute. + + + + + + Tries to retrieve the value of this attribute from the attribute bag. Returns true if it is found, otherwise returns false. + + + The bag of attributes. + The context in which the values are retrieved. + The value of the attribute. + + True if the value could be retrieved, false otherwise. + + + + + + Factory for the root Style element. + + + + + + + Defines UxmlTraits for the Style tag. + + + + + + + Factory for the root Template element. + + + + + + + Defines UxmlTraits for the Template tag. + + + + + + + Describes a VisualElement derived class for the parsing of UXML files and the generation of UXML schema definition. + + + + + + + Must return true if the UXML element attributes are not restricted to the values enumerated by uxmlAttributesDescription. + + + + + + + Describes the UXML attributes expected by the element. The attributes enumerated here will appear in the UXML schema. + + + + + + + Describes the types of element that can appear as children of this element in a UXML file. + + + + + + + Initialize a VisualElement instance with values from the UXML element attributes. + + + The VisualElement to initialize. + A bag of name-value pairs, one for each attribute of the UXML element. + When the element is created as part of a template instance inserted in another document, this contains information about the insertion point. + + + + + Describes an XML System.Type attribute. + + + + + + + The default value for the attribute, as a string. + + + + + + + Constructor. + + + + + + + Method that retrieves an attribute's value from an attribute bag. Returns it if it is found, otherwise return defaultValue. + + + The attribute bag. + The context in which the method retrieves attribute values. + + The attribute's value. If the method cannot find the value, returns defaultValue. + + + + + + Method that tries to retrieve an attribute's value from an attribute bag.. Returns true if it is found, otherwise returns false. + + + The attribute bag. + The context in which the method retrieves attribute values. + The attribute's value. + + True if the method can retrieve the attribute's value. False otherwise. + + + + + + Base class to restricts the value of an attribute. + + + + + + + Indicates whether the current UxmlTypeRestriction object is equal to another object of the same type. + + + The object to compare with. + + True if the otheer object is equal to this one. + + + + + + Restricts the value of an attribute to be within the specified bounds. + + + + + + + True if the bounds exclude max. + + + + + + + True if the bounds exclude min. + + + + + + + The maximum value for the attribute. + + + + + + + The minimum value for the attribute. + + + + + + + Indicates whether the current UxmlValueBounds object is equal to another object of the same type. + + + The object to compare with. + + True if the otheer object is equal to this one. + + + + + + Restricts the value of an attribute to match a regular expression. + + + + + + + The regular expression that should be matched by the value. + + + + + + + Indicates whether the current UxmlValueMatches object is equal to another object of the same type. + + + The object to compare with. + + True if the otheer object is equal to this one. + + + + + + The event sent to probe which elements accepts a command. + + + + + + + An asset that represents a vector image. + + + + + + + Represents a vertex of geometry for drawing content of VisualElement. + + + + + + + A special value representing the near clipping plane. Always use this value as the vertex position's z component when building 2D (flat) UI geometry. + + + + + + + Describes the vertex's position. + + + + + + + A color value for the vertex. + + + + + + + The UV coordinate of the vertex. + + + + + + + Specifies whether or not a VisualElement is visible. + + + + + + + The VisualElement is hidden. Hidden VisualElements will take up space in their parent layout if their positionType is set to PositionType.Relative. Use the display property to both hide and remove a VisualElement from the parent VisualElement layout. + + + + + + + The VisualElement is visible. Default Value. + + + + + + + Base class for objects that are part of the UIElements visual tree. + + + + + + + Number of child elements in this object's contentContainer. + + + + + + + + child elements are added to this element, usually this + + + + + + + + The rectangle of the content area of the element, in the local space of the element. + + + + + + + Returns the custom style properties accessor for this element. + + + + + + + USS class name of local disabled elements. + + + + + + + Returns true if the VisualElement is enabled in its own hierarchy. + + + + + + + Returns true if the VisualElement is enabled locally. + + + + + + + Returns the UIElements experimental interfaces. + + + + + + + Called when the VisualElement visual contents need to be (re)generated. + + + + + + + Access to this element physical hierarchy + + + + + + + + The position and size of the VisualElement relative to its parent, as computed by the layout system. + + + + + + + AABB after applying the transform to the rect, but before applying the layout translation. + + + + + + + The name of this VisualElement. + + + + + + + The rectangle of the padding area of the element, in the local space of the element. + + + + + + + The panel onto which this VisualElement is attached. + + + + + + + The parent of this VisualElement. + + + + + + + Determines if this element can be pick during mouseEvents or IPanel.Pick queries. + + + + + + + Returns the VisualElement resolved style values. + + + + + + + Retrieves this VisualElement's IVisualElementScheduler + + + + + + + Reference to the style object of this element. + + + + + + + Returns a VisualElementStyleSheetSet that manipulates style sheets attached to this element. + + + + + + + Text to display inside an information box after the user hovers the element for a small amount of time. + + + + + + + Returns a transform object for this VisualElement. + ITransform + + + + + + + A combination of hint values that specify high-level intended usage patterns for the VisualElement. + This property can only be set when the VisualElement is not yet part of a Panel. Once part of a Panel, this property becomes effectively read-only, and attempts to change it will throw an exception. + The specification of proper UsageHints drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern. + Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. + It's advised to always consider specifying the proper UsageHints, but keep in mind that some UsageHints might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform). + + + + + + + This property can be used to associate application-specific user data with this VisualElement. + + + + + + + Used for view data persistence (ie. tree expanded states, scroll position, zoom level). + + + + + + + Indicates whether or not this element should be rendered. + + + + + + + Stores the asset reference, if the generated element is cloned from a VisualTreeAsset. + + + + + + + AABB after applying the world transform to rect. + + + + + + + Returns a matrix that cumulates the following operations (in order): + -Local Scaling + -Local Rotation + -Local Translation + -Layout Translation + -Parent worldTransform (recursive definition - consider identity when there is no parent) + + + + + + + Add an element to this element's contentContainer + + + + + + + + Adds a class to the class list of the element in order to assign styles from USS. + + + The name of the class to add to the list. + + + + + Brings this element to the end of its parent children list. The element will be visually in front of any overlapping sibling elements. + + + + + + + Returns the elements from its contentContainer. + + + + + + + Searches for a class in the class list of this element. + + + The name of the class for the search query. + + Returns true if the class is part of the list. Otherwise, returns false. + + + + + + Remove all child elements from this element's contentContainer + + + + + + + Removes all classes from the class list of this element. + AddToClassList + + + + + + + Checks if this element is an ancestor of the specified child element. + + + The child element to test against. + + Returns true if this element is a ancestor of the child element, false otherwise. + + + + + + Checks if the specified point intersects with this VisualElement's layout. + + + The point in the local space of the element. + + Returns true if the point is contained within the element's layout. Otherwise, returns false. + + + + + + Initializes and returns an instance of VisualElement. + + + + + + + Retrieves the child element at a specific index. + + + The index of the element. + + + + + Enables or disables the class with the given name. + + + The name of the class to enable or disable. + A boolean flag that adds or removes the class name from the class list. If true, EnableInClassList adds the class name to the class list. If false, EnableInClassList removes the class name from the class list. + + + + + Searches up the hierarchy of this VisualElement and retrieves stored userData, if any is found. + + + + + + + Finds the lowest common ancestor between two VisualElements inside the VisualTree hierarchy. + + + + + + + + Retrieve the classes for this element. + + + + A class list. + + + + + + Walks up the hierarchy, starting from this element's parent, and returns the first VisualElement of this type + + + + + + + Walks up the hierarchy, starting from this element, and returns the first VisualElement of this type + + + + + + + Hierarchy is a struct allowing access to the hierarchy of visual elements + + + + + + + Number of child elements in this object's contentContainer + + + + + + + + The physical parent of this element in the hierarchy. + + + + + + + Add an element to this element's contentContainer + + + + + + + + Returns the elements from its contentContainer + + + + + + + Remove all child elements from this element's contentContainer + + + + + + + Retrieves the child element at position + + + + + + + + Compares instances of the Hierarchy struct for equality. + + + The structure to compare with. + + Returns true if the two instances refer to the same element, false otherwise. + + + + + + + + + + + + Retrieves the index of the specified VisualElement in the Hierarchy. + + + The element to return the index for. + + The index of the element, or -1 if the element is not found. + + + + + + Insert an element into this element's contentContainer + + + + + + + + + Compares instances of the Hierarchy struct for equality. + + + The left operand of the comparison. + The right operand of the comparison. + + Returns true if the two instances refer to the same element, false otherwise. + + + + + + Compares instances of the Hierarchy struct for inequality. + + + The left operand of the comparison. + The right operand of the comparison. + + Returns false if the two instances refer to the same element, true otherwise. + + + + + + Removes this child from the hierarchy + + + + + + + + Remove the child element located at this position from this element's contentContainer + + + + + + + + Reorders child elements from this VisualElement contentContainer. + + + Sorting criteria. + + + + + Returns the element at the specified index in the hierarchy + + + The index of the child + + The VisualElement at this index + + + + + + Retrieves the child index of the specified VisualElement. + + + The child element to retrieve. + + The index of the child, or -1 if the child is not found. + + + + + + Insert an element into this element's contentContainer + + + + + + + + + Triggers a repaint of the VisualElement on the next frame. + + + + + + + The modes available to measure VisualElement sizes. + + + + + + + At Most. The element should give its preferred width/height but no more than the value passed. + + + + + + + The element should give the width/height that is passed in and derive the opposite site from this value (for example, calculate text size from a fixed width). + + + + + + + The element should give its preferred width/height without any constraint. + + + + + + + Places this element right before the sibling element in their parent children list. If the element and the sibling position overlap, the element will be visually behind of its sibling. + + + The sibling element. + + + + + Places this element right after the sibling element in their parent children list. If the element and the sibling position overlap, the element will be visually in front of its sibling. + + + The sibling element. + + + + + Removes this child from the hierarchy + + + + + + + + Remove the child element located at this position from this element's contentContainer + + + + + + + + Removes a class from the class list of the element. + + + The name of the class to remove to the list. + + + + + Removes this element from its parent hierarchy. + + + + + + + Sends an event to the event handler. + + + The event to send. + + + + + Sends this element to the beginning of its parent children list. The element will be visually behind any overlapping sibling elements. + + + + + + + Changes the VisualElement enabled state. A disabled VisualElement does not receive most events. + + + New enabled state + + + + + Reorders child elements from this VisualElement contentContainer. + + + The sorting criteria. + + + + + Retrieves the child element at a specific index. + + + The index of the element. + + + + + Toggles between adding and removing the given class name from the class list. + + + The class name to add or remove from the class list. + + + + + Instantiates a VisualElement using the data read from a UXML file. + + + + + + + Defines UxmlTraits for the VisualElement. + + + + + + + The focusable attribute. + + + + + + + The focus index attribute. + + + + + + + Returns an enumerable containing UxmlChildElementDescription(typeof(VisualElement)), since VisualElements can contain other VisualElements. + + + + + + + Initialize VisualElement properties using values from the attribute bag. + + + The object to initialize. + The attribute bag. + The creation context; unused. + + + + + VisualElementExtensions is a set of extension methods useful for VisualElement. + + + + + + + Add a manipulator associated to a VisualElement. + + + VisualElement associated to the manipulator. + Manipulator to be added to the VisualElement. + + + + + Transforms a point from the local space of an element to the local space of another element. + + + The element to use as a reference as the source local space. + The element to use as a reference as the destination local space. + The point to transform, in the local space of the source element. + + A point in the local space of destination element. + + + + + + Transforms a rectangle from the local space of an element to the local space of another element. + + + The element to use as a reference as the source local space. + The element to use as a reference as the destination local space. + The rectangle to transform, in the local space of the source element. + + A rectangle in the local space of destination element. + + + + + + Transforms a point from the local space of the element to the world space. + + + The element to use as a reference for the local space. + The point to transform, in local space. + + A point in the world space. + + + + + + Transforms a rectangle from the local space of the element to the world space. + + + The element to use as a reference for the local space. + The rectangle to transform, in local space. + + A rectangle in the world space. + + + + + + Remove a manipulator associated to a VisualElement. + + + VisualElement associated to the manipulator. + Manipulator to be removed from the VisualElement. + + + + + Aligns a VisualElement's left, top, right and bottom edges with the corresponding edges of its parent. + + + The element to be aligned with its parent + + + + + Aligns a VisualElement's left and right edges with the corresponding edges of its parent. + + + The element to be aligned with its parent + + + + + Transforms a point from the world space to the local space of the element. + + + The element to use as a reference for the local space. + The point to transform, in world space. + + A point in the local space of the element. + + + + + + Transforms a rectangle from the world space to the local space of the element. + + + The element to use as a reference for the local space. + The rectangle to transform, in world space. + + A rectangle in the local space of the element. + + + + + + Define focus change directions for the VisualElementFocusRing. + + + + + + + Last value for the direction defined by this class. + + + + + + + The focus is moving to the left. + + + + + + + The focus is moving to the right. + + + + + + + Implementation of a linear focus ring. Elements are sorted according to their focusIndex. + + + + + + + The focus order for elements having 0 has a focusIndex. + + + + + + + Constructor. + + + The root of the element tree for which we want to build a focus ring. + Default ordering of the elements in the ring. + + + + + Ordering of elements in the focus ring. + + + + + + + Order elements using a depth-first pre-order traversal of the element tree. + + + + + + + Order elements according to their position, first by X, then by Y. + + + + + + + Order elements according to their position, first by Y, then by X. + + + + + + + Get the direction of the focus change for the given event. For example, when the Tab key is pressed, focus should be given to the element to the right in the focus ring. + + + + + + + + + Get the next element in the given direction. + + + + + + + + + This structure manipulates the set of StyleSheet objects attached to the owner VisualElement. + + + + + + + Number of style sheets attached to the owner element. + + + + + + + + Adds a style sheet for the owner element. + + + + + + + + Removes all style sheets for the owner element. + + + + + + + Looks for the specified StyleSheet + + + + + Returns true if the style sheet is attached to the owner element, false otherwise. + + + + + + Compares instances of the VisualElementStyleSheetSet struct for equality. + + + The structure to compare with. + + Returns true if the two instances refer to the same element, false otherwise. + + + + + + Compares instances of the VisualElementStyleSheetSet struct for equality. + + + The left operand of the comparison + The right operand of the comparison + + True if the two instances refer to the same element, false otherwise. + + + + + + Compares instances of the VisualElementStyleSheetSet struct for inequality. + + + The left operand of the comparison + The right operand of the comparison + + Returns false if the two instances refer to the same element, true otherwise. + + + + + + Removes a style sheet for the owner element. + + + + + + + + Reads the value at the specified index in the list of StyleSheet objects attached of the element + + + The index of the StyleSheet + + + + + An instance of this class holds a tree of VisualElementAssets, created from a UXML file. Each node in the file corresponds to a VisualElementAsset. You can clone a VisualTreeAsset to yield a tree of VisualElements. + + + + + + + A hash value computed from the template content. + + + + + + + Whether there were errors encountered while importing the UXML File + + + + + + + Whether there were warnings encountered while importing the UXML File + + + + + + + The stylesheets used by this VisualTreeAsset. + + + + + + + The UXML templates used by this VisualTreeAsset. + + + + + + + Build a tree of VisualElements from the asset. + + + + The root of the tree of VisualElements that was just cloned. + + + + + + Build a tree of VisualElements from the asset. + + + The path to the property that you want to bind to the root of the cloned tree. + + The root of the tree of VisualElements that was just cloned. + + + + + + Builds a tree of VisualElements from the asset. + + + A VisualElement that will act as the root of the cloned tree. + + + + + Build a tree of VisualElements from the asset. + + + + The root of the tree of VisualElements that was just cloned. + + + + + + Build a tree of VisualElements from the asset. + + + The path to the property that you want to bind to the root of the cloned tree. + + The root of the tree of VisualElements that was just cloned. + + + + + + This event is sent when the mouse wheel moves. + + + + + + + The amount of scrolling applied with the mouse wheel. + + + + + + + Constructor. Use GetPooled() to get an event from a pool of reusable events. + + + + + + + Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use Dispose() to release them. + + + A wheel IMGUI event. + + An initialized event. + + + + + + Resets the event members to their initial values. + + + + + + + Word wrapping over multiple lines if not enough space is available to draw the text of an element. + + + + + + + Text will wrap when necessary. + + + + + + + Text will never wrap to the next line. + + + + + + + By default, items will all try to fit onto one line. You can change that and allow the items to wrap as needed with this property. + + + + + + + All items will be on one line. Default Value. + + + + + + + All items will be on one line. Default Value. + + + + + + + Items will wrap onto multiple lines from bottom to top. + + + + + + The UIElements module implements the UIElements retained mode UI framework. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsNativeModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsNativeModule.dll new file mode 100644 index 00000000..54126a3c Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsNativeModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsNativeModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsNativeModule.xml new file mode 100644 index 00000000..fcc5211b --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIElementsNativeModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.UIElementsNativeModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIModule.dll new file mode 100644 index 00000000..c2016f7d Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIModule.xml new file mode 100644 index 00000000..c2592412 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UIModule.xml @@ -0,0 +1,554 @@ + + + + + UnityEngine.UIModule + + + + Enum mask of possible shader channel properties that can also be included when the Canvas mesh is created. + + + + + No additional shader parameters are needed. + + + + + Include the normals on the mesh vertices. + + + + + Include the Tangent on the mesh vertices. + + + + + Include UV1 on the mesh vertices. + + + + + Include UV2 on the mesh vertices. + + + + + Include UV3 on the mesh vertices. + + + + + Element that can be used for screen rendering. + + + + + Get or set the mask of additional shader channels to be used when creating the Canvas mesh. + + + + + Cached calculated value based upon SortingLayerID. + + + + + Is this the root Canvas? + + + + + The normalized grid size that the canvas will split the renderable area into. + + + + + Allows for nested canvases to override pixelPerfect settings inherited from parent canvases. + + + + + Override the sorting of canvas. + + + + + Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space. + + + + + Get the render rect for the Canvas. + + + + + How far away from the camera is the Canvas generated. + + + + + Event that is called just before Canvas rendering happens. + + + + + + The number of pixels per unit that is considered the default. + + + + + Returns the canvas display size based on the selected render mode and target display. + + + + + Is the Canvas in World or Overlay mode? + + + + + The render order in which the canvas is being emitted to the Scene. (Read Only) + + + + + Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself. + + + + + Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space. + + + + + The normalized grid size that the canvas will split the renderable area into. + + + + + Unique ID of the Canvas' sorting layer. + + + + + Name of the Canvas' sorting layer. + + + + + Canvas' order within a sorting layer. + + + + + For Overlay mode, display index on which the UI canvas will appear. + + + + + Event that is called just before Canvas rendering happens. + + + + + + Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas]. + + + + + Force all canvases to update their content. + + + + + Returns the default material that can be used for rendering normal elements on the Canvas. + + + + + Returns the default material that can be used for rendering text elements on the Canvas. + + + + + Gets or generates the ETC1 Material. + + + The generated ETC1 Material from the Canvas. + + + + + A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state. + + + + + Set the alpha of the group. + + + + + Does this group block raycasting (allow collision). + + + + + Should the group ignore parent groups? + + + + + Is the group interactable (are the elements beneath the group enabled). + + + + + Returns true if the Group allows raycasts. + + + + + + + A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application. + + + + + Depth of the renderer relative to the root canvas. + + + + + The clipping softness to apply to the renderer. + + + + + Indicates whether geometry emitted by this renderer is ignored. + + + + + Indicates whether geometry emitted by this renderer can be ignored when the vertex color alpha is close to zero for every vertex of the mesh. + + + + + True if any change has occured that would invalidate the positions of generated geometry. + + + + + Enable 'render stack' pop draw call. + + + + + True if rect clipping has been enabled on this renderer. +See Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping. + + + + + Is the UIRenderer a mask component. + + + + + The number of materials usable by this renderer. + + + + + (Editor Only) Event that gets fired whenever the data in the CanvasRenderer gets invalidated and needs to be rebuilt. + + + + + + The number of materials usable by this renderer. Used internally for masking. + + + + + Depth of the renderer realative to the parent canvas. + + + + + Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents). + + The UIVertex list to split. + The destination list for the verts positions. + The destination list for the verts colors. + The destination list for the verts uv0s. + The destination list for the verts uv1s. + The destination list for the verts normals. + The destination list for the verts tangents. + + + + Remove all cached vertices. + + + + + Convert a set of vertex components into a stream of UIVertex. + + + + + Disables rectangle clipping for this CanvasRenderer. + + + + + Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered). + + + + + + Get the current alpha of the renderer. + + + + + Get the current color of the renderer. + + + + + Get the final inherited alpha calculated by including all the parent alphas from included parent CanvasGroups. + + + The calculated inherited alpha. + + + + + Gets the current Material assigned to the CanvasRenderer. + + The material index to retrieve (0 if this parameter is omitted). + + Result. + + + + + Gets the current Material assigned to the CanvasRenderer. + + The material index to retrieve (0 if this parameter is omitted). + + Result. + + + + + Gets the current Material assigned to the CanvasRenderer. Used internally for masking. + + + + + + Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha. + + Alpha. + + + + The Alpha Texture that will be passed to the Shader under the _AlphaTex property. + + The Texture to be passed. + + + + Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color. + + Renderer multiply color. + + + + Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. +See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + + Material for rendering. + Material texture overide. + Material index. + + + + Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. +See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + + Material for rendering. + Material texture overide. + Material index. + + + + Sets the Mesh used by this renderer. Note the Mesh must be read/write enabled. + + + + + + Set the material for the canvas renderer. Used internally for masking. + + + + + + + Sets the texture used by this renderer's material. + + + + + + Set the vertices for the UIRenderer. + + Array of vertices to set. + Number of vertices to set. + + + + Set the vertices for the UIRenderer. + + Array of vertices to set. + Number of vertices to set. + + + + Given a list of UIVertex, split the stream into it's component types. + + + + + This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid. + + + + + Given a point and a camera is the raycast valid. + + Screen position. + Raycast camera. + + Valid. + + + + + Utility class containing helper methods for working with RectTransform. + + + + + Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well. + + The RectTransform to flip. + Flips around the pivot if true. Flips within the parent rect if false. + Flip the children as well? + + + + Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well. + + The RectTransform to flip. + Flips around the pivot if true. Flips within the parent rect if false. + Flip the children as well? + The axis to flip along. 0 is horizontal and 1 is vertical. + + + + Convert a given point in screen space into a pixel correct point. + + + + + + Pixel adjusted point. + + + + + Given a rect transform, return the corner points in pixel accurate coordinates. + + + + + Pixel adjusted rect. + + + + + Does the RectTransform contain the screen point as seen from the given camera? + + The RectTransform to test with. + The screen point to test. + The camera from which the test is performed from. (Optional) + + True if the point is inside the rectangle. + + + + + Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle. + + The RectTransform to find a point inside. + The camera associated with the screen space position. + Screen space position. + Point in local space of the rect transform. + + Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. + + + + + Transform a screen space point to a position in world space that is on the plane of the given RectTransform. + + The RectTransform to find a point inside. + The camera associated with the screen space position. + Screen space position. + Point in world space. + + Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. + + + + + RenderMode for the Canvas. + + + + + Render using the Camera configured on the Canvas. + + + + + Render at the end of the Scene using a 2D Canvas. + + + + + Render using any Camera in the Scene that can render the layer. + + + + + The UI module implements basic components required for Unity's UI system + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UNETModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UNETModule.dll new file mode 100644 index 00000000..b51f31cb Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UNETModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UNETModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UNETModule.xml new file mode 100644 index 00000000..3a7dd1ed --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UNETModule.xml @@ -0,0 +1,1782 @@ + + + + + UnityEngine.UNETModule + + + + Defines parameters of channels. + + + + + Returns true if the channel belongs to a shared group. + + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + Channel quality of service. + + + + + Defines size of the buffer holding reliable messages, before they will be acknowledged. + + + + + Ack buffer can hold 128 messages. + + + + + Ack buffer can hold 32 messages. + + + + + Ack buffer can hold 64 messages. + + + + + Ack buffer can hold 96 messages. + + + + + This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration. + + + + + Defines the duration in milliseconds that the receiver waits for before it sends an acknowledgement back without waiting for any data payload. Default value = 33. + +Network clients that send data to a server may do so using many different quality of service (QOS) modes, some of which (reliable modes) expect the server to send back acknowledgement of receipt of data sent. + +Servers must periodically acknowledge data packets received over channels with reliable QOS modes by sending packets containing acknowledgement data (also known as "acks") back to the client. If the server were to send an acknowledgement immediately after receiving each packet from the client there would be significant overhead (the acknowledgement is a 32 or 64 bit integer, which is very small compared to the whole size of the packet which also contains the IP and the UDP header). AckDelay allows the server some time to accumulate a list of received reliable data packets to acknowledge, and decreases traffic overhead by combining many acknowledgements into a single packet. + + + + + Determines the size of the buffer used to store reliable messages that are waiting for acknowledgement. It can be set to Acks32, Acks64, Acks96, or Acks128. Depends of this setting buffer can hold 32, 64, 96, or 128 messages. Default value = Ack32. + +Messages sent on reliable quality of service channels are stored in a special buffer while they wait for acknowledgement from the peer. This buffer can be either 32, 64, 96 or 128 positions long. It is recommended to begin with this value set to Ack32, which defines a buffer up to 32 messages in size. If you receive NoResources errors often when you send reliable messages, change this value to the next possible size. + + + + + Adds a new channel to the configuration and returns the unique id of that channel. + +Channels are logical delimiters of traffic between peers. Every time you send data to a peer, you should use two ids: connection id and channel id. Channels are not only logically separate traffic but could each be configured with a different quality of service (QOS). In the example below, a configuration is created containing two channels with Unreliable and Reliable QOS types. This configuration is then used for sending data. + + Add new channel to configuration. + + Channel id, user can use this id to send message via this channel. + + + + + Defines the timeout in milliseconds after which messages sent via the AllCost channel will be re-sent without waiting for acknowledgement. Default value = 20 ms. + +AllCost delivery quality of service (QOS) is a special QOS for delivering game-critical information, such as when the game starts, or when bullets are shot. + +Due to packets dropping, sometimes reliable messages cannot be delivered and need to be re-sent. Reliable messages will re-sent after RTT+Delta time, (RTT is round trip time) where RTT is a dynamic value and can reach couple of hundred milliseconds. For the AllCost delivery channel this timeout can be user-defined to force game critical information to be re-sent. + + + + + Defines, when multiplied internally by InitialBandwidth, the maximum bandwidth that can be used under burst conditions. + + + + + (Read Only) The number of channels in the current configuration. + + + + + The list of channels belonging to the current configuration. + +Note: any ConnectionConfig passed as a parameter to a function in Unity Multiplayer is deep copied (that is, an entirely new copy is made, with no references to the original). + + + + + Timeout in ms which library will wait before it will send another connection request. + + + + + Will create default connection config or will copy them from another. + + Connection config. + + + + Will create default connection config or will copy them from another. + + Connection config. + + + + Defines the timeout in milliseconds before a connection is considered to have been disconnected. Default value = 2000. + +Unity Multiplayer defines conditions under which a connection is considered as disconnected. Disconnection can happen for the following reasons: + +(1) A disconnection request was received. + +(2) The connection has not received any traffic at all for a time longer than DisconnectTimeout (Note that live connections receive regular keep-alive packets, so in this case "no traffic" means not only no user traffic but also absence of any keep-alive traffic as well). + +(3) Flow control determines that the time between sending packets is longer than DisconnectTimeout. Keep-alive packets are regularly delivered from peers and contain statistical information. This information includes values of packet loss due to network and peer overflow conditions. Setting NetworkDropThreshold and OverflowDropThreshold defines thresholds for flow control which can decrease packet frequency. When the time before sending the next packet is longer than DisconnectTimeout, the connection will be considered as disconnected and a disconnect event is received. + + + + + Defines the fragment size for fragmented messages (for QOS: ReliableFragmented and UnreliableFragmented). Default value = 500. + +Under fragmented quality of service modes, the original message is split into fragments (up to 64) of up to FragmentSize bytes each. The fragment size depends on the frequency and size of reliable messages sent. Each reliable message potentially could be re-sent, so you need to choose a fragment size less than the remaining free space in a UDP packet after retransmitted reliable messages are added to the packet. For example, if Networking.ConnectionConfig.PacketSize is 1440 bytes, and a reliable message's average size is 200 bytes, it would be wise to set this parameter to 900 – 1000 bytes. + + + + + Return the QoS set for the given channel or throw an out of range exception. + + Index in array. + + Channel QoS. + + + + + Return IList<byte> of channel IDs which belong to the group. + + Group id. + + List of channel IDs belonging to the group. + + + + + Gets or sets the bandwidth in bytes per second that can be used by Unity Multiplayer. No traffic over this limit is allowed. Unity Multiplayer may internally reduce the bandwidth it uses due to flow control. The default value is 1.5MB/sec (1,536,000 bytes per second). The default value is intentionally a large number to allow all traffic to pass without delay. + + + + + Allows you to combine multiple channels into a single group, so those channels share a common receiving order. + + The list of channel indices which should be grouped together. The list can include both reliable and unreliable channels. + + + + Defines the maximum number of small reliable messages that can be included in one combined message. Default value = 10. + +Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize. + + + + + Defines the maximum size in bytes of a reliable message which is considered small enough to include in a combined message. Default value = 100. + +Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize. + + + + + Defines the maximum number of times Unity Multiplayer will attempt to send a connection request without receiving a response before it reports that it cannot establish a connection. Default value = 10. + + + + + Defines maximum number of messages that can be held in the queue for sending. Default value = 128. + +This buffer serves to smooth spikes in traffic and decreases network jitter. If the queue is full, a NoResources error will result from any calls to Send(). Setting this value greater than around 300 is likely to cause significant delaying of message delivering and can make game unplayable. + + + + + Defines minimum time in milliseconds between sending packets. This duration may be automatically increased if required by flow control. Default value = 10. + +When Send() is called, Unity Multiplayer won’t send the message immediately. Instead, once every SendTimeout milliseconds each connection is checked to see if it has something to send. While initial and minimal send timeouts can be set, these may be increased internally due to network conditions or buffer overflows. + + + + + Defines the percentage (from 0 to 100) of packets that need to be dropped due to network conditions before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5. + +To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values: + +(1) Packets lost due to network conditions. + +(2) Packets lost because the receiver does not have free space in its incoming buffers. + +Like OverflowDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout. + +Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%. + + + + + Defines the percentage (from 0 to 100) of packets that need to be dropped due to lack of space in internal buffers before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5. + +To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values: + +(1) Packets lost due to network conditions. + +(2) Packets lost because the receiver does not have free space in its incoming buffers. + +Like NetworkDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout. + +Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%. + + + + + Defines maximum packet size (in bytes) (including payload and all header). Packet can contain multiple messages inside. Default value = 1500. + +Note that this default value is suitable for local testing only. Usually you should change this value; a recommended setting for PC or mobile is 1470. For games consoles this value should probably be less than ~1100. Wrong size definition can cause packet dropping. + + + + + Defines the duration in milliseconds between keep-alive packets, also known as pings. Default value = 500. + +The ping frequency should be long enough to accumulate good statistics and short enough to compare with DisconnectTimeout. A good guideline is to have more than 3 pings per disconnect timeout, and more than 5 messages per ping. For example, with a DisconnectTimeout of 2000ms, a PingTimeout of 500ms works well. + + + + + Defines the maximum wait time in milliseconds before the "not acknowledged" message is re-sent. Default value = 1200. + +It does not make a lot of sense to wait for acknowledgement forever. This parameter sets an upper time limit at which point reliable messages are re-sent. + + + + + Gets or sets the delay in milliseconds after a call to Send() before packets are sent. During this time, new messages may be combined in queued packets. Default value: 10ms. + + + + + (Read Only) The number of shared order groups in current configuration. + + + + + Defines the path to the file containing the certification authority (CA) certificate for WebSocket via SSL communication. + + + + + Defines path to SSL certificate file, for WebSocket via SSL communication. + + + + + Defines the path to the file containing the private key for WebSocket via SSL communication. + + + + + Defines the size in bytes of the receiving buffer for UDP sockets. It is useful to set this parameter equal to the maximum size of a fragmented message. Default value is OS specific (usually 8kb). + + + + + When starting a server use protocols that make use of platform specific optimisations where appropriate rather than cross-platform protocols. (Playstation/Xbox consoles only). + + + + + Validate parameters of connection config. Will throw exceptions if parameters are incorrect. + + + + + + WebSocket only. Defines the buffer size in bytes for received frames on a WebSocket host. If this value is 0 (the default), a 4 kilobyte buffer is used. Any other value results in a buffer of that size, in bytes. + +WebSocket message fragments are called "frames". A WebSocket host has a buffer to store incoming message frames. Therefore this buffer should be set to the largest legal frame size supported. If an incoming frame exceeds the buffer size, no error is reported. However, the buffer will invoke the user callback in order to create space for the overflow. + + + + + Create configuration for network simulator; You can use this class in editor and developer build only. + + + + + Will create object describing network simulation parameters. + + Minimal simulation delay for outgoing traffic in ms. + Average simulation delay for outgoing traffic in ms. + Minimal simulation delay for incoming traffic in ms. + Average simulation delay for incoming traffic in ms. + Probability of packet loss 0 <= p <= 1. + + + + Destructor. + + + + + Defines global paramters for network library. + + + + + Defines the callback delegate which you can use to get a notification when a connection is ready to send data. + + + + + Create new global config object. + + + + + Defines how many hosts you can use. Default Value = 16. Max value = 128. + + + + + Deprecated. Defines maximum delay for network simulator. See Also: MaxTimerTimeout. + + + + + Defines maximum possible packet size in bytes for all network connections. + + + + + Defines the maximum timeout in milliseconds for any configuration. The default value is 12 seconds (12000ms). + + + + + Deprecated. Defines the minimal timeout for network simulator. You cannot set up any delay less than this value. See Also: MinTimerTimeout. + + + + + Defines the minimum timeout in milliseconds recognised by the system. The default value is 1 ms. + + + + + Defines the callback delegate which you can use to get a notification when the host (defined by hostID) has a network event. The callback is called for all event types except Networking.NetworkEventType.Nothing. + +See Also: Networking.NetworkEventType + + + + + This property determines the initial size of the queue that holds messages received by Unity Multiplayer before they are processed. + + + + + Defines the initial size of the send queue. Messages are placed in this queue ready to be sent in packets to their destination. + + + + + Defines reactor model for the network library. + + + + + Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages. + + + + + Defines how many worker threads are available to handle incoming and outgoing messages. + + + + + Class defines network topology for host (socket opened by Networking.NetworkTransport.AddHost function). This topology defines: (1) how many connection with default config will be supported and (2) what will be special connections (connections with config different from default). + + + + + Add special connection to topology (for example if you need to keep connection to standalone chat server you will need to use this function). Returned id should be use as one of parameters (with ip and port) to establish connection to this server. + + Connection config for special connection. + + Id of this connection. You should use this id when you call Networking.NetworkTransport.Connect. + + + + + Create topology. + + Default config. + Maximum default connections. + + + + Defines config for default connections in the topology. + + + + + Return reference to special connection config. Parameters of this config can be changed. + + Config id. + + Connection config. + + + + + Defines how many connection with default config be permitted. + + + + + Defines the maximum number of messages that each host can hold in its pool of received messages. The default size is 128. + + + + + Defines the maximum number of messages that each host can hold in its pool of messages waiting to be sent. The default size is 128. + + + + + List of special connection configs. + + + + + Returns count of special connection added to topology. + + + + + Details about a UNET MatchMaker match. + + + + + The binary access token this client uses to authenticate its session for future commands. + + + + + IP address of the host of the match,. + + + + + The numeric domain for the match. + + + + + The unique ID of this match. + + + + + NodeID for this member client in the match. + + + + + Port of the host of the match. + + + + + This flag indicates whether or not the match is using a Relay server. + + + + + A class describing the match information as a snapshot at the time the request was processed on the MatchMaker. + + + + + The average Elo score of the match. + + + + + The current number of players in the match. + + + + + The collection of direct connect info classes describing direct connection information supplied to the MatchMaker. + + + + + The NodeID of the host for this match. + + + + + Describes if the match is private. Private matches are unlisted in ListMatch results. + + + + + The collection of match attributes on this match. + + + + + The maximum number of players this match can grow to. + + + + + The text name for this match. + + + + + The network ID for this match. + + + + + A class describing one member of a match and what direct connect information other clients have supplied. + + + + + The host priority for this direct connect info. Host priority describes the order in which this match member occurs in the list of clients attached to a match. + + + + + NodeID of the match member this info refers to. + + + + + The private network address supplied for this direct connect info. + + + + + The public network address supplied for this direct connect info. + + + + + A component for communicating with the Unity Multiplayer Matchmaking service. + + + + + The base URI of the MatchMaker that this NetworkMatch will communicate with. + + + + + A delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen). + + Indicates if the request succeeded. + A text description of the failure if success is false. + + + + Use this function to create a new match. The client which calls this function becomes the host of the match. + + The text string describing the name for this match. + When creating a match, the matchmaker will use either this value, or the maximum size you have configured online at https:multiplayer.unity3d.com, whichever is lower. This way you can specify different match sizes for a particular game, but still maintain an overall size limit in the online control panel. + A bool indicating if this match should be available in NetworkMatch.ListMatches results. + A text string indicating if this match is password protected. If it is, all clients trying to join this match must supply the correct match password. + The optional public client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly over the internet. This value will only be present if a publicly available address is known, and direct connection is supported by the matchmaker. + The optional private client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly on a local area network. This value will only be present if direct connection is supported by the matchmaker. This may be an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The Elo score for the client hosting the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be called when this function completes. This will be called regardless of whether the function succeeds or fails. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself. + + Indicates if the request succeeded. + If success is false, this will contain a text string indicating the reason. + The generic passed in containing data required by the callback. This typically contains data returned from a call to the service backend. + + + + This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected. + + The NetworkID of the match to terminate. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be called when the request completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + A function to allow an individual client to be dropped from a match. + + The NetworkID of the match the client to drop belongs to. + The NodeID of the client to drop inside the specified match. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to invoke when the request completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + The function used to tell MatchMaker the current client wishes to join a specific match. + + The NetworkID of the match to join. This is found through calling NetworkMatch.ListMatches and picking a result from the returned list of matches. + The password of the match. Leave empty if there is no password for the match, and supply the text string password if the match was configured to have one of the NetworkMatch.CreateMatch request. + The optional public client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over the internet. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The optional private client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over a Local Area Network. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The Elo score for the client joining the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be invoked when this call completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + The function to list ongoing matches in the MatchMaker. + + The current page to list in the return results. + The size of the page requested. This determines the maximum number of matches contained in the list of matches passed into the callback. + The text string name filter. This is a partial wildcard search against match names that are currently active, and can be thought of as matching equivalent to *<matchNameFilter>* where any result containing the entire string supplied here will be in the result set. + Boolean that indicates if the response should contain matches that are private (meaning matches that are password protected). + The Elo score target for the match list results to be grouped around. If used, this should be set to the Elo level of the client listing the matches so results will more closely match that player's skill level. If not used this can be set to 0 along with all other Elo refereces in funcitons like NetworkMatch.CreateMatch or NetworkMatch.JoinMatch. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback invoked when this call completes on the MatchMaker. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + This function allows the caller to change attributes on a match in progress. + + The NetworkID of the match to set attributes on. + A bool indicating whether the match should be listed in NetworkMatch.ListMatches results after this call is complete. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback invoked after the call has completed, indicating if it was successful or not. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + This method is deprecated. Please instead log in through the editor services panel and setup the project under the Unity Multiplayer section. This will populate the required infomation from the cloud site automatically. + + Deprecated, see description. + + + + Possible Networking.NetworkTransport errors. + + + + + Not a data message. + + + + + The Networking.ConnectionConfig does not match the other endpoint. + + + + + The address supplied to connect to was invalid or could not be resolved. + + + + + The message is too long to fit the buffer. + + + + + Not enough resources are available to process this request. + + + + + The operation completed successfully. + + + + + Connection timed out. + + + + + This error will occur if any function is called with inappropriate parameter values. + + + + + The protocol versions are not compatible. Check your library versions. + + + + + The specified channel doesn't exist. + + + + + The specified connectionId doesn't exist. + + + + + The specified host not available. + + + + + Operation is not supported. + + + + + Event that is returned when calling the Networking.NetworkTransport.Receive and Networking.NetworkTransport.ReceiveFromHost functions. + + + + + Broadcast discovery event received. +To obtain sender connection info and possible complimentary message from them, call Networking.NetworkTransport.GetBroadcastConnectionInfo() and Networking.NetworkTransport.GetBroadcastConnectionMessage() functions. + + + + + Connection event received. Indicating that a new connection was established. + + + + + Data event received. Indicating that data was received. + + + + + Disconnection event received. + + + + + No new event was received. + + + + + Transport Layer API. + + + + + Creates a host based on Networking.HostTopology. + + The Networking.HostTopology associated with the host. + Port to bind to (when 0 is selected, the OS will choose a port at random). + IP address to bind to. + + Returns the ID of the host that was created. + + + + + Create a host and configure them to simulate Internet latency (works on Editor and development build only). + + The Networking.HostTopology associated with the host. + Minimum simulated delay in milliseconds. + Maximum simulated delay in milliseconds. + Port to bind to (when 0 is selected, the OS will choose a port at random). + IP address to bind to. + + Returns host ID just created. + + + + + Created web socket host. + + Port to bind to. + The Networking.HostTopology associated with the host. + IP address to bind to. + + Web socket host id. + + + + + Created web socket host. + + Port to bind to. + The Networking.HostTopology associated with the host. + IP address to bind to. + + Web socket host id. + + + + + Tries to establish a connection to another peer. + + Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the other peer. + Port of the other peer. + Set to 0 in the case of a default connection. + Error (can be cast to Networking.NetworkError for more information). + + + A unique connection identifier on success (otherwise zero). + + + + + Create dedicated connection to Relay server. + + Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the relay. + Port of the relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be cast to Networking.NetworkError for more information). + Slot ID for this user, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.nodeId. + + + + Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint. + + Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + Error (can be cast to Networking.NetworkError for more information). + A valid System.EndPoint. + Set to 0 in the case of a default connection. + + + A unique connection identifier on success (otherwise zero). + + + + + Create a connection to another peer in the Relay group. + + Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address. + Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port. + Set to 0 in the case of a default connection. + ID of the remote peer in relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be cast to Networking.NetworkError for more information). + Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId. + Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. + Average bandwidth (bandwidth will be throttled on this level). + + A unique connection identifier on success (otherwise zero). + + + + + Create a connection to another peer in the Relay group. + + Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address. + Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port. + Set to 0 in the case of a default connection. + ID of the remote peer in relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be cast to Networking.NetworkError for more information). + Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId. + Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. + Average bandwidth (bandwidth will be throttled on this level). + + A unique connection identifier on success (otherwise zero). + + + + + Connect with simulated latency. + + Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the other peer. + Port of the other peer. + Set to 0 in the case of a default connection. + Error (can be cast to Networking.NetworkError for more information). + A Networking.ConnectionSimulatorConfig defined for this connection. + + A unique connection identifier on success (otherwise zero). + + + + + Send a disconnect signal to the connected peer and close the connection. Poll Networking.NetworkTransport.Receive() to be notified that the connection is closed. This signal is only sent once (best effort delivery). If this packet is dropped for some reason, the peer closes the connection by timeout. + + Host ID associated with this connection. + The connection ID of the connection you want to close. + Error (can be cast to Networking.NetworkError for more information). + + + + This will disconnect the host and disband the group. +DisconnectNetworkHost can only be called by the group owner on the relay server. + + Host ID associated with this connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Check if the transport is using a platform specific protocol. + + EndPoint instance to check. + + True if the given endpoint is using a platform protocol. + + + + + Finalizes sending of a message to a group of connections. Only one multicast message at a time is allowed per host. + + Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + Error (can be cast to Networking.NetworkError for more information). + + + + Returns size of reliable buffer. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Size of ack buffer. + + + + + The Unity Multiplayer spawning system uses assetIds to identify what remote objects to spawn. This function allows you to get the assetId for the Prefab associated with an object. + + Target GameObject to get assetId for. + + The assetId of the game object's Prefab. + + + + + After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function will return the connection information of the broadcast sender. This information can then be used for connecting to the broadcast sender. + + ID of the broadcast receiver. + IPv4 address of broadcast sender. + Port of broadcast sender. + Error (can be cast to Networking.NetworkError for more information). + + + + After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function returns a complimentary message from the broadcast sender. + + ID of broadcast receiver. + Message buffer provided by caller. + Buffer size. + Received size (if received size > bufferSize, corresponding error will be set). + Error (can be cast to Networking.NetworkError for more information). + + + + Returns the connection parameters for the specified connectionId. These parameters can be sent to other users to establish a direct connection to this peer. If this peer is connected to the host via Relay, the Relay-related parameters are set. + + Host ID associated with this connection. + ID of connection. + IP address. + Port. + Relay network guid. + Error (can be cast to Networking.NetworkError for more information). + Destination slot id. + + + + Returns the number of unread messages in the read-queue. + + + + + Returns the total number of messages still in the write-queue. + + + + + Return the round trip time for the given connectionId. + + Error (can be cast to Networking.NetworkError for more information). + Host ID associated with this connection. + ID of the connection. + + Current round trip time in ms. + + + + + Gets the safe un-encrypted maximum payload size for a given maximum packet size. + + The largest packet size that the network allows, in bytes. + + The maximum amount of bytes that can you can safely send over the network so they fit in the given maximum packet size after encryption. + + + + + Returns the port number assigned to the host. + + Host ID. + + The UDP port number, or -1 if an error occurred. + + + + + Returns the number of received messages waiting in the queue for processing. + + Host ID associated with this queue. + Error code. Cast this value to Networking.NetworkError for more information. + + The number of messages in the queue. + + + + + Returns how many packets have been received from start for connection. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + The absolute number of packets received since the connection was established. + + + + + Returns how many packets have been received from start. (from Networking.NetworkTransport.Init call). + + + Packets count received from start for all hosts. + + + + + How many packets have been dropped due lack space in incoming queue (absolute value, countinf from start). + + + Dropping packet count. + + + + + Returns how many incoming packets have been lost due transmitting (dropped by network). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + The absolute number of packets that have been lost since the connection was established. + + + + + Gets the currently-allowed network bandwidth in bytes per second. The value returned can vary because bandwidth can be throttled by flow control. If the bandwidth is throttled to zero, the connection is disconnected.ted. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Currently-allowed bandwidth in bytes per second. + + + + + Function returns time spent on network I/O operations in microseconds. + + + Time in micro seconds. + + + + + Return the total number of packets that has been lost. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Get a network timestamp. Can be used in your messages to investigate network delays together with Networking.GetRemoteDelayTimeMS. + + + Timestamp. + + + + + Returns how much raw data (in bytes) have been sent from start for all hosts (from Networking.NetworkTransport.Init call). + + + Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for all hosts. + + + + + Returns how much raw data (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for connection. + + + + + Returns how much raw data (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for the host. + + + + + Returns how many messages have been sent from start (from Networking.NetworkTransport.Init call). + + + Messages count sent from start (from call Networking.NetworkTransport.Init) for all hosts. + + + + + Returns how many packets have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Messages count sending from start for connection. + + + + + Returns how many messages have been sent from start for host (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Messages count sending from start for the host. + + + + + Returns the number of messages waiting in the outgoing message queue to be sent. + + Host ID associated with this queue. + Error code. Cast this value to Networking.NetworkError for more information. + + The number of messages waiting in the outgoing message queue to be sent. + + + + + Returns how many packets have been sent from start (from call Networking.NetworkTransport.Init) for all hosts. + + + Packets count sent from networking library start (from call Networking.NetworkTransport.Init) for all hosts. + + + + + Returns how many packets have been sent for connection from it start (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Packets count sent for connection from it start. + + + + + Returns how many packets have been sent for host from it start (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Count packets have been sent from host start. + + + + + Returns the value in percent of the number of sent packets that were dropped by the network and not received by the peer. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + The number of packets dropped by the network in the last ping timeout period expressed as an integer percentage from 0 to 100. + + + + + Returns the value in percent of the number of sent packets that were dropped by the peer. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + The number of packets dropped by the peer in the last ping timeout period expressed as an integer percentage from 0 to 100. + + + + + Returns how much user payload and protocol system headers (in bytes) have been sent from start (from Networking.NetworkTransport.Init call). + + + Total payload and protocol system headers (in bytes) sent from start for all hosts. + + + + + Returns how much payload and protocol system headers (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Total user payload and protocol system headers (in bytes) sent from start for connection. + + + + + Returns how much payload and protocol system headers (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Total user payload and protocol system headers (in bytes) sent from start for the host. + + + + + Returns how much payload (user) bytes have been sent from start (from Networking.NetworkTransport.Init call). + + + Total payload (in bytes) sent from start for all hosts. + + + + + Returns how much payload (user) bytes have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Total payload (in bytes) sent from start for connection. + + + + + Returns how much payload (user) bytes have been sent from start for the host (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Total payload (in bytes) sent from start for the host. + + + + + Return the current receive rate in bytes per second. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Return the current send rate in bytes per second. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Returns the delay for the timestamp received. + + Host ID associated with this connection. + ID of the connection. + Timestamp delivered from peer. + Error (can be cast to Networking.NetworkError for more information). + + + + Deprecated. Use Networking.NetworkTransport.GetNetworkLostPacketNum() instead. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Initializes the NetworkTransport. Should be called before any other operations on the NetworkTransport are done. + + + + + Check if the broadcast discovery sender is running. + + + True if it is running. False if it is not running. + + + + + Returns whether the network transport layer has successfully loaded an encryption plugin and is using it. + + + True if an encryption plugin has been loaded and is being used, false otherwise. + + + + + Deprecated. + + + + + Instructs the transport layer to load the provided encryption plugin. + + The path to the native encryption plugin to load, relative to the executable. + + True if the provided native encryption plugin was loaded successfully and is being used by the transport layer. False otherwise. + + + + + This method allows you to specify that notifications callbacks should be called when Unity's networking can send more messages than defined in notificationLevel. + + Host ID. + Connection ID. + Defines how many free slots in the incoming queue should be available before [GlobalConfig.ConnectionReadyForSend] callback is triggered. + Error code. + + Result, if false error will show error code. + + + + + Function is queueing but not sending messages. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + The channel ID to send on. + Buffer containing the data to send. + Size of the buffer. + + True if success. + + + + + Called to poll the underlying system for events. + + Host ID associated with the event. + The connectionID that received the event. + The channel ID associated with the event. + The buffer that will hold the data received. + Size of the buffer supplied. + The actual receive size of the data. + Error (can be cast to Networking.NetworkError for more information). + + Type of event returned. + + + + + Similar to Networking.NetworkTransport.Receive but will only poll for the provided hostId. + + The host ID to check for events. + The connection ID that received the event. + The channel ID associated with the event. + The buffer that will hold the data received. + Size of the buffer supplied. + The actual receive size of the data. + Error (can be cast to Networking.NetworkError for more information). + + Type of event returned. + + + + + Polls the host for the following events: Networking.NetworkEventType.ConnectEvent and Networking.NetworkEventType.DisconnectEvent. +Can only be called by the relay group owner. + + The host ID to check for events. + Error (can be cast to Networking.NetworkError for more information). + + Type of event returned. + + + + + Closes the opened socket, and closes all connections belonging to that socket. + + Host ID to remove. + + + + Send data to peer. + + Host ID associated with this connection. + ID of the connection. + The channel ID to send on. + Buffer containing the data to send. + Size of the buffer. + Error (can be cast to Networking.NetworkError for more information). + + + + Add a connection for the multicast send. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Sends messages, previously queued by NetworkTransport.QueueMessageForSending function. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + True if hostId and connectioId are valid. + + + + + Sets the credentials required for receiving broadcast messages. Should any credentials of a received broadcast message not match, the broadcast discovery message is dropped. + + Host ID associated with this broadcast. + Key part of the credentials associated with this broadcast. + Version part of the credentials associated with this broadcast. + Subversion part of the credentials associated with this broadcast. + Error (can be cast to Networking.NetworkError for more information). + + + + Enable or disable a multicast lock. + + + + + + Used to inform the profiler of network packet statistics. + + The ID of the message being reported. + Number of messages being reported. + Number of bytes used by reported messages. + Whether the packet is outgoing (-1) or incoming (0). + + + + Shut down the NetworkTransport. + + + + + Starts sending a broadcasting message in all local subnets. + + Host ID which should be reported via broadcast (broadcast receivers will connect to this host). + Port used for the broadcast message. + Key part of the credentials associated with this broadcast. + Version part of the credentials associated with this broadcast. + Subversion part of the credentials associated with this broadcast. + Complimentary message. This message will delivered to the receiver with the broadcast event. + Size of message. + Specifies how often the broadcast message should be sent in milliseconds. + Error (can be cast to Networking.NetworkError for more information). + + Return true if broadcasting request has been submitted. + + + + + Start to multicast send. + + Host ID associated with this connection. + The channel ID. + Buffer containing the data to send. + Size of the buffer. + Error (can be cast to Networking.NetworkError for more information). + + + + Stop sending the broadcast discovery message. + + + + + Unloads the currently loaded encryption plugin, if one is loaded. + + + + + Enumeration of all supported quality of service channel modes. + + + + + A reliable message that will be re-sent with a high frequency until it is acknowledged. + + + + + Each message is guaranteed to be delivered but not guaranteed to be in order. + + + + + Each message is guaranteed to be delivered, also allowing fragmented messages with up to 32 fragments per message. + + + + + Each message is guaranteed to be delivered in order, also allowing fragmented messages with up to 32 fragments per message. + + + + + Each message is guaranteed to be delivered and in order. + + + + + A reliable message. Note: Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered. + + + + + An unreliable message. Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered. + + + + + There is no guarantee of delivery or ordering. + + + + + There is no guarantee of delivery or ordering, but allowing fragmented messages with up to 32 fragments per message. + + + + + There is garantee of ordering, no guarantee of delivery, but allowing fragmented messages with up to 32 fragments per message. + + + + + There is no guarantee of delivery and all unordered messages will be dropped. Example: VoIP. + + + + + Define how unet will handle network io operation. + + + + + Network thread will sleep up to threadawake timeout, after that it will try receive up to maxpoolsize amount of messages and then will try perform send operation for connection whihc ready to send. + + + + + Network thread will sleep up to threadawake timeout, or up to receive event on socket will happened. Awaked thread will try to read up to maxpoolsize packets from socket and will try update connections ready to send (with fixing awaketimeout rate). + + + + + The AppID identifies the application on the Unity Cloud or UNET servers. + + + + + Invalid AppID. + + + + + An Enum representing the priority of a client in a match, starting at 0 and increasing. + + + + + The Invalid case for a HostPriority. An Invalid host priority is not a valid host. + + + + + Describes the access levels granted to this client. + + + + + Administration access level, generally describing clearence to perform game altering actions against anyone inside a particular match. + + + + + Invalid access level, signifying no access level has been granted/specified. + + + + + Access level Owner, generally granting access for operations key to the peer host server performing it's work. + + + + + User access level. This means you can do operations which affect yourself only, like disconnect yourself from the match. + + + + + Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client. + + + + + Binary field for the actual token. + + + + + Accessor to get an encoded string from the m_array data. + + + + + Checks if the token is a valid set of data with respect to default values (returns true if the values are not default, does not validate the token is a current legitimate token with respect to the server's auth framework). + + + + + Network ID, used for match making. + + + + + Invalid NetworkID. + + + + + The NodeID is the ID used in Relay matches to track nodes in a network. + + + + + The invalid case of a NodeID. + + + + + Identifies a specific game instance. + + + + + Invalid SourceID. + + + + + Networking Utility. + + + + + This property is deprecated and does not need to be set or referenced. + + + + + Utility function to get this client's access token for a particular network, if it has been set. + + + + + + Utility function to fetch the program's ID for UNET Cloud interfacing. + + + + + Utility function to get the client's SourceID for unique identification. + + + + + Utility function that accepts the access token for a network after it's received from the server. + + + + + + + Deprecated; Setting the AppID is no longer necessary. Please log in through the editor and set up the project there. + + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UmbraModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UmbraModule.dll new file mode 100644 index 00000000..029a90e4 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UmbraModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UmbraModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UmbraModule.xml new file mode 100644 index 00000000..f186be38 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UmbraModule.xml @@ -0,0 +1,13 @@ + + + + + UnityEngine.UmbraModule + + + + The Umbra module implements Unity's occlusion culling system. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsCommonModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsCommonModule.dll new file mode 100644 index 00000000..79849eb8 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsCommonModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsCommonModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsCommonModule.xml new file mode 100644 index 00000000..ec236e36 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsCommonModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.UnityAnalyticsCommonModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsModule.dll new file mode 100644 index 00000000..78e22d0d Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsModule.xml new file mode 100644 index 00000000..121b9d14 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityAnalyticsModule.xml @@ -0,0 +1,643 @@ + + + + + UnityEngine.UnityAnalyticsModule + + + + Unity Analytics provides insight into your game users e.g. DAU, MAU. + + + + + Get the Analytics config endpoint. + + + + + Get the Analytics dashboard endpoint. + + + + + Controls whether the sending of device stats at runtime is enabled. + + + + + Controls whether the Analytics service is enabled at runtime. + + + + + Get the Analytics event endpoint. + + + + + Reports whether Unity is set to initialize Analytics on startup. + + + + + Controls whether to limit user tracking at runtime. + + + + + Reports whether the player has opted out of data collection. + + + + + Custom Events (optional). + + Name of custom event. Name cannot include the prefix "unity." - This is a reserved keyword. + Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix "unity." - This is a reserved keyword. + + + + Custom Events (optional). + + + + + + Custom Events (optional). + + + + + + + Use it to enable or disable a custom event. + + + + + + + Use it to enable or disable an event. + + + + + + + + + Attempts to flush immediately all queued analytics events to the network and filesystem cache if possible (optional). + + + + + Use it to check to custom event enable status. + + + + + + Use it to check to an event enable status. + + + + + + + + This API is used for registering a Runtime Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Hourly limit for this event name. + Maximum number of items in this event. + Vendor key name. + Optional event name prefix value. + Event version number. + + + + This API is used for registering a Runtime Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Hourly limit for this event name. + Maximum number of items in this event. + Vendor key name. + Optional event name prefix value. + Event version number. + + + + Resume Analytics initialization. + + + + + This API is used to send a Runtime Analytics event. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Event version number. + Optional event name prefix value. + Additional event data. + + + + Use this API to set the event end point URL. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Event version number. + Event end point URL. + Optional event name prefix value. + + + + Use this API to set the event priority. Note: This API is for internal use only and is likely change in the future. Do not use in user code. + + Name of the event. + Event version number. + Optional event name prefix value. + Event priority. + + + + User Demographics (optional). + + Birth year of user. Must be 4-digit year format, only. + + + + User Demographics (optional). + + Gender of user can be "Female", "Male", or "Unknown". + + + + User Demographics (optional). + + User id. + + + + Tracking Monetization (optional). + + The id of the purchased item. + The price of the item. + Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. + Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. + Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. + Set to true when using UnityIAP. + + + + Tracking Monetization (optional). + + The id of the purchased item. + The price of the item. + Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. + Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. + Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. + Set to true when using UnityIAP. + + + + Tracking Monetization (optional). + + The id of the purchased item. + The price of the item. + Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. + Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. + Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. + Set to true when using UnityIAP. + + + + Analytics event priority. + + + + + Use this flag to send events while in the stop state. + + + + + Any current or previous events in the memory queue persist immediately to the filesystem. + + + + + Any current or previous events in the memory queue persist immediately to the filesystem and dispatcher service makes the events available to send to the server. It adds the events to the bottom of the dispatch queue and makes them available to send to the server. + + + + + This priority is similar to the Analytics.AnalyticsEventPriority.HighPriorityEvent, except these events are given a highest priority than other events in the disptach queue. It adds the events to the top of the dispatch queue and makes them available to send to the server. + + + + + This priority is similar to the Analytics.AnalyticsEventPriority.HighestPriorityEvent, except these events will be stored in the memory queue and will not persist in the file system. In case of failure to post the event to the server, it will not attempt to send them again. + + + + + Any current or previous events in the memory queue persist immediately to the filesystem. It adds the events to the bottom of the dispatch queue and makes them available to send to the server. + + + + + This priority lets you send events in the stop state, and makes any current or previous events in the memory queue persist immediately to the filesystem. It adds the events to the bottom of the dispatch queue and makes them available to send to the server. + + + + + Events will be stored in the memory queue, and will not persist in the file system. + + + + + In case of failure to post the event to the server, it will not attempt to send them again. + + + + + This priority queues events in-memory. + + + + + This priority is similar to the Analytics.AnalyticsEventPriority.NormalPriorityEvent, except these events will be stored in the memory queue and will not persist in the file system. In case of failure to post the event to the server, it will not attempt to send them again. + + + + + This priority queues events in-memory and writes them to the filesystem immediately. + + + + + Events with this flag are given higher priority compared to others while dispatching to the server. + + + + + Analytics API result. + + + + + Analytics API result: Analytics is disabled. + + + + + Analytics API result: Invalid argument value. + + + + + Analytics API result: Analytics not initialized. + + + + + Analytics API result: Success. + + + + + Analytics API result: Argument size limit. + + + + + Analytics API result: Too many parameters. + + + + + Analytics API result: Too many requests. + + + + + Analytics API result: This platform doesn't support Analytics. + + + + + Provides access to the Analytics session information for the current game instance. + + + + + Reports the current custom device ID. + + + + + Reports the current custom user ID. + + + + + The current user identity token that the Analytics server returns based on AnalyticsSessionInfo.userId. + + + + + Dispatched when AnalyticsSessionInfo.identityToken is updated by the server. + + + + + + The number of sessions played since the app was installed. + + + + + The time elapsed, in milliseconds, since the beginning of the current game session. + + + + + Reports whether the current session is the first session since the player installed the game or application. + + + + + A random, unique GUID identifying the current game or app session. + + + + + The current state of the session. + + + + + Dispatched when the Analytics session state changes. + + + + + + A random GUID uniquely identifying sessions played on the same instance of your game or app. + + + + + Defines the delegate signature to handle AnalyticsSettings.IdentityTokenChanged events. + + + + + + Dispatched when the Analytics session state changes. + + Current session state. + Current session id. + Length of the current session in milliseconds. + True, if the sessionId has changed; otherwise false. + + + + Session tracking states. + + + + + Session tracking has paused. + + + + + Session tracking has resumed. + + + + + Session tracking has started. + + + + + Session tracking has stopped. + + + + + User Demographics: Gender of a user. + + + + + User Demographics: Female Gender of a user. + + + + + User Demographics: Male Gender of a user. + + + + + User Demographics: Unknown Gender of a user. + + + + + Provides access to your remote settings. + + + + + Dispatched before the RemoteSettings object makes the network request for the latest settings. + + + + + + Dispatched when the network request made by the RemoteSettings object to fetch the remote configuration file is complete. + + + + + + Forces the game to download the newest settings from the server and update its values. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Gets the number of keys in the remote settings configuration. + + + + + Gets a dictionary corresponding to the remote setting identified by key, if it exists. + + The key identifying the setting. + + An instance of Dictionary<string, object> containing the corresponding remote value or values. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Gets an array containing all the keys in the remote settings configuration. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Gets the object corresponding to the remote setting identified by key, if it exists. + + The key identifying the setting. + + An instance of the object with fields assigned the corresponding remote values. + + + + + Gets the object corresponding to the remote setting identified by key, if it exists. + + The key identifying the setting. + The type of object represented in RemoteSettings. + + An instance of the object with fields assigned the corresponding remote values. + + + + + Gets the object corresponding to the remote setting identified by key, if it exists. + + The object that should be for default values. + The key identifying the setting. + + An instance of the object with fields assigned the corresponding remote values. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Gets the value corresponding to remote setting identified by key, if it exists. + + The key identifying the setting. + The default value to use if the setting identified by the key parameter cannot be found or is unavailable. + + The current value of the setting identified by key, or the default value. + + + + + Reports whether the specified key exists in the remote settings configuration. + + The key identifying the setting. + + True, if the key exists. + + + + + Dispatched when a remote settings configuration is fetched and successfully parsed from the server or from local cache. + + + + + + Defines the delegate signature for handling RemoteSettings.Updated events. + + + + + Reports whether or not the settings available from the RemoteSettings object were received from the Analytics Service during the current session. + + + True, if the remote settings file was received from the Analytics Service in the current session. False, if the remote settings file was received during an earlier session and cached. + + + + + The UnityAnalytics module implements APIs required to use Unity Analytics. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityConnectModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityConnectModule.dll new file mode 100644 index 00000000..36af11e1 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityConnectModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityConnectModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityConnectModule.xml new file mode 100644 index 00000000..80126876 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityConnectModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.UnityConnectModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityCurlModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityCurlModule.dll new file mode 100644 index 00000000..dc09e361 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityCurlModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityCurlModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityCurlModule.xml new file mode 100644 index 00000000..bd418a0b --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityCurlModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.UnityCurlModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityTestProtocolModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityTestProtocolModule.dll new file mode 100644 index 00000000..a99cbc21 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityTestProtocolModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityTestProtocolModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityTestProtocolModule.xml new file mode 100644 index 00000000..725a6120 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityTestProtocolModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.UnityTestProtocolModule + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAssetBundleModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAssetBundleModule.dll new file mode 100644 index 00000000..00c925cc Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAssetBundleModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAssetBundleModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAssetBundleModule.xml new file mode 100644 index 00000000..9c67d16c --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAssetBundleModule.xml @@ -0,0 +1,256 @@ + + + + + UnityEngine.UnityWebRequestAssetBundleModule + + + + A DownloadHandler subclass specialized for downloading AssetBundles. + + + + + Returns the downloaded AssetBundle, or null. (Read Only) + + + + + If true, the AssetBundle will be loaded as part of the UnityWebRequest process. If false, the AssetBundle will be loaded on demand when accessing the DownloadHandlerAssetBundle.assetBundle property. + + + + + Returns true if the data downloading portion of the operation is complete. + + + + + Standard constructor for non-cached asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + + + + Simple versioned constructor. Caches downloaded asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + Current version number of the asset bundle at url. Increment to redownload. + + + + Versioned constructor. Caches downloaded asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + A hash object defining the version of the asset bundle. + + + + Versioned constructor. Caches downloaded asset bundles to a customized cache path. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A hash object defining the version of the asset bundle. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + A structure used to download a given version of AssetBundle to a customized cache path. + AssetBundle name which is used as the customized cache path. + + + + Versioned constructor. Caches downloaded asset bundles to a customized cache path. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A hash object defining the version of the asset bundle. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + A structure used to download a given version of AssetBundle to a customized cache path. + AssetBundle name which is used as the customized cache path. + + + + Returns the downloaded AssetBundle, or null. + + A finished UnityWebRequest object with DownloadHandlerAssetBundle attached. + + The same as DownloadHandlerAssetBundle.assetBundle + + + + + Not implemented. Throws <a href="https:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + + + Not implemented. + + + + + Not implemented. Throws <a href="https:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + + + Not implemented. + + + + + Helpers for downloading asset bundles using UnityWebRequest. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + The UnityWebRequestAssetBundle module provides the DownloadHandlerAssetBundle class to use UnityWebRequest to download Asset Bundles. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAudioModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAudioModule.dll new file mode 100644 index 00000000..94493e63 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAudioModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAudioModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAudioModule.xml new file mode 100644 index 00000000..ec211984 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestAudioModule.xml @@ -0,0 +1,99 @@ + + + + + UnityEngine.UnityWebRequestAudioModule + + + + A DownloadHandler subclass specialized for downloading audio data for use as AudioClip objects. + + + + + Returns the downloaded AudioClip, or null. (Read Only) + + + + + Create AudioClip that is compressed in memory. + + + + + Create streaming AudioClip. + + + + + Constructor, specifies what kind of audio data is going to be downloaded. + + The nominal (pre-redirect) URL at which the audio clip is located. + Value to set for AudioClip type. + + + + Returns the downloaded AudioClip, or null. + + A finished UnityWebRequest object with DownloadHandlerAudioClip attached. + + The same as DownloadHandlerAudioClip.audioClip + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + Raw downloaded bytes. + + + + + Helpers for downloading multimedia files using UnityWebRequest. + + + + + Create a UnityWebRequest to download an audio clip via HTTP GET and create an AudioClip based on the retrieved data. + + The URI of the audio clip to download. + The type of audio encoding for the downloaded audio clip. See AudioType. + + A UnityWebRequest properly configured to download an audio clip and convert it to an AudioClip. + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + + The UnityWebRequestAudio module provides the DownloadHandlerAudioClip class to use UnityWebRequest to download AudioClips. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestModule.dll new file mode 100644 index 00000000..14696870 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestModule.xml new file mode 100644 index 00000000..1b9a2933 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestModule.xml @@ -0,0 +1,1092 @@ + + + + + UnityEngine.UnityWebRequestModule + + + + Responsible for rejecting or accepting certificates received on https requests. + + + + + Signals that this [CertificateHandler] is no longer being used, and should clean up any resources it is using. + + + + + Callback, invoked for each leaf certificate sent by the remote server. + + Certificate data in PEM or DER format. If certificate data contains multiple certificates, the first one is the leaf certificate. + + true if the certificate should be accepted, false if not. + + + + + Manage and process HTTP response body data received from a remote server. + + + + + Returns the raw bytes downloaded from the remote server, or null. (Read Only) + + + + + Error message describing a failure that occurred inside the download handler. + + + + + Returns true if this DownloadHandler has been informed by its parent UnityWebRequest that all data has been received, and this DownloadHandler has completed any necessary post-download processing. (Read Only) + + + + + Provides direct access to downloaded data. + + + + + Convenience property. Returns the bytes from data interpreted as a UTF8 string. (Read Only) + + + + + Callback, invoked when all data has been received from the remote server. + + + + + Signals that this DownloadHandler is no longer being used, and should clean up any resources it is using. + + + + + Callback, invoked when the data property is accessed. + + + Byte array to return as the value of the data property. + + + + + Provides allocation-free access to the downloaded data as a NativeArray. + + + NativeArray providing access to downloaded data. + + + + + Callback, invoked when UnityWebRequest.downloadProgress is accessed. + + + The return value for UnityWebRequest.downloadProgress. + + + + + Callback, invoked when the text property is accessed. + + + String to return as the return value of the text property. + + + + + Callback, invoked with a Content-Length header is received. + + The value of the received Content-Length header. + + + + Callback, invoked with a Content-Length header is received. + + The value of the received Content-Length header. + + + + Callback, invoked as data is received from the remote server. + + A buffer containing unprocessed data, received from the remote server. + The number of bytes in data which are new. + + True if the download should continue, false to abort. + + + + + A general-purpose DownloadHandler implementation which stores received data in a native byte buffer. + + + + + Default constructor. + + + + + Returns a copy of the native-memory buffer interpreted as a UTF8 string. + + A finished UnityWebRequest object with DownloadHandlerBuffer attached. + + The same as DownloadHandlerBuffer.text + + + + + Download handler for saving the downloaded data to file. + + + + + Should the created file be removed if download is aborted (manually or due to an error). Default: false. + + + + + Creates a new instance and a file on disk where downloaded data will be written to. + + Path to file to be written. + When true, appends data to the given file instead of overwriting. + + + + Creates a new instance and a file on disk where downloaded data will be written to. + + Path to file to be written. + When true, appends data to the given file instead of overwriting. + + + + An abstract base class for user-created scripting-driven DownloadHandler implementations. + + + + + Create a DownloadHandlerScript which allocates new buffers when passing data to callbacks. + + + + + Create a DownloadHandlerScript which reuses a preallocated buffer to pass data to callbacks. + + A byte buffer into which data will be copied, for use by DownloadHandler.ReceiveData. + + + + An interface for composition of data into multipart forms. + + + + + Returns the value to use in the Content-Type header for this form section. + + + The value to use in the Content-Type header, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Must not return null or a zero-length array. + + + The raw binary data contained in this section. Must not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + A helper object for form sections containing generic, non-file data. + + + + + Returns the value to use in this section's Content-Type header. + + + The Content-Type header for this section, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Will not return null or a zero-length array. + + + The raw binary data contained in this section. Will not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + Raw data section, unnamed and no Content-Type header. + + Data payload of this section. + + + + Raw data section with a section name, no Content-Type header. + + Section name. + Data payload of this section. + + + + A raw data section with a section name and a Content-Type header. + + Section name. + Data payload of this section. + The value for this section's Content-Type header. + + + + A named raw data section whose payload is derived from a string, with a Content-Type header. + + Section name. + String data payload for this section. + The value for this section's Content-Type header. + An encoding to marshal data to or from raw bytes. + + + + A named raw data section whose payload is derived from a UTF8 string, with a Content-Type header. + + Section name. + String data payload for this section. + C. + + + + A names raw data section whose payload is derived from a UTF8 string, with a default Content-Type. + + Section name. + String data payload for this section. + + + + An anonymous raw data section whose payload is derived from a UTF8 string, with a default Content-Type. + + String data payload for this section. + + + + A helper object for adding file uploads to multipart forms via the [IMultipartFormSection] API. + + + + + Returns the value of the section's Content-Type header. + + + The Content-Type header for this section, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Will not return null or a zero-length array. + + + The raw binary data contained in this section. Will not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + Contains a named file section based on the raw bytes from data, with a custom Content-Type and file name. + + Name of this form section. + Raw contents of the file to upload. + Name of the file uploaded by this form section. + The value for this section's Content-Type header. + + + + Contains an anonymous file section based on the raw bytes from data, assigns a default Content-Type and file name. + + Raw contents of the file to upload. + + + + Contains an anonymous file section based on the raw bytes from data with a specific file name. Assigns a default Content-Type. + + Raw contents of the file to upload. + Name of the file uploaded by this form section. + + + + Contains a named file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. + + Name of this form section. + Contents of the file to upload. + A string encoding. + Name of the file uploaded by this form section. + + + + An anonymous file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. + + Contents of the file to upload. + A string encoding. + Name of the file uploaded by this form section. + + + + An anonymous file section with data drawn from the UTF8 string data. Assigns a specific file name from fileName and a default Content-Type. + + Contents of the file to upload. + Name of the file uploaded by this form section. + + + + Provides methods to communicate with web servers. + + + + + Holds a reference to a CertificateHandler object, which manages certificate validation for this UnityWebRequest. + + + + + **Deprecated.**. HTTP2 and many HTTP1.1 servers don't support this; we recommend leaving it set to false (default). + + + + + If true, any CertificateHandler attached to this UnityWebRequest will have CertificateHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + + + + + If true, any DownloadHandler attached to this UnityWebRequest will have DownloadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + + + + + If true, any UploadHandler attached to this UnityWebRequest will have UploadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + + + + + Returns the number of bytes of body data the system has downloaded from the remote server. (Read Only) + + + + + Holds a reference to a DownloadHandler object, which manages body data received from the remote server by this UnityWebRequest. + + + + + Returns a floating-point value between 0.0 and 1.0, indicating the progress of downloading body data from the server. (Read Only) + + + + + A human-readable string describing any system errors encountered by this UnityWebRequest object while handling HTTP requests or responses. (Read Only) + + + + + Returns true after the UnityWebRequest has finished communicating with the remote server. (Read Only) + + + + + Returns true after this UnityWebRequest receives an HTTP response code indicating an error. (Read Only) + + + + + Returns true while a UnityWebRequest’s configuration properties can be altered. (Read Only) + + + + + Returns true after this UnityWebRequest encounters a system error. (Read Only) + + + + + The string "CREATE", commonly used as the verb for an HTTP CREATE request. + + + + + The string "DELETE", commonly used as the verb for an HTTP DELETE request. + + + + + The string "GET", commonly used as the verb for an HTTP GET request. + + + + + The string "HEAD", commonly used as the verb for an HTTP HEAD request. + + + + + The string "POST", commonly used as the verb for an HTTP POST request. + + + + + The string "PUT", commonly used as the verb for an HTTP PUT request. + + + + + Defines the HTTP verb used by this UnityWebRequest, such as GET or POST. + + + + + Indicates the number of redirects which this UnityWebRequest will follow before halting with a “Redirect Limit Exceeded” system error. + + + + + The numeric HTTP response code returned by the server, such as 200, 404 or 500. (Read Only) + + + + + The result of this UnityWebRequest. + + + + + Sets UnityWebRequest to attempt to abort after the number of seconds in timeout have passed. + + + + + Returns the number of bytes of body data the system has uploaded to the remote server. (Read Only) + + + + + Holds a reference to the UploadHandler object which manages body data to be uploaded to the remote server. + + + + + Returns a floating-point value between 0.0 and 1.0, indicating the progress of uploading body data to the server. + + + + + Defines the target URI for the UnityWebRequest to communicate with. + + + + + Defines the target URL for the UnityWebRequest to communicate with. + + + + + Determines whether this UnityWebRequest will include Expect: 100-Continue in its outgoing request headers. (Default: true). + + + + + If in progress, halts the UnityWebRequest as soon as possible. + + + + + Clears stored cookies from the cache. + + An optional URL to define which cookies are removed. Only cookies that apply to this URL will be removed from the cache. + + + + Clears stored cookies from the cache. + + An optional URL to define which cookies are removed. Only cookies that apply to this URL will be removed from the cache. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The target URI to which form data will be transmitted. + HTTP GET, POST, etc. methods. + Replies from the server. + Upload data to the server. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The target URI to which form data will be transmitted. + HTTP GET, POST, etc. methods. + Replies from the server. + Upload data to the server. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The target URI to which form data will be transmitted. + HTTP GET, POST, etc. methods. + Replies from the server. + Upload data to the server. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The target URI to which form data will be transmitted. + HTTP GET, POST, etc. methods. + Replies from the server. + Upload data to the server. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The target URI to which form data will be transmitted. + HTTP GET, POST, etc. methods. + Replies from the server. + Upload data to the server. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The target URI to which form data will be transmitted. + HTTP GET, POST, etc. methods. + Replies from the server. + Upload data to the server. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The target URI to which form data will be transmitted. + HTTP GET, POST, etc. methods. + Replies from the server. + Upload data to the server. + + + + Creates a UnityWebRequest configured for HTTP DELETE. + + The URI to which a DELETE request should be sent. + + A UnityWebRequest configured to send an HTTP DELETE request. + + + + + Signals that this UnityWebRequest is no longer being used, and should clean up any resources it is using. + + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Generate a random 40-byte array for use as a multipart form boundary. + + + 40 random bytes, guaranteed to contain only printable ASCII values. + + + + + Create a UnityWebRequest for HTTP GET. + + The URI of the resource to retrieve via HTTP GET. + + An object that retrieves data from the uri. + + + + + Create a UnityWebRequest for HTTP GET. + + The URI of the resource to retrieve via HTTP GET. + + An object that retrieves data from the uri. + + + + + Deprecated. Replaced by UnityWebRequestAssetBundle.GetAssetBundle. + + + + + + + + + + Deprecated. Replaced by UnityWebRequestAssetBundle.GetAssetBundle. + + + + + + + + + + Deprecated. Replaced by UnityWebRequestAssetBundle.GetAssetBundle. + + + + + + + + + + Deprecated. Replaced by UnityWebRequestAssetBundle.GetAssetBundle. + + + + + + + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + Retrieves the value of a custom request header. + + Name of the custom request header. Case-insensitive. + + The value of the custom request header. If no custom header with a matching name has been set, returns an empty string. + + + + + Retrieves the value of a response header from the latest HTTP response received. + + The name of the HTTP header to retrieve. Case-insensitive. + + The value of the HTTP header from the latest HTTP response. If no header with a matching name has been received, or no responses have been received, returns null. + + + + + Retrieves a dictionary containing all the response headers received by this UnityWebRequest in the latest HTTP response. + + + A dictionary containing all the response headers received in the latest HTTP response. If no responses have been received, returns null. + + + + + Creates a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + Creates a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + Creates a UnityWebRequest configured to send a HTTP HEAD request. + + The URI to which to send a HTTP HEAD request. + + A UnityWebRequest configured to transmit a HTTP HEAD request. + + + + + Creates a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Form body data. Will be URLEncoded prior to transmission. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Form fields or files encapsulated in a WWWForm object, for formatting and transmission to the remote server. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + A list of form fields or files to be formatted and transmitted to the remote server. + A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + A list of form fields or files to be formatted and transmitted to the remote server. + A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Strings indicating the keys and values of form fields. Will be automatically formatted into a URL-encoded form body. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Creates a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + + The URI to which the data will be sent. + The data to transmit to the remote server. + +If a string, the string will be converted to raw bytes via <a href="https:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. + + A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. + + + + + Creates a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + + The URI to which the data will be sent. + The data to transmit to the remote server. + +If a string, the string will be converted to raw bytes via <a href="https:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. + + A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. + + + + + Defines codes describing the possible outcomes of a UnityWebRequest. + + + + + Failed to communicate with the server. For example, the request couldn't connect or it could not establish a secure channel. + + + + + Error processing data. The request succeeded in communicating with the server, but encountered an error when processing the received data. For example, the data was corrupted or not in the correct format. + + + + + The request hasn't finished yet. + + + + + The server returned an error response. The request succeeded in communicating with the server, but received an error as defined by the connection protocol. + + + + + The request succeeded. + + + + + Begin communicating with the remote server. + + + An AsyncOperation indicating the progress/completion state of the UnityWebRequest. Yield this object to wait until the UnityWebRequest is done. + + + + + Begin communicating with the remote server. + + + + + Converts a List of IMultipartFormSection objects into a byte array containing raw multipart form data. + + A List of IMultipartFormSection objects. + A unique boundary string to separate the form sections. + + A byte array of raw multipart form data. + + + + + Serialize a dictionary of strings into a byte array containing URL-encoded UTF8 characters. + + A dictionary containing the form keys and values to serialize. + + A byte array containing the serialized form. The form's keys and values have been URL-encoded. + + + + + Set a HTTP request header to a custom value. + + The key of the header to be set. Case-sensitive. + The header's intended value. + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + + Asynchronous operation object returned from UnityWebRequest.SendWebRequest(). + +You can yield until it continues, register an event handler with AsyncOperation.completed, or manually check whether it's done (AsyncOperation.isDone) or progress (AsyncOperation.progress). + + + + + Returns the associated UnityWebRequest that created the operation. + + + + + Helper object for UnityWebRequests. Manages the buffering and transmission of body data during HTTP requests. + + + + + Determines the default Content-Type header which will be transmitted with the outbound HTTP request. + + + + + The raw data which will be transmitted to the remote server as body data. (Read Only) + + + + + Returns the proportion of data uploaded to the remote server compared to the total amount of data to upload. (Read Only) + + + + + Signals that this UploadHandler is no longer being used, and should clean up any resources it is using. + + + + + A specialized UploadHandler that reads data from a given file and sends raw bytes to the server as the request body. + + + + + Create a new upload handler to send data from the given file to the server. + + A file containing data to send. + + + + A general-purpose UploadHandler subclass, using a native-code memory buffer. + + + + + General constructor. Contents of the input argument are copied into a native buffer. + + Raw data to transmit to the remote server. + + + + Creates an upload handler using NativeArray. + + The raw data to transmit to the remote server. + When true, the upload handler takes ownership of the passed NativeArray. This means the upload handler will dispose of the NativeArray when the upload handler itself is disposed of. When false, NativeArray is owned by the caller and you must ensure it remains valid until the upload is complete. + + + + Creates an upload handler using a read-only NativeArray. The passed array is owned by the caller and you must ensure it remains valid until the upload is complete. + + The raw data to transmit to the remote server. + + + + The UnityWebRequest module lets you communicate with http services. + + + + + Helper class to generate form data to post to web servers using the UnityWebRequest or WWW classes. + + + + + (Read Only) The raw data to pass as the POST request body when sending the form. + + + + + (Read Only) Returns the correct request headers for posting the form using the WWW class. + + + + + Add binary data to the form. + + + + + + + + + Add binary data to the form. + + + + + + + + + Add binary data to the form. + + + + + + + + + Add a simple field to the form. + + + + + + + + Add a simple field to the form. + + + + + + + + Adds a simple field to the form. + + + + + + + Creates an empty WWWForm object. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestTextureModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestTextureModule.dll new file mode 100644 index 00000000..b1c299e5 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestTextureModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestTextureModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestTextureModule.xml new file mode 100644 index 00000000..872870da --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestTextureModule.xml @@ -0,0 +1,68 @@ + + + + + UnityEngine.UnityWebRequestTextureModule + + + + A DownloadHandler subclass specialized for downloading images for use as Texture objects. + + + + + Returns the downloaded Texture, or null. (Read Only) + + + + + Default constructor. + + + + + Constructor, allows TextureImporter.isReadable property to be set. + + Value to set for TextureImporter.isReadable. + + + + Returns the downloaded Texture, or null. + + A finished UnityWebRequest object with DownloadHandlerTexture attached. + + The same as DownloadHandlerTexture.texture + + + + + Helpers for downloading image files into Textures using UnityWebRequest. + + + + + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + The UnityWebRequestTexture module provides the DownloadHandlerTexture class to use UnityWebRequest to download Textures. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestWWWModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestWWWModule.dll new file mode 100644 index 00000000..2e7e305d Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestWWWModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestWWWModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestWWWModule.xml new file mode 100644 index 00000000..dde6d99e --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.UnityWebRequestWWWModule.xml @@ -0,0 +1,307 @@ + + + + + UnityEngine.UnityWebRequestWWWModule + + + + The UnityWebRequestWWW module implements the legacy WWW lets you communicate with http services. + + + + + Simple access to web pages. + + + + + Streams an AssetBundle that can contain any kind of asset from the project folder. + + + + + Returns a AudioClip generated from the downloaded data (Read Only). + + + + + Returns the contents of the fetched web page as a byte array (Read Only). + + + + + The number of bytes downloaded by this WWW query (read only). + + + + + Returns an error message if there was an error during the download (Read Only). + + + + + Is the download already finished? (Read Only) + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + Load an Ogg Vorbis file into the audio clip. + + + + + How far has the download progressed (Read Only). + + + + + Dictionary of headers returned by the request. + + + + + Returns the contents of the fetched web page as a string (Read Only). + + + + + Returns a Texture2D generated from the downloaded data (Read Only). + + + + + Returns a non-readable Texture2D generated from the downloaded data (Read Only). + + + + + Obsolete, has no effect. + + + + + How far has the upload progressed (Read Only). + + + + + The URL of this WWW request (Read Only). + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A WWWForm instance containing the form data to post. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + A hash table of custom headers to send with the request. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + A dictionary that contains the header keys and values to pass to the server. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Disposes of an existing WWW object. + + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + MovieTexture has been removed. Use VideoPlayer instead. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + Hash128 which is used as the version of the AssetBundle. + A structure used to download a given version of AssetBundle to a customized cache path. + +Analogous to the cachedAssetBundle parameter for UnityWebRequestAssetBundle.GetAssetBundle.</param> + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + Hash128 which is used as the version of the AssetBundle. + A structure used to download a given version of AssetBundle to a customized cache path. + +Analogous to the cachedAssetBundle parameter for UnityWebRequestAssetBundle.GetAssetBundle.</param> + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + Hash128 which is used as the version of the AssetBundle. + A structure used to download a given version of AssetBundle to a customized cache path. + +Analogous to the cachedAssetBundle parameter for UnityWebRequestAssetBundle.GetAssetBundle.</param> + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + Hash128 which is used as the version of the AssetBundle. + A structure used to download a given version of AssetBundle to a customized cache path. + +Analogous to the cachedAssetBundle parameter for UnityWebRequestAssetBundle.GetAssetBundle.</param> + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Replaces the contents of an existing Texture2D with an image from the downloaded data. + + An existing texture object to be overwritten with the image data. + + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VFXModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VFXModule.dll new file mode 100644 index 00000000..be6b94b3 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VFXModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VFXModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VFXModule.xml new file mode 100644 index 00000000..0c549f14 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VFXModule.xml @@ -0,0 +1,1884 @@ + + + + + UnityEngine.VFXModule + + + + This enumeration describes Camera buffer types. + + + + + The Camera's color buffer. + + + + + The Camera's depth buffer. + + + + + No Buffer. + + + + + The Camera's normal buffer. + + + + + Represents settings that specify how the Visual Effect Graph should handle an XR Camera. + + + + + The number of views to render in the pass. In Unity, there are different methods of rendering a Camera in XR. For multiple pass rendering, viewTotal is 2 and viewCount will be 1. For other XR rendering methods, both viewTotal and viewCount are 2. + + + + + Indicates where to start rendering views in this pass. Currently, the Visual Effect Graph uses this for multiple pass XR rendering. In this case, the first pass value is 0 and the second pass is 1. For other XR rendering methods, this is 0. + + + + + The number of views the camera has in total. For a normal Camera, this is 1. For a Camera in XR, this is 2. + + + + + This class handles the properties that you transmit to a system using a VFX.VisualEffect.SendEvent. + + + + + Copies the values from a VFXEventAttribute to the one you call this function from. + + The source event attribute. + + + + The copy constructor for the VFXEventAttribute class. + + The source VFXEventAttribute to copy from. + + + + Use this method to get the value of a named bool property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the bool you specify. Returns false if VFX.VFXEventAttribute.HasBool returns false. + + + + + Use this method to get the value of a named bool property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the bool you specify. Returns false if VFX.VFXEventAttribute.HasBool returns false. + + + + + Use this method to get the value of a named float property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the float you specify. Returns 0.0f if VFX.VFXEventAttribute.HasFloat returns false. + + + + + Use this method to get the value of a named float property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the float you specify. Returns 0.0f if VFX.VFXEventAttribute.HasFloat returns false. + + + + + Use this method to get the value of a named integer property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the integer you specify. Returns 0 if VFX.VFXEventAttribute.HasInt returns false. + + + + + Use this method to get the value of a named integer property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the integer you specify. Returns 0 if VFX.VFXEventAttribute.HasInt returns false. + + + + + Use this method to get the value of a named Matrix4x4 property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Matrix4x4 you specify. Returns Matrix4x4.identity if VFX.VFXEventAttribute.HasMatrix4x4 returns false. + + + + + Use this method to get the value of a named Matrix4x4 property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Matrix4x4 you specify. Returns Matrix4x4.identity if VFX.VFXEventAttribute.HasMatrix4x4 returns false. + + + + + Use this method to get the value of a named unsigned integer property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the int you specify. Returns 0 if VFX.VFXEventAttribute.HasUint returns false. + + + + + Use this method to get the value of a named unsigned integer property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the int you specify. Returns 0 if VFX.VFXEventAttribute.HasUint returns false. + + + + + Use this method to get the value of a named Vector2 property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector2 you specify. Returns Vector2.zero if VFX.VFXEventAttribute.HasVector2 returns false. + + + + + Use this method to get the value of a named Vector2 property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector2 you specify. Returns Vector2.zero if VFX.VFXEventAttribute.HasVector2 returns false. + + + + + Use this method to get the value of a named Vector3 property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector3 you specify. Returns Vector3.zero if VFX.VFXEventAttribute.HasVector3 returns false. + + + + + Use this method to get the value of a named Vector3 property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector3 you specify. Returns Vector3.zero if VFX.VFXEventAttribute.HasVector3 returns false. + + + + + Use this method to get the value of a named Vector4 property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector4 you specify. Returns Vector4.zero if VFX.VFXEventAttribute.HasVector4 returns false. + + + + + Use this method to get the value of a named Vector4 property from the VFXEventAttribute. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector4 you specify. Returns Vector4.zero if VFX.VFXEventAttribute.HasVector4 returns false. + + + + + Use this method to check if the VFXEventAttribute stores a bool with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a bool with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a float with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a float with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a Matrix4x4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a Matrix4x4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a unsigned integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a unsigned integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a Vector2 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a Vector2 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a Vector3 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a Vector3 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a Vector4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to check if the VFXEventAttribute stores a Vector4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to set the value of a bool with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new bool value. + + + + Use this method to set the value of a bool with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new bool value. + + + + Use this method to set the value of a float with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new float value. + + + + Use this method to set the value of a float with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new float value. + + + + Use this method to set the value of an integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new integer value. + + + + Use this method to set the value of an integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new integer value. + + + + Use this method to set the value of a Matrix4x4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Matrix4x4 value. + + + + Use this method to set the value of a Matrix4x4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Matrix4x4 value. + + + + Use this method to set the value of an unsigned integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new unsigned integer value. + + + + Use this method to set the value of an unsigned integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new unsigned integer value. + + + + Use this method to set the value of a Vector2 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector2 value. + + + + Use this method to set the value of a Vector2 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector2 value. + + + + Use this method to set the value of a Vector3 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector3 value. + + + + Use this method to set the value of a Vector3 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector3 value. + + + + Use this method to set the value of a Vector4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector4 value. + + + + Use this method to set the value of a Vector4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector4 value. + + + + This structure describes an exposed property on a VisualEffectAsset. + + + + + The name of the exposed property. + + + + + The type of the exposed property. + + + + + This class is a wrapper to the set of expression values. + + + + + Returns a an animation curve that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a an animation curve that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a boolean that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a boolean that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a float that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a float that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a gradient that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a gradient that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns an integer that corresponds to the bound named expression. IF this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns an integer that corresponds to the bound named expression. IF this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a Matrix4 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a Matrix4 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a mesh that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a mesh that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a texture that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a texture that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns an unsigned integer that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns an unsigned integer that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a Vector2 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a Vector2 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a Vector3 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a Vector3 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a Vector4 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Returns a Vector4 that corresponds to the bound named expression. If this entry is not available, or the type doesn't match, an exception is thrown. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Use this class to set a number of properties that control VisualEffect behavior within your Unity Project. + + + + + The fixed interval in which the frame rate updates. The tick rate is in seconds. + + + + + The maximum allowed delta time for an update interval. This limit affects fixedDeltaTime and deltaTime. The tick rate is in seconds. + + + + + Queries which buffers the VFX Manager needs for the given Camera. + + The Camera for which to query needed buffers. + + A list of all needed buffer flags. + + + + + Use this method to prepare per-Camera VFX commands for this frame. + + The Camera to prepare for processing VFX commands. + The XR settings that the Visual Effect Graph uses to prepare the Camera. + + + + Use this method to prepare per-Camera VFX commands for this frame. + + The Camera to prepare for processing VFX commands. + The XR settings that the Visual Effect Graph uses to prepare the Camera. + + + + Use this method to prepare and process per-Camera VFX commands for this frame. + + The Camera to prepare for processing VFX commands. + + + + Use this method to process per-Camera VFX commands for the current frame. + + The Camera to process the VFX commands for. + The CommandBuffer to push commands to (can be null). + The XR settings that the Visual Effect Graph uses to process the Camera commands. + + + + Use this method to process per-Camera VFX commands for the current frame. + + The Camera to process the VFX commands for. + The CommandBuffer to push commands to (can be null). + The XR settings that the Visual Effect Graph uses to process the Camera commands. + + + + Use this method to set the buffer of a given type for this Camera. This allows the VFX Manager to use the buffer. + + The Camera to set the buffer for. + The type of buffer to set. + The buffer to set. + X offset of the viewport in the buffer. + Y offset of the viewport in the buffer. + Width of the viewport in the buffer. + Height of the viewport in the buffer. + + + + This struct holds information about an output event. + + + + + Stores the current event attribute. + + + + + Stores the nameId of the source output event context that triggered this event. + + + + + This structure provides information data on a particle system. + + + + + Number of alive particles within the particle system, the value is lower than [[VFXParticleSystemInfo._capacity]. + + + + + The rendering bound of this particle system. + + + + + The capacity (maximum VFXParticleSystemInfo._aliveCount) of the particle system. + + + + + The sleep state of the particle system. + + + + + This abstract class provides a way to implement custom spawner block in C#. + + + + + Unity invokes this method when a parent spawner system triggers Play. + + The spawner state. + The values of expression (input properties for a spawner block). + The visual effect. + + + + Unity invokes this method when a parent spawner system triggers Stop. + + The spawner state. + The values of expression (input properties for a spawner block). + The visual effect. + + + + Unity invokes this method when a parent spawner system triggers Update. + + The spawner state. + The values of expression (input properties for a spawner block). + The visual effect. + + + + This enum describes the state of VFXSpawner. + + + + + If the VFXSpawner is in this state, then it is waiting after a loop has reached the end. + + + + + If the VFXSpawner is in this state, then it is waiting before it starts a loop. + + + + + If the VFXSpawner is in this state then it has finished and is currently awaiting a Play invocation. This is the default and final state. + + + + + If the VFXSpawner is in this state, then it is currently looping. When in this state, VFX.VFXSpawnerState._playing is true. + + + + + The spawn state of a Spawn system. + + + + + The current delay time that the VFXSpawner waits for after it finishes a loop. + + + + + The current delay time that the VFXSpawner waits for before it starts a loop. + + + + + The current delta time. + + + + + The current loop count. + + + + + The duration of the looping state. + + + + + The current index of loop. + + + + + The current state of VFXSpawnerState. + + + + + This boolean indicates if a new loop has just started. + + + + + The current playing state. + + + + + The current Spawn count. + + + + + The accumulated delta time since the last Play event. + + + + + Gets the modifiable current event attribute (Read Only). + + + + + The visual effect class that references an VFX.VisualEffectAsset instance within the Scene. + + + + + Returns the sum of all alive particles within the visual effect. + + + + + Use this property to determine if this visual effect is not visible from any Camera. (Read Only) + + + + + The default event name ID. To retrieve this value, use the Shader.PropertyID after VisualEffect has awakened or after you've invoked VFX.VisualEffect.Reinit. + + + + + The default event name. Unity calls this event when the VisualEffect awakes, or when you call VisualEffect.Reinit. + + + + + Output event are reported trough this callback. + + + + + Use this property to set the pause state of the visual effect. + + + + + A multiplier that Unity applies to the delta time when it updates the VisualEffect. The default value is 1.0f. + + + + + This property controls whether the visual effect generates a new seed for the random number generator with each call to VFX.VisualEffect.Play function. + + + + + The initial seed used for internal random number generator. + + + + + The VisualEffectAsset that the VisualEffect uses. + + + + + If VFX.VisualEffect._pause is true, this method processes the next visual effect update for exactly one frame with the current delta time. + + + + + Use this method to create a new VFXEventAttribute. + + + + + The VisualEffect constructor. + + + + + Gets the value of a named Animation Curve property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Animation Curve you specify. Returns an empty Animation Curve if VFX.VisualEffect.HasAnimationCurve returns false. + + + + + Gets the value of a named Animation Curve property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Animation Curve you specify. Returns an empty Animation Curve if VFX.VisualEffect.HasAnimationCurve returns false. + + + + + Gets the value of a named bool property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the bool you specify. Returns false if VFX.VisualEffect.HasBool returns false. + + + + + Gets the value of a named bool property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the bool you specify. Returns false if VFX.VisualEffect.HasBool returns false. + + + + + Gets the value of a named float property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the float you specify. Returns 0.0f if VFX.VisualEffect.HasFloat returns false. + + + + + Gets the value of a named float property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the float you specify. Returns 0.0f if VFX.VisualEffect.HasFloat returns false. + + + + + Gets the value of a named Gradient property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Gradient you specify. Returns an empty Gradient if VFX.VisualEffect.HasGradient returns false. + + + + + Gets the value of a named Gradient property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Gradient you specify. Returns an empty Gradient if VFX.VisualEffect.HasGradient returns false. + + + + + Get a named exposed integer. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the integer you specify. Returns 0 if VFX.VisualEffect.HasInt returns false. + + + + + Get a named exposed integer. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the integer you specify. Returns 0 if VFX.VisualEffect.HasInt returns false. + + + + + Gets the value of a named Matrix4x4 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Matrix4x4 you specify. Returns Matrix4x4.identity if VFX.VisualEffect.HasMatrix4x4 returns false. + + + + + Gets the value of a named Matrix4x4 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Matrix4x4 you specify. Returns Matrix4x4.identity if VFX.VisualEffect.HasMatrix4x4 returns false. + + + + + Gets the value of a named Mesh property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Mesh you specify. Returns null if VFX.VisualEffect.HasMesh returns false. + + + + + Gets the value of a named Mesh property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Mesh you specify. Returns null if VFX.VisualEffect.HasMesh returns false. + + + + + Gets the name of every output event system. + + The List that this function populates with the output event system names. + + + + Gets information on a particle system. + + The system ID. This is the same ID that Shader.PropertyToID returns. + The name of the particle system. + + A VFXSystemInfo instance. + + + + + Gets information on a particle system. + + The system ID. This is the same ID that Shader.PropertyToID returns. + The name of the particle system. + + A VFXSystemInfo instance. + + + + + Gets the name of every particle system. + + The List that this function populates with the particle system names. + + + + Gets the value of a named Skinned Mesh Renderer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Skinned Mesh Renderer you specify. Returns null if VFX.VisualEffect.HasSkinnedMeshRenderer returns false. + + + + + Gets the value of a named Skinned Mesh Renderer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Skinned Mesh Renderer you specify. Returns null if VFX.VisualEffect.HasSkinnedMeshRenderer returns false. + + + + + Gets state on a spawn system. + + The system ID. This is the same ID that Shader.PropertyToID returns. + A modified VFXSpawnerState instance. + + + + + Gets state on a spawn system. + + The system ID. This is the same ID that Shader.PropertyToID returns. + A modified VFXSpawnerState instance. + + + + + Gets the name of every spawn system. + + The List that this function populates with the spawn system names. + + + + Gets the name of every system. + + The List that this function populates with the system names. + + + + Gets the value of a named texture property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the texture you specify. Returns null if VFX.VisualEffect.HasTexture returns false. + + + + + Gets the value of a named texture property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the texture you specify. Returns null if VFX.VisualEffect.HasTexture returns false. + + + + + Gets expected texture dimension for a named exposed texture. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Gets expected texture dimension for a named exposed texture. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Gets the value of a named unsigned integer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the unsigned integer you specify. Returns 0 if VFX.VisualEffect.HasUInt returns false. + + + + + Gets the value of a named unsigned integer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the unsigned integer you specify. Returns 0 if VFX.VisualEffect.HasUInt returns false. + + + + + Gets the value of a named Vector2 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector2 you specify. Returns Vector2.zero if VFX.VisualEffect.HasVector2 returns false. + + + + + Gets the value of a named Vector2 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector2 you specify. Returns Vector2.zero if VFX.VisualEffect.HasVector2 returns false. + + + + + Gets the value of a named Vector3 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector3 you specify. Returns Vector3.zero if VFX.VisualEffect.HasVector3 returns false. + + + + + Gets the value of a named Vector3 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector3 you specify. Returns Vector3.zero if VFX.VisualEffect.HasVector3 returns false. + + + + + Gets the value of a named Vector4 or Color property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector4 you specify. Returns Vector4.zero if VFX.VisualEffect.HasVector4 returns false. + + + + + Gets the value of a named Vector4 or Color property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + The value for the Vector4 you specify. Returns Vector4.zero if VFX.VisualEffect.HasVector4 returns false. + + + + + Checks if the Visual Effect can override an Animation Curve with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override an Animation Curve with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if any particle system in the effect is awake. + + + Returns true if at least one of the particle systems of the effect is awake, otherwise returns false. + + + + + Checks if the Visual Effect can override a bool with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a bool with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a float with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a float with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Gradient with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Gradient with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a GraphicsBuffer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a GraphicsBuffer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override an integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override an integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Matrix4x4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Matrix4x4 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Mesh with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Mesh with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Skinned Mesh Renderer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this function to determine if the VisualEffect has the system you pass in. + + The system ID. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + true if the VisualEffect has the system you pass in. Returns false otherwise. + + + + + Use this function to determine if the VisualEffect has the system you pass in. + + The system ID. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + true if the VisualEffect has the system you pass in. Returns false otherwise. + + + + + Checks if the Visual Effect can override a texture with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a texture with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override an unsigned integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override an unsigned integer with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Vector2 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Vector2 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Vector3 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Vector3 with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Vector4 or Color with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Checks if the Visual Effect can override a Vector4 or Color with the name you pass in. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to send a play event to every Spawn system. + + Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. + + + + Use this method to send a play event to every Spawn system. + + Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. + + + + Reintialize visual effect. + + + + + Use this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to set the overridden state to false. This restores the default value that the Visual Effect Asset specifies. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Use this method to send a custom named event. + + The name of the event. + The ID of the event. This is the same ID that Shader.PropertyToID returns. + Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. + + + + Use this method to send a custom named event. + + The name of the event. + The ID of the event. This is the same ID that Shader.PropertyToID returns. + Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. + + + + Use this method to send a custom named event. + + The name of the event. + The ID of the event. This is the same ID that Shader.PropertyToID returns. + Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. + + + + Use this method to send a custom named event. + + The name of the event. + The ID of the event. This is the same ID that Shader.PropertyToID returns. + Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. + + + + Sets the value of a named Animation Curve property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The new Animation Curve. + The name of the property. + + + + Sets the value of a named Animation Curve property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The new Animation Curve. + The name of the property. + + + + Sets the value of a named bool property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new boolean value. + + + + Sets the value of a named bool property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new boolean value. + + + + Sets the value of a named float property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new float value. + + + + Sets the value of a named float property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new float value. + + + + Sets the value of a named Gradient property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Gradient value. + + + + Sets the value of a named Gradient property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Gradient value. + + + + Sets the value of a named GraphicsBuffer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new GraphicsBuffer value. + + + + Sets the value of a named GraphicsBuffer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new GraphicsBuffer value. + + + + Sets the value of a named integer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new integer value. + + + + Sets the value of a named integer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new integer value. + + + + Sets the value of a named Matrix4x4 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Matrix4x4 value. + + + + Sets the value of a named Matrix4x4 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Matrix4x4 value. + + + + Sets the value of a named Mesh property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Mesh value. + + + + Sets the value of a named Mesh property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Mesh value. + + + + Sets the value of a named Skinned Mesh Renderer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Skinned Mesh Renderer value. + + + + Sets the value of a named Skinned Mesh Renderer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Skinned Mesh Renderer value. + + + + Sets the value of a named texture property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new texture value. + + + + Sets the value of a named texture property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new texture value. + + + + Sets the value of a named unsigned integer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new unsigned integer value. + + + + Sets the value of a named unsigned integer property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new unsigned integer value. + + + + Sets the value of a named Vector2 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector2 value. + + + + Sets the value of a named Vector2 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector2 value. + + + + Sets the value of a named Vector3 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector3 value. + + + + Sets the value of a named Vector3 property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector3 value. + + + + Sets the value of a named Vector4 or Color property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector4 value. + + + + Sets the value of a named Vector4 or Color property. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + The new Vector4 value. + + + + Use this method to fast-forward the visual effect by simulating all systems for several step counts using the specified delta time. + + The delta time, in seconds, the simulation applies to each step. + Number of steps to proceed. + + + + Use this method to send a stop event to all Spawn systems. + + Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. + + + + Use this method to send a stop event to all Spawn systems. + + Can be null or a VFXEventAttribute. To create a VFXEventAttribute, use VFX.VisualEffect.CreateVFXEventAttribute. + + + + This class contains a graph of the elements needed to describe a visual effect. These include: the visual effects system, generated shaders, and compiled data. + + + + + The visual effect Asset constructor. + + + + + Gets the name of every Event connected to a system. + + The List that this function populates with the event system names. + + + + Gets the name and type of every exposed property. + + The List that this function populates with exposed properties. + + + + Gets the TextureDimension of a named exposed Texture. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + Gets the TextureDimension of a named exposed Texture. + + The ID of the property. This is the same ID that Shader.PropertyToID returns. + The name of the property. + + + + The default name ID of the play event. + + + + + The default name of the play event. + + + + + The default name ID of the stop event. + + + + + The default name of the stop event. + + + + + This class is the base for VFX.VisualEffectAsset and VFX.VisualEffectSubgraph. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VRModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VRModule.dll new file mode 100644 index 00000000..0e23c1cd Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VRModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VRModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VRModule.xml new file mode 100644 index 00000000..fcd350dc --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VRModule.xml @@ -0,0 +1,279 @@ + + + + + UnityEngine.VRModule + + + + The VR module implements support for virtual reality devices in Unity. + + + + + Enumeration of available modes for XR rendering in the Game view or in the main window on a host PC. XR rendering only occurs when the Unity Editor is in Play Mode. + + + + + Renders both eyes of the XR device side-by-side in the Game view or in the main window on a host PC. + + + + + Renders the left eye of the XR device in the Game View window or in main window on a host PC. + + + + + Disables rendering of any eyes in the Game view or in the main window on a host PC. + + + + + Renders both eyes of the XR device, and the occlusion mesh, side-by-side in the Game view or in the main window on a host PC. + + + + + Renders the right eye of the XR device in the Game View window or in main window on a host PC. + + + + + Represents the size of physical space available for XR. + + + + + Represents a space large enough for free movement. + + + + + Represents a small space where movement may be constrained or positional tracking is unavailable. + + + + + Contains all functionality related to a XR device. + + + + + Subscribe a delegate to this event to get notified when an XRDevice is successfully loaded. + + + + + + Zooms the XR projection. + + + + + Successfully detected a XR device in working order. + + + + + Refresh rate of the display in Hertz. + + + + + Sets whether the camera passed in the first parameter is controlled implicitly by the XR Device + + The camera that we wish to change behavior on + True if the camera's transform is set externally. False if the camera is to be driven implicitly by XRDevice, + + Nothing. + + + + + This method returns an IntPtr representing the native pointer to the XR device if one is available, otherwise the value will be IntPtr.Zero. + + + The native pointer to the XR device. + + + + + Returns the device's current TrackingSpaceType. This value determines how the camera is positioned relative to its starting position. For more, see the section "Understanding the camera" in. + + + The device's current TrackingSpaceType. + + + + + Sets the device's current TrackingSpaceType. Returns true on success. Returns false if the given TrackingSpaceType is not supported or the device fails to switch. + + The TrackingSpaceType the device should switch to. + + + True on success. False if the given TrackingSpaceType is not supported or the device fails to switch. + + + + + Recreates the XR platform's eye texture swap chain with the appropriate anti-aliasing sample count. The reallocation of the eye texture will only occur if the MSAA quality setting's sample count is different from the sample count of the current eye texture. Reallocations of the eye textures will happen at the beginning of the next frame. This is an expensive operation and should only be used when necessary. + + + Nothing. + + + + + Global XR related settings. + + + + + Fetch the device eye texture dimension from the active stereo device. + + + + + Globally enables or disables XR for the application. + + + + + Fetch the eye texture RenderTextureDescriptor from the active stereo device. + + + + + The current height of an eye texture for the loaded device. + + + + + Controls the actual size of eye textures as a multiplier of the device's default resolution. + + + + + The current width of an eye texture for the loaded device. + + + + + Sets the render mode for the XR device. The render mode controls how the view of the XR device renders in the Game view and in the main window on a host PC. + + + + + Read-only value that can be used to determine if the XR device is active. + + + + + Type of XR device that is currently loaded. + + + + + A scale applied to the standard occulsion mask for each platform. + + + + + Controls how much of the allocated eye texture should be used for rendering. + + + + + This property has been deprecated. Use XRSettings.gameViewRenderMode instead. + + + + + The stereo rendering mode that is currently in use. + + + + + Returns a list of supported XR devices that were included at build time. + + + + + Specifies whether or not the occlusion mesh should be used when rendering. Enabled by default. + + + + + Loads the requested device at the beginning of the next frame. + + Name of the device from XRSettings.supportedDevices. + Prioritized list of device names from XRSettings.supportedDevices. + + + + Loads the requested device at the beginning of the next frame. + + Name of the device from XRSettings.supportedDevices. + Prioritized list of device names from XRSettings.supportedDevices. + + + + Enum type signifying the different stereo rendering modes available. + + + + + This is the reference stereo rendering path for VR. + + + + + This is a faster rendering path for VR than XRSettings.StereoRenderingMode.MultiPass. + + + + + This is an optimized version of the XRSettings.StereoRenderingMode.SinglePass mode. + + + + + This is a OpenGL optimized version of the XRSettings.StereoRenderingMode.SinglePassInstanced mode. + + + + + Timing and other statistics from the XR subsystem. + + + + + Retrieves the number of dropped frames reported by the XR SDK. + + Outputs the number of frames dropped since the last update. + + True if the dropped frame count is available, false otherwise. + + + + + Retrieves the number of times the current frame has been drawn to the device as reported by the XR SDK. + + Outputs the number of times the current frame has been presented. + + True if the frame present count is available, false otherwise. + + + + + Retrieves the time spent by the GPU last frame, in seconds, as reported by the XR SDK. + + Outputs the time spent by the GPU last frame. + + True if the GPU time spent last frame is available, false otherwise. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VehiclesModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VehiclesModule.dll new file mode 100644 index 00000000..286c578f Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VehiclesModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VehiclesModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VehiclesModule.xml new file mode 100644 index 00000000..7d8846a0 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VehiclesModule.xml @@ -0,0 +1,170 @@ + + + + + UnityEngine.VehiclesModule + + + + The Vehicles module implements vehicle physics simulation through the WheelCollider component. + + + + + A special collider for vehicle wheels. + + + + + Brake torque expressed in Newton metres. + + + + + The center of the wheel, measured in the object's local space. + + + + + Application point of the suspension and tire forces measured from the base of the resting wheel. + + + + + Properties of tire friction in the direction the wheel is pointing in. + + + + + Indicates whether the wheel currently collides with something (Read Only). + + + + + The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80). + + + + + Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction. + + + + + The radius of the wheel, measured in local space. + + + + + Current wheel axle rotation speed, in rotations per minute (Read Only). + + + + + Properties of tire friction in the sideways direction. + + + + + The mass supported by this WheelCollider. + + + + + Steering angle in degrees, always around the local y-axis. + + + + + Maximum extension distance of wheel suspension, measured in local space. + + + + + Limits the expansion velocity of the Wheel Collider's suspension. If you set this property on a Rigidbody that has several Wheel Colliders, such as a vehicle, then it affects all other Wheel Colliders on the Rigidbody. + + Turns on/off the property + + + + The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force. + + + + + The damping rate of the wheel. Must be larger than zero. + + + + + Configure vehicle sub-stepping parameters. + + The speed threshold of the sub-stepping algorithm. + Amount of simulation sub-steps when vehicle's speed is below speedThreshold. + Amount of simulation sub-steps when vehicle's speed is above speedThreshold. + + + + Gets ground collision data for the wheel. + + + + + + Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees). + + Position of the wheel in world space. + Rotation of the wheel in world space. + + + + Reset the sprung masses of the vehicle. + + + + + Contact information for the wheel, reported by WheelCollider. + + + + + The other Collider the wheel is hitting. + + + + + The magnitude of the force being applied for the contact. + + + + + The direction the wheel is pointing in. + + + + + Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive. + + + + + The normal at the point of contact. + + + + + The point of contact between the wheel and the ground. + + + + + The sideways direction of the wheel. + + + + + Tire slip in the sideways direction. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VideoModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VideoModule.dll new file mode 100644 index 00000000..9d19c5dc Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VideoModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VideoModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VideoModule.xml new file mode 100644 index 00000000..199c7c3b --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VideoModule.xml @@ -0,0 +1,700 @@ + + + + + UnityEngine.VideoModule + + + + An implementation of IPlayable that controls playback of a VideoClip. + + + + + Creates a VideoClipPlayable in the PlayableGraph. + + The PlayableGraph object that will own the VideoClipPlayable. + Indicates if VideoClip loops when it reaches the end. + VideoClip used to produce textures in the PlayableGraph. + + A VideoClipPlayable linked to the PlayableGraph. + + + + + Extension methods for the Video.VideoPlayer class. + + + + + Return the Experimental.Audio.AudioSampleProvider for the specified track, used to receive audio samples during playback. + + The "this" pointer for the extension method. + The audio track index for which the sample provider is queried. + + The sample provider for the specified track. + + + + + The Video module lets you play back video files in your content. + + + + + Types of 3D content layout within a video. + + + + + Video does not have any 3D content. + + + + + Video contains 3D content where the left eye occupies the upper half and right eye occupies the lower half of video frames. + + + + + Video contains 3D content where the left eye occupies the left half and right eye occupies the right half of video frames. + + + + + Methods used to fit a video in the target area. + + + + + Resize proportionally so that width fits the target area, cropping or adding black bars above and below if needed. + + + + + Resize proportionally so that content fits the target area, adding black bars if needed. + + + + + Resize proportionally so that content fits the target area, cropping if needed. + + + + + Resize proportionally so that height fits the target area, cropping or adding black bars on each side if needed. + + + + + Preserve the pixel size without adjusting for target area. + + + + + Resize non-proportionally to fit the target area. + + + + + Places where the audio embedded in a video can be sent. + + + + + Send the embedded audio to the associated AudioSampleProvider. + + + + + Send the embedded audio into a specified AudioSource. + + + + + Send the embedded audio direct to the platform's audio hardware. + + + + + Disable the embedded audio. + + + + + A container for video data. + + + + + Number of audio tracks in the clip. + + + + + The length of the VideoClip in frames. (Read Only). + + + + + The frame rate of the clip in frames/second. (Read Only). + + + + + The height of the images in the video clip in pixels. (Read Only). + + + + + The length of the video clip in seconds. (Read Only). + + + + + The video clip path in the project's assets. (Read Only). + + + + + Denominator of the pixel aspect ratio (num:den). (Read Only). + + + + + Numerator of the pixel aspect ratio (num:den). (Read Only). + + + + + Whether the imported clip contains sRGB color data (Read Only). + + + + + The width of the images in the video clip in pixels. (Read Only). + + + + + The number of channels in the audio track. E.g. 2 for a stereo track. + + Index of the audio queried audio track. + + The number of channels. + + + + + Get the audio track language. Can be unknown. + + Index of the audio queried audio track. + + The abbreviated name of the language. + + + + + Get the audio track sampling rate in Hertz. + + Index of the audio queried audio track. + + The sampling rate in Hertz. + + + + + Plays video content onto a target. + + + + + Defines how the video content will be stretched to fill the target area. + + + + + Destination for the audio embedded in the video. + + + + + Number of audio tracks found in the data source currently configured. (Read Only) + + + + + Whether direct-output volume controls are supported for the current platform and video format. (Read Only) + + + + + Whether the playback speed can be changed. (Read Only) + + + + + Whether frame-skipping to maintain synchronization can be controlled. (Read Only) + + + + + Whether current time can be changed using the time or timeFrames property. (Read Only) + + + + + Whether the time source followed by the VideoPlayer can be changed. (Read Only) + + + + + Returns true if the VideoPlayer can step forward through the video content. (Read Only) + + + + + The clip being played by the VideoPlayer. + + + + + Invoked when the VideoPlayer clock is synced back to its Video.VideoTimeReference. + + + + + + The clock time that the VideoPlayer follows to schedule its samples. The clock time is expressed in seconds. (Read Only) + + + + + Number of audio tracks that this VideoPlayer will take control of. + + + + + Maximum number of audio tracks that can be controlled. (Read Only) + + + + + Errors such as HTTP connection problems are reported through this callback. + + + + + + Reference time of the external clock the Video.VideoPlayer uses to correct its drift. + + + + + The frame index of the currently available frame in VideoPlayer.texture. + + + + + Number of frames in the current video content. (Read Only) + + + + + [NOT YET IMPLEMENTED] Invoked when the video decoder does not produce a frame as per the time source during playback. + + + + + + The frame rate of the clip or URL in frames/second. (Read Only) + + + + + Invoked when a new frame is ready. + + + + + + The height of the images in the VideoClip, or URL, in pixels. (Read Only) + + + + + Determines whether the VideoPlayer restarts from the beginning when it reaches the end of the clip. + + + + + Whether playback is paused. (Read Only) + + + + + Whether content is being played. (Read Only) + + + + + Whether the VideoPlayer has successfully prepared the content to be played. (Read Only) + + + + + The length of the VideoClip, or the URL, in seconds. (Read Only) + + + + + Invoked when the VideoPlayer reaches the end of the content to play. + + + + + + Denominator of the pixel aspect ratio (num:den) for the VideoClip or the URL. (Read Only) + + + + + Numerator of the pixel aspect ratio (num:den) for the VideoClip or the URL. (Read Only) + + + + + Factor by which the basic playback rate will be multiplied. + + + + + Whether the content will start playing back as soon as the component awakes. + + + + + Invoked when the VideoPlayer preparation is complete. + + + + + + Where the video content will be drawn. + + + + + Invoke after a seek operation completes. + + + + + + Enables the frameReady events. + + + + + Whether the VideoPlayer is allowed to skip frames to catch up with current time. + + + + + The source that the VideoPlayer uses for playback. + + + + + Invoked immediately after Play is called. + + + + + + Camera component to draw to when Video.VideoPlayer.renderMode is set to either Video.VideoRenderMode.CameraFarPlane or Video.VideoRenderMode.CameraNearPlane. + + + + + Type of 3D content contained in the source video media. + + + + + Overall transparency level of the target camera plane video. + + + + + Material texture property which is targeted when Video.VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride. + + + + + Renderer which is targeted when Video.VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride + + + + + RenderTexture to draw to when Video.VideoPlayer.renderMode is set to Video.VideoTarget.RenderTexture. + + + + + Internal texture in which video content is placed. (Read Only) + + + + + The presentation time of the currently available frame in VideoPlayer.texture. + + + + + The clock that the Video.VideoPlayer observes to detect and correct drift. + + + + + [NOT YET IMPLEMENTED] The source used used by the VideoPlayer to derive its current time. + + + + + The file or HTTP URL that the VideoPlayer reads content from. + + + + + Determines whether the VideoPlayer will wait for the first frame to be loaded into the texture before starting playback when Video.VideoPlayer.playOnAwake is on. + + + + + The width of the images in the VideoClip, or URL, in pixels. (Read Only) + + + + + Enable/disable audio track decoding. Only effective when the VideoPlayer is not currently playing. + + Index of the audio track to enable/disable. + True for enabling the track. False for disabling the track. + + + + Delegate type for VideoPlayer events that contain an error message. + + The VideoPlayer that is emitting the event. + Message describing the error just encountered. + + + + Delegate type for all parameterless events emitted by VideoPlayers. + + The VideoPlayer that is emitting the event. + + + + Delegate type for VideoPlayer events that carry a frame number. + + The VideoPlayer that is emitting the event. + The current frame of the VideoPlayer. + + + + + The number of audio channels in the specified audio track. + + Index for the audio track being queried. + + Number of audio channels. + + + + + Returns the language code, if any, for the specified track. + + Index of the audio track to query. + + Language code. + + + + + Gets the audio track sampling rate in Hertz. + + Index of the audio track to query. + + The sampling rate in Hertz. + + + + + Gets the direct-output audio mute status for the specified track. + + + + + + Return the direct-output volume for specified track. + + Track index for which the volume is queried. + + Volume, between 0 and 1. + + + + + Gets the AudioSource that will receive audio samples for the specified track if Video.VideoPlayer.audioOutputMode is set to Video.VideoAudioOutputMode.AudioSource. + + Index of the audio track for which the AudioSource is wanted. + + The source associated with the audio track. + + + + + Whether decoding for the specified audio track is enabled. See Video.VideoPlayer.EnableAudioTrack for distinction with mute. + + Index of the audio track being queried. + + Returns true if decoding for the specified audio track is enabled. + + + + + Pauses the playback and leaves the current time intact. + + + + + Starts playback. + + + + + Initiates playback engine preparation. + + + + + Set the direct-output audio mute status for the specified track. + + Track index for which the mute is set. + Mute on/off. + + + + Set the direct-output audio volume for the specified track. + + Track index for which the volume is set. + New volume, between 0 and 1. + + + + Sets the AudioSource that will receive audio samples for the specified track if this audio target is selected with Video.VideoPlayer.audioOutputMode. + + Index of the audio track to associate with the specified AudioSource. + AudioSource to associate with the audio track. + + + + Advances the current time by one frame immediately. + + + + + Stops the playback and sets the current time to 0. + + + + + Delegate type for VideoPlayer events that carry a time position. + + The VideoPlayer that is emitting the event. + Time position. + + + + Type of destination for the images read by a VideoPlayer. + + + + + Don't draw the video content anywhere, but still make it available via the VideoPlayer's texture property in the API. + + + + + Draw video content behind a camera's Scene. + + + + + Draw video content in front of a camera's Scene. + + + + + Draw the video content into a user-specified property of the current GameObject's material. + + + + + Draw video content into a RenderTexture. + + + + + Source of the video content for a VideoPlayer. + + + + + Use the current URL as the video content source. + + + + + Use the current clip as the video content source. + + + + + The clock that the Video.VideoPlayer observes to detect and correct drift. + + + + + External reference clock the Video.VideoPlayer observes to detect and correct drift. + + + + + Disables the drift detection. + + + + + Internal reference clock the Video.VideoPlayer observes to detect and correct drift. + + + + + Time source followed by the Video.VideoPlayer when reading content. + + + + + The audio hardware clock. + + + + + The unscaled game time as defined by Time.realtimeSinceStartup. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VirtualTexturingModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VirtualTexturingModule.dll new file mode 100644 index 00000000..7dcaee8e Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VirtualTexturingModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VirtualTexturingModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VirtualTexturingModule.xml new file mode 100644 index 00000000..76df9c02 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.VirtualTexturingModule.xml @@ -0,0 +1,167 @@ + + + + + UnityEngine.VirtualTexturingModule + + + + Filtering modes available in the virtual texturing system. + + + + + Bilinear filtering. + + + + + Trilinear filtering. + + + + + Settings for a virtual texturing GPU cache. + + + + + Format of the cache these settings are applied to. + + + + + Size in MegaBytes of the cache created with these settings. + + + + + Static class representing the Procedural Virtual Texturing system. Unity does not currently support this system. + + + + + Class responsable for virtual texturing feedback analysis. + + + + + Create a new VirtualTextureResolver object. + + + + + >Height of the texture that the internal buffers can hold. + + + + + Width of the texture that the internal buffers can hold. + + + + + Disposes this object. + + + + + Process the passed in feedback texture. + + The commandbuffer used to schedule processing. + Texture containing the feedback data. + X position of the subrect that is processed. + Width of the subrect that is processed. + Y position of the subrect that is processed. + Height of the subrect that is processed. + Miplevel of the texture to process. + Arrayslice of the texture to process. + + + + Process the passed in feedback texture. + + The commandbuffer used to schedule processing. + Texture containing the feedback data. + X position of the subrect that is processed. + Width of the subrect that is processed. + Y position of the subrect that is processed. + Height of the subrect that is processed. + Miplevel of the texture to process. + Arrayslice of the texture to process. + + + + Update the internal buffers. + + Width of the texture passed in during Process. + Height of the texture passed in during Process. + + + + Static class representing the Streaming Virtual Texturing system. + + + + + Gets the CPU cache size (in MegaBytes) used by Streaming Virtual Texturing. + + + + + Gets the GPU cache settings used by Streaming Virtual Texturing. + + + + + Gets the width and height of a Virtual Texture Stack, in pixels. + + The Material that contains the Virtual Texture Stack. The Virtual Texture Stacks contained in a Material are declared in the Material's Shader. + The unique identifier for the name of the Virtual Texture Stack, as declared in the Shader. To find the identifier for a given Shader property name, use Shader.PropertyToID. + Unity populates width with the width of the Virtual Texture Stack, in pixels. + Unity populates height with the height of the Virtual Texture Stack, in pixels. + + + + Make a rectangle in UV space resident for a given Virtual Texture Stack. + + The Material that contains the Virtual Texture Stack. The Virtual Texture Stacks contained in a Material are declared in the Material's Shader. + The unique identifier for the name of the Virtual Texture Stack, as declared in the Shader. To find the identifier for a given Shader property name, use Shader.PropertyToID. + The rectangle in 0-1 UV space to make resident. Anything outside the [ 0...1 [ x [ 0...1 [ rectangle will be silently ignored. + The mip level to make resident. Mips are numbered from 0 (= full resolution) to n (= lowest resolution) where n is the mipmap level what is a single tile in size. Requesting invalid mips is silently ignored. + The number of mip levels starting from 'mipMap' to make resident. Requesting invalid mips is silently ignored. + + + + Sets the CPU cache size (in MegaBytes) used by Streaming Virtual Texturing. + + + + + + Sets the GPU cache settings used by Streaming Virtual Texturing. + + + + + + The virtual texturing system. + + + + + Request all avalable mips. + + + + + Update the virtual texturing system. + + + + + Module that implements virtual texturing. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.WindModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.WindModule.dll new file mode 100644 index 00000000..5de004d9 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.WindModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.WindModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.WindModule.xml new file mode 100644 index 00000000..5c509eb1 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.WindModule.xml @@ -0,0 +1,68 @@ + + + + + UnityEngine.WindModule + + + + The Wind module implements the WindZone component which can affect terrain rendering and particle simulations. + + + + + Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind. + + + + + Defines the type of wind zone to be used (Spherical or Directional). + + + + + Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical). + + + + + The primary wind force. + + + + + Defines the frequency of the wind changes. + + + + + Defines how much the wind changes over time. + + + + + The turbulence wind force. + + + + + The constructor. + + + + + Modes a Wind Zone can have, either Spherical or Directional. + + + + + Wind zone affects the entire Scene in one direction. + + + + + Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge. + + + + diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.XRModule.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.XRModule.dll new file mode 100644 index 00000000..704f259d Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.XRModule.dll differ diff --git a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.XRModule.xml b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.XRModule.xml new file mode 100644 index 00000000..679e6023 --- /dev/null +++ b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.XRModule.xml @@ -0,0 +1,2273 @@ + + + + + UnityEngine.XRModule + + + + The XR module contains the VR and AR related platform support functionality. + + + + + A tracked bone on the device at an XR.XRNode in the XR input subsystem. + + + + + Get the child bones of this bone. + + A list of bones that will be filled out with the children bones of this bone. + + true if bone can be queried for child bones; otherwise false. + + + + + Gets the parent of this bone. + + Bone struct that receives the parent bone of this bone. + + true if the rotation was retrieved, false otherwise. + + + + + Gets the world position of the bone + + Vector3 to receive the position of the bone in Unity world space. + + true if the rotation was retrieved, false otherwise. + + + + + Gets the world rotation of the bone. + + Quaternion to receive the rotation of the bone in Unity world space. + + true if the rotation was retrieved, false otherwise. + + + + + Defines static variables that are used to retrieve input features from XR.InputDevice.TryGetFeatureValue. + + + + + Value representing the current battery life of this device. + + + + + The acceleration of the center eye on this device. + + + + + The angular acceleration of the center eye on this device, formatted as euler angles. + + + + + The angular velocity of the center eye on this device, formatted as euler angles. + + + + + The position of the center eye on this device. + + + + + The rotation of the center eye on this device. + + + + + The velocity of the center eye on this device. + + + + + The acceleration of the color camera on this device. + + + + + The angular acceleration of the color camera on this device, formatted as euler angles. + + + + + The angular velocity of the color camera on this device, formatted as euler angles. + + + + + The position of the color camera on this device. + + + + + The rotation of the color camera on this device. + + + + + The velocity of the color camera on this device. + + + + + The acceleration of the device. + + + + + The angular acceleration of this device, formatted as euler angles. + + + + + The angular velocity of this device, formatted as euler angles. + + + + + The position of the device. + + + + + The rotation of this device. + + + + + The velocity of the device. + + + + + A non-handed 2D axis. + + + + + An Eyes struct containing eye tracking data collected from the device. + + + + + Represents the users grip on the controller. + + + + + A binary measure of whether the device is being gripped. + + + + + Value representing the hand data for this device. + + + + + Represents the grip pressure or angle of the index finger. + + + + + Represents a touch of the trigger or index finger. + + + + + Informs to the developer whether the device is currently being tracked. + + + + + The acceleration of the left eye on this device. + + + + + The angular acceleration of the left eye on this device, formatted as euler angles. + + + + + The angular velocity of the left eye on this device, formatted as euler angles. + + + + + The position of the left eye on this device. + + + + + The rotation of the left eye on this device. + + + + + The velocity of the left eye on this device. + + + + + Represents a menu button, used to pause, go back, or otherwise exit gameplay. + + + + + Represents the grip pressure or angle of the middle finger. + + + + + Represents the grip pressure or angle of the pinky finger. + + + + + The primary touchpad or joystick on a device. + + + + + Represents the primary 2D axis being clicked or otherwise depressed. + + + + + Represents the primary 2D axis being touched. + + + + + The primary face button being pressed on a device, or sole button if only one is available. + + + + + The primary face button being touched on a device. + + + + + The acceleration of the right eye on this device. + + + + + The angular acceleration of the right eye on this device, formatted as euler angles. + + + + + The angular velocity of the right eye on this device, formatted as euler angles. + + + + + The position of the right eye on this device. + + + + + The rotation of the right eye on this device. + + + + + The velocity of the right eye on this device. + + + + + Represents the grip pressure or angle of the ring finger. + + + + + A secondary touchpad or joystick on a device. + + + + + Represents the secondary 2D axis being clicked or otherwise depressed. + + + + + Represents the secondary 2D axis being touched. + + + + + The secondary face button being pressed on a device. + + + + + The secondary face button being touched on a device. + + + + + Represents a thumbrest or light thumb touch. + + + + + Represents the thumb pressing any input or feature. + + + + + Represents the values being tracked for this device. + + + + + A trigger-like control, pressed with the index finger. + + + + + A binary measure of whether the index finger is activating the trigger. + + + + + Use this property to test whether the user is currently wearing and/or interacting with the XR device. The exact behavior of this property varies with each type of device: some devices have a sensor specifically to detect user proximity, however you can reasonably infer that a user is present with the device when the property is UserPresenceState.Present. + + + + + Contains eye tracking data from the device at an XR.XRNode in the XR input subsystem. + + + + + Gets the point represents the convergence of the line of sight for both eyes. + + A Vector3 struct that is filled in with the fixation position. + + true if eyes can be queried for the fixation point; otherwise false. + + + + + Gets a value that represents the how far the left eye is open. + + A float value, with a range of 0.0 to 1.0, that indicates how open the left eye is. A value of 0.0 indicates that the eye is fully closed, while a value of 1.0 indicates that the eye is fully open. + + + true if eyes can be queried for the amount that the left eye is open; otherwise false. + + + + + Gets the Vector3 that describes the position of the left eye. + + A Vector3 struct to receive the left eye position. + + + true if eyes can be queried for the left eye position; otherwise false. + + + + + Gets the Quaternion that describes the rotation of the left eye. + + A Quaternion struct to receive the left eye rotation. + + + true if eyes can be queried for the left eye rotation; otherwise false. + + + + + Gets a value that represents the how far the right eye is open. + + A float value, with a range of 0.0 to 1.0, that indicates how open the right eye is. A value of 0.0 indicates that the eye is fully closed, while a value of 1.0 indicates that the eye is fully open. + + + true if eyes can be queried for the amount that the right eye is open; otherwise false. + + + + + Gets the Vector3 that describes the position of the right eye. + + A Vector3 struct to receive the right eye position. + + + true if eyes can be queried for the right eye position; otherwise false. + + + + + Gets the Quaternion that describes the rotation of the right eye. + + A Quaternion struct to receive the right eye rotation. + + + true if eyes can be queried for the right eye rotation; otherwise false. + + + + + A tracked hand on the device at an XR.XRNode in the XR input subsystem. + + + + + Gets a list of the finger bones for a finger on this hand. + + HandFinger enum value for this finger. + A list of bones that will be filled out for this finger. + + true if hand can be queried for this finger; otherwise false. + + + + + Gets the root bone for this hand. + + A Bone struct to receive the root bone. + + true if hand can be queried for the root bone; otherwise false. + + + + + Enumeration describing the AR rendering mode used with XR.Hand. + + + + + Index finger on a hand. + + + + + Middle finger on a hand. + + + + + Pinky finger on a hand. + + + + + Ring finger on a hand. + + + + + Thumb finger on a hand. + + + + + Describes the haptic capabilities of the device at an XR.XRNode in the XR input subsystem. + + + + + The frequency (in Hz) that this device plays back buffered haptic data. + + + + + The maximum amount of data that can be sent to an InputDevice via InputDevice.SendHapticBuffer. + + + + + The optimal buffer size an InputDevice expects to be sent via InputDevice.SendHapticBuffer in order to provide a continuous rumble between individual frames. + + + + + The number of channels that this device plays back haptic data. + + + + + True if this device supports sending a haptic buffer. + + + + + True if this device supports sending a haptic impulse. + + + + + Defines an input device in the XR input subsystem. + + + + + Read Only. A bitmask of enumerated flags describing the characteristics of this InputDevice. + + + + + Read Only. True if the device is currently a valid input device; otherwise false. + + + + + The manufacturer of the connected Input Device. + + + + + Read Only. The name of the device in the XR system. This is a platform provided unique identifier for the device. + + + + + Read Only. The InputDeviceRole of the device in the XR system. This is a platform provided description of how the device is used. + + + + + The serial number of the connected Input Device. Blank if no serial number is available. + + + + + Gets the XRInputSubsystem that reported this InputDevice. + + + + + Sends a raw buffer of haptic data to the device. + + The channel to receive the data. + A raw byte buffer that contains the haptic data to send to the device. + + Returns true if successful. Returns false otherwise. + + + + + Sends a haptic impulse to a device. + + The channel to receive the impulse. + The normalized (0.0 to 1.0) amplitude value of the haptic impulse to play on the device. + The duration in seconds that the haptic impulse will play. Only supported on Oculus. + + Returns true if successful. Returns false otherwise. + + + + + Stop all haptic playback for a device. + + + + + Gets a list of all the input feature usages available on this device. For example, "Trigger" or "Device Position". + + A List of InputFeatureUsage structures to receive the available features on this device. + + true if device can be queried; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Retrieves information about the input feature specified by the Usage parameter. Those functions which take a time parameter allow querying for that feature at a particular point in time + + Usage that describes the feature to retrieve. + A DateTime struct with the local time at which to query for data. + A variable of the appropriate type to receive the information about the feature. + + True if the feature information is retrieved; otherwise false. + + + + + Gets the haptic capabilities of the device. + + A HapticCapabilities struct to receive the capabilities of this device. + + Returns true if the device supports any form of haptics. Returns false otherwise. + + + + + A set of bit flags describing XR.InputDevice characteristics. + + + + + The InputDevice has a camera and associated camera tracking information. + + + + + The InputDevice is a game controller. + + + + + The InputDevice provides eye tracking information via an Eyes input feature. + + + + + The InputDevice provides hand tracking information via a Hand input feature. + + + + + The InputDevice is attached to the head. + + + + + The InputDevice is held in the user's hand. Typically, a tracked controller. + + + + + The InputDevice is associated with the left side of the user. + + + + + A default value specifying no flags. + + + + + The InputDevice is associated with the right side of the user. + + + + + The InputDevice reports software approximated, positional data. + + + + + The InputDevice provides 3DOF or 6DOF tracking data. + + + + + The InputDevice is an unmoving reference object used to locate and track other objects in the world. + + + + + Enumeration describing the role of a XR.InputDevice in providing input. + + + + + This device is a game controller. + + + + + This device is typically a HMD or Camera. + + + + + This device is a hardware tracker. + + + + + This device is a controller that represents the left hand. + + + + + This device is a legacy controller. + + + + + This device is a controller that represents the right hand. + + + + + This device is a tracking reference used to track other devices in 3D. + + + + + This device does not have a known role. + + + + + An interface for accessing devices in the XR input subsytem. + + + + + Defines the delegate to use to register events when an InputDevice's configuration changes. + + The InputDevice whose configuration has changed. + + + + Defines the delegate to use to register events when an InputDevice is connected. + + The InputDevice that just connected. + + + + Defines the delegate to use to register events when an InputDevice is disconnected. + + The InputDevice that just disconnected. + + + + Gets the input device at a given XR.XRNode endpoint. + + The XRNode that owns the requested device. + + An XR.InputDevice at this [[XR.XRNode]. + + + + + Gets a list of active input devices available to the XR Input Subsystem. + + A List of type InputDevices to receive the available input devices. + + + + Gets a list of active input devices available to the XR Input Subsystem at a given XR.XRNode endpoint. + + The XRNode that owns the requested device. + A List of type InputDevices to receive the available input devices. + + + + Gets the list of active XR input devices that match the specified InputDeviceCharacteristics. + + A bitwise combination of the characteristics you are looking for. + A List<InputDevice> object to receive the available input devices. + + + + Gets a list of active input devices available to the XR Input Subsystem that match the specified role. + + XR.InputDeviceRole that is defined for the devices returned. + A List of type InputDevices to receive the available input devices. + + + + Defines a generic usage that maps to an input feature on a device. Use the As method to turn into a generic usage. + + + + + The string name of this usage feature; used internally to map to an input feature on a device. + + + + + The type of this usage feature; used internally to map to an input feature on a device. + + + + + Returns the generic version of this type for retrieving a feature value from a device. + + + + + Defines a generic usage that maps to an input feature on a device. + + + + + The string name of this usage feature; used internally to map to an input feature on a device. + + + + + Construct a usage from a usage name. + + The name of the feature usage to query for. + + + + Converts a generic InputFeatureUsage<T> into an InputFeatureUsage. + + + + + + A collection of methods and properties for accessing XR input devices by their XR Node representation. + + + + + Disables positional tracking in XR. This takes effect the next time the head pose is sampled. If set to true the camera only tracks headset rotation state. + + + + + Called when a tracked node is added to the underlying XR system. + + Describes the node that has been added. + + + + + Called when a tracked node is removed from the underlying XR system. + + Describes the node that has been removed. + + + + + Called when a tracked node begins reporting tracking information. + + Describes the node that has begun being tracked. + + + + + Called when a tracked node stops reporting tracking information. + + Describes the node that has lost tracking. + + + + + Note: This API has been marked as obsolete in code, and is no longer in use. Please use InputTracking.GetNodeStates and look for the XRNodeState with the corresponding XRNode type instead. +Gets the position of a specific node. + + Specifies which node's position should be returned. + + The position of the node in its local tracking space. + + + + + Note: This API has been marked as obsolete in code, and is no longer in use. Please use InputTracking.GetNodeStates and look for the XRNodeState with the corresponding XRNode type instead. +Gets the rotation of a specific node. + + Specifies which node's rotation should be returned. + + The rotation of the node in its local tracking space. + + + + + Accepts the unique identifier for a tracked node and returns a friendly name for it. + + The unique identifier for the Node index. + + + The name of the tracked node if the given 64-bit identifier maps to a currently tracked node. Empty string otherwise. + + + + + Describes all currently connected XRNodes and provides available tracking states for each. + + A list that is populated with XR.XRNodeState objects. + + + + Center tracking to the current position and orientation of the HMD. + + + + + Represents the values being tracked for this device. + + + + + Represents acceleration being tracked for this device. + + + + + Represents all InputTrackingState values being tracked for this device. + + + + + Represents angular acceleration being tracked for this device. + + + + + Represents no angular velocity being tracked for this device. + + + + + Represents no values being tracked for this device. + + + + + Represents position being tracked for this device. + + + + + Represents rotation being tracked for this device. + + + + + Represents velocity being tracked for this device. + + + + + The state of a tracked mesh since the last query. + + + + + The mesh has been added since the last call to XRMeshSubsystem.TryGetMeshInfos. + + + + + The mesh has been removed since the last call to XRMeshSubsystem.TryGetMeshInfos. + + + + + The mesh has not changed since the last call to XRMeshSubsystem.TryGetMeshInfos. + + + + + The mesh has been updated since the last call to XRMeshSubsystem.TryGetMeshInfos. + + + + + Options for generating meshes. + + + + + Indicates you plan to consume the resulting mesh's transform. + + + + + No options are specified. + + + + + Contains event information related to a generated mesh. + + + + + The MeshVertexAttributes that were written to the MeshGenerationResult.Mesh. + + + + + If the generation was successful, data has been written to this Mesh. + + + + + If the generation was successful, physics data has been written to this MeshCollider. + + + + + The MeshId of the tracked mesh that was generated. + + + + + The position associated with the generated mesh relative to the session origin. + + + + + The rotation associated with the generated mesh relative to the session origin. + + + + + The scale associated with the generated mesh relative to the session origin. + + + + + The MeshGenerationStatus of the mesh generation task. + + + + + The timestamp associated with the generated mesh. + + + + + The status of a XRMeshSubsystem.GenerateMeshAsync. + + + + + The mesh generation was canceled. + + + + + The XRMeshSubsystem was already generating the requested mesh. + + + + + The mesh generation failed because the mesh does not exist. + + + + + The mesh generation was successful. + + + + + The mesh generation failed for unknown reasons. + + + + + A session-unique identifier for trackables in the environment, e.g., planes and feature points. + + + + + Represents an invalid id. + + + + + Generates a nicely formatted version of the id. + + + A string unique to this id + + + + + Contains state information related to a tracked mesh. + + + + + The change state (e.g., Added, Removed) of the tracked mesh. + + + + + The MeshId of the tracked mesh. + + + + + A hint that can be used to determine when this mesh should be processed. + + + + + Contains transform information related to a tracked mesh. + + + + + Creates a new MeshTransform. + + The identifier of the mesh. + The timestamp for the mesh's transform. Larger values indicate newer transforms. + The position of the mesh relative to the session origin. + The rotation of the mesh relative to the session origin. + The scale of the mesh relative to the session origin. + + + + The session-unique identifier of the tracked mesh. + + + + + The position of the mesh, relative to the session origin. + + + + + The rotation of the mesh, relative to the session origin. + + + + + The scale of the mesh, relative to the session origin. + + + + + The timestamp associated with this transform. + + + + + A set of vertex attributes. + + + + + Vertex normals + + + + + No vertex attributes + + + + + Vertex normals + + + + + Vertex tangents + + + + + Vertex UVs + + + + + Provides timing and other statistics from XR subsystems. + + + + + Retrieve a statistic for an XR subsystem. + + The subsystem with which the stat is registered. + The tag used to query for a statistic. + Receives the current value of the requested statistic. Contains a valid value when this method returns true. + + True, if the requested statistic is available, false otherwise. + + + + + This enum provides context to where the 0,0,0 point of tracking for InputDevices is. + + + + + XRInputSubsystem tracks all InputDevices in reference to the first known location of a specific InputDevice when set to TrackingOriginModeFlags.Device. + + + + + XRInputSubsystem tracks all InputDevices in reference to a point on the floor when set to TrackingOriginModeFlags.Floor. + + + + + XRInputSubsystem tracks all InputDevices in reference to an InputDevice with the InputDeviceCharacteristics.TrackingReference flag set when set to TrackingOriginModeFlags.TrackingReference. + + + + + XRInputSubsystem tracks all InputDevices in relation to a world anchor. This world anchor can change at any time, and is chosen by the runtime. + + + + + TrackingOriginModeFlags.Unknown enumerates when the XRInputSubsystem was not able to set its tracking origin or has no tracking. + + + + + An XRDisplaySubsystem controls rendering to a head tracked display. + + + + + Sets or gets the state of content protection for the current active provider. + + For most providers, content protection allows you to use write only textures for rendering. This stops the ability for apps to read textures from the graphics card and view/record images that may be protected in some way. + + + + + + Disables the legacy renderer while this XRDisplaySubsystem is active. + + + + + Event sent when XR display focus changes. + + Delegate method to call when the event is sent. + + + + Determines if the current attached device has an opaque display. + + Most VR devices are opaque in order to increase the immersive experience, AR devices are transparent to allow for interaction with an augmentation of the current environment. + + + + + + A scale applied to the standard occulsion mask. + + + + + The kind of reprojection the app requests to stabilize its holographic rendering relative to the user's head motion. + + + + + Controls the size of the textures submitted to the display as a multiplier of the display's default resolution. + + + + + Controls how much of the allocated display texture should be used for rendering. + + + + + Returns true when single pass stereo rendering is disabled and returns false if otherwise. + + + + + Specifies all texture layouts supported by this display subsystem. This var is a bit field that could be combination of XRDisplaySubsystem.TextureLayout. + + + + + Set DisplaySubsystem to use certain texture layout. Should query supported texture layout through XRDisplaySubsystem.supportedTextureLayouts + first for the capabilities. + + + + + Set DisplaySubsystem to use zFar for rendering. + + + + + Set DisplaySubsystem to use zNear for rendering. + + + + + This function records the display subsystem's native blit event to the target command buffer. This function is typically called by a scriptable rendering pipeline. + + The target CommandBuffer that records the native blit event. + True causes the graphics device to invalidate internal states before and after calling into the provider's native blit. This ensures the GFX internal states' consistency with the cost of some runtime performance. + The XRMirrorViewBlitMode XR display should perform. + + Returns true if native blit event is successfully recorded. Returns false otherwise. + + + + + This function records the display subsystem's native blit event to the target command buffer. This function is typically called by a scriptable rendering pipeline. + + The target CommandBuffer that records the native blit event. + True causes the graphics device to invalidate internal states before and after calling into the provider's native blit. This ensures the GFX internal states' consistency with the cost of some runtime performance. + The XRMirrorViewBlitMode XR display should perform. + + Returns true if native blit event is successfully recorded. Returns false otherwise. + + + + + This function enables late latching recording of constant buffer memory locations which are later patched with the latest pose data. + + The camera where late latch recording is to be enabled. + + + + This function disables late latching recording of constant buffer locations. + + The camera where late latch end recording is to be done. + + + + Gets culling parameters for a specific culling pass index. + + Camera for the basis of the culling view and frustum. + Index of the culling pass obtained from XR.XRDisplaySubsystem.XRRenderPass.cullingPassIndex|XRRenderPass.cullingPassIndex. + Scriptable culling parameters to populate. + + + + Get a mirror view blit operation descriptor from the current display subsystem. + + A render texture representing mirror view's render target. + Information that describes desired mirror view blit operation. + The XRMirrorViewBlitMode XR display should perform. + + Return true if information is retrieved successfully, false otherwise. + + + + + Get a mirror view blit operation descriptor from the current display subsystem. + + A render texture representing mirror view's render target. + Information that describes desired mirror view blit operation. + The XRMirrorViewBlitMode XR display should perform. + + Return true if information is retrieved successfully, false otherwise. + + + + + Returns the XR display's preferred mirror blit mode. + + + Display subsystem's preferred blit mode. + + + + + Gets an XRRenderPass of a specific index. + + The index of the render pass to get. Must be less than GetRenderPassCount. + Render pass to populate. + + + + The number of XRRenderPass entries for this XR Display. + + + Count of render passes. + + + + + Given a render pass, return the RenderTexture instance backing that render pass. If the render pass is invalid, or if the render texture does not exist, return null. + + The render pass index to get the render texture for. + + The render texture associated with that render pass, or null if not found. + + + + + Given a render pass, return the shared depth buffer RenderTexture instance backing that render pass. If the render pass is invalid, or if the render texture does not exist, return null. + + The render pass index to get the shared depth buffer render texture for. + + The shared depth buffer render texture associated with that render pass, or null if not found. + + + + + Type of node to be late latched. + + + + + Head node type for late latching. This represents the camera node in the pose hierarchy. + + + + + Left hand node type for late latching. This represents the left hand anchor node in the pose hierarchy. + + + + + Right hand node type for late latching. This represents the right hand anchor node in the pose hierarchy. + + + + + This marks a given GameObject's transform to be late latched in the next frame. Once marked for late latching, the GameObject transform and its descendants will be updated with the latest VR pose updates before rendering is submitted to the GPU. + + The transform of the GameObject to be late latched. + The late latch node type to be associated with the transform. + + + + The kind of reprojection the app requests to stabilize its holographic rendering relative to the user's head motion. + + + + + Does not stabalize the image for the user's head motion and instead fixes it in the display. Note that this is only comfortable for users when you use it sparingly, for example when the only visible content is a small cursor. + + + + + Stabalizes the image only for changes to the user's head orientation, ignores changes in position. This is best for body-locked content that you want to move with the user as they walk around, such as a 360-degree video. + + + + + Stabalizes the image for changes to both the user's head position and orientation. This is best for world-locked content that you want to remain stationary as the user walks around. + + + + + Does not specify the type of reprojection mode to use. + + + + + Sets a point in 3D space that acts as the focal point of the Scene for this frame. This helps to improve the visual fidelity of content around this point. You must set this value every frame. + + Note that specifying body-locked content in focus improves the fidelity of body-locked content at the expense of content not locked to the body. This is especially apparent when the user moves. + + + The position of the focal point in the Scene, relative to the Camera. + Surface normal of the plane being viewed at the focal point. + A vector that describes how the focus point moves in the Scene at this point in time. This allows the device to compensate for both your head movement and the movement of the object in the Scene. + + + + Set MSAA level for the DisplaySubsystem's render texture. + + The MSAA level. + + + + Override the XR display's preferred mirror blit mode from the script. + + XRMirrorViewBlitMode to set. + + + + Flags that represents supported texture layout. + + + + + Textures could be configured to multiple texture2D type. + + + + + Textures could be configured to a texture2D that represents multiple views. + + + + + Textures could be configured to a texture2DArray type. + + + + + Retrieves the time the GPU has spent on executing commands from the application's last frame, as reported by the XR Plugin. Measured in seconds. + + Outputs the time spent by the GPU during the last frame. + + Returns true if the GPU time spent on the last frame is available. Returns false if that time is unavailable. + + + + + Retrieves the amount of time that the GPU spent executing the compositor renderer during the last frame, as reported by the XR Plugin. Measured in seconds. + + Outputs the time spent by the GPU for the compositor during the last frame. + + Returns true if the GPU time spent on the last frame is available. Returns false if that time is unavailable. + + + + + Retrieves the amount of time that the GPU spent executing the compositor renderer during the last frame, as reported by the XR Plugin. Measured in seconds. + + Outputs the time spent by the GPU for the compositor during the last frame. + + Returns true if the GPU time spent on the last frame is available. Returns false if that time is unavailable. + + + + + Retrieves the refresh rate of the display as reported by the XR Plugin. + + Outputs the display refresh rate in Hz. + + + Returns true if the display refresh rate is available. Returns false if that rate is unavailable. + + + + + Retrieves the number of dropped frames reported by the XR Plugin. + + Outputs the number of frames dropped since the last update. + + Returns true if the dropped frame count is available. Returns false otherwise. + + + + + Retrieves the number of times the current frame has been drawn to the device as reported by the XR Plugin. + + Outputs the number of times the current frame has been presented. + + Returns true if the current frame count is available. Returns false otherwise. + + + + + Retrieves the motion-to-photon value as reported by the XR Plugin. + + Outputs the motion-to-photon value. + + Returns true if the motion-to-photon value is available. Returns false otherwise. + + + + + This struct holds data for a single blit operation. + + + + + Destination Rect area that the blit operation wants to blit to. + + + + + Source Rect area that the blit operation wants to blit from. + + + + + Source render texture that the blit operation wants to blit from. + + + + + Describes source texture's desired array slice. Texture2D will have array slice 1. + + + + + All information in this struct describes the desired mirror view blit operation. + + + + + The number of XRBlitParams entries for this XRMirrorViewBlitDesc. + + + + + When this is true, the current display subsystem supports native blit and AddGraphicsThreadMirrorViewBlit must be called to perform native blit. + + + + + When this is true, display subsystem will modifiy the graphics state. + + + + + Gets an XRBlitParams for a specific XRMirrorViewBlitDesc. + + Index of the blit parameter to get. + XRBlitParams to populate. + + + + A single viewpoint that must be rendered by the render pipeline. Contains a target viewport and texture array slice within a corresponding XR.XRDisplaySubsystem.XRRenderPass.renderTarget|renderTarget. + + + + + Determines whether XR.XRDisplaySubsystem.XRRenderParameter.previousView is valid for use in a frame. + + + + + Represents the area in screen-space that is not visible on the XR Display. + + + + + Previous frame view matrix for use in motion vector calculation. Use XR.XRDisplaySubsystem.XRRenderParameter.isPreviousViewValid to determine if previous view is valid for use. When late latching is enabled, previous view is also adjusted for late latching. + + + + + The projection matrix that the render pipeline should use to render to the XR.XRDisplaySubsystem.XRRenderPass.renderTarget|renderTarget. + + + + + The slice of the output texture array that the render pipeline should render to. + + + + + World transform that the render pipeline should use to render to the XR.XRDisplaySubsystem.XRRenderPass.renderTarget|renderTarget. + + + + + Selects the viewport of the output texture XR.XRDisplaySubsystem.XRRenderPass.renderTarget|renderTarget. + + + + + Contains configuration parameters about which view into the Scene the renderer should rasterize, and a render target (which can be a texture array) for the result of the rasterization. + + + + + An index that a render pipeline can pass to XR.XRDisplaySubsystem.GetCullingParameters to obtain culling information. + + + + + A boolean indicating if this render pass contains a motion-vector generation pass. + + + + + The output render-texture target for the motion-vector generation render pass. + + + + + The render texture description for the target texture for the motion-vector render pass. + + + + + The index of the render pass (originally passed in to XRDisplaySubsystem.GetRenderPass). + + + + + The output target for the render pass. + + + + + Descriptor that can be passed to RenderTexture.GetTemporary to create temporary textures that match the XR Display render target. + + + + + When this is false an optimal renderer can avoid resolving the depth buffer. + + + + + Gets an XRRenderParameter for a specific XRRenderPass. + + Camera for the basis of the view and projection. + Index of the render parameter to get. Must be less than GetRenderParameterCount. + XRRenderParameter to populate. + + + + The number of XRRenderParameter entries for this XRRenderPass. + + + Count of render parameters. + + + + + Class providing information about XRDisplaySubsystem registration. + + + + + Indicates whether legacy VR settings must be disabled for the subsystem. Set to true if the Editor must disable the legacy VR settings disabled; otherwise false. + + + + + Indicates whether MSAA must be resolved in the back buffer. Set to true if MSAA needs to be resolved in the back buffer; otherwise false. + + + + + Get current display subsystem's total number of supported mirror blit modes. + + + Number of supported mirror blit modes. + + + + + Get a supported mirror view blit mode from the current display subsystem descriptor. + + XRMirrorViewBlitMode to populate. + Index of the mirror blit mode to get. + + + + XRInputSubsystem +Instance is used to enable and disable the inputs coming from a specific plugin. + + + + + An event that takes the delegate instance that the XRInputSubsystem calls when it changes its tracking boundary. + + Unity calls this delegate when the tracking boundary changes. + + + + An event that takes the delegate instance that the XRInputSubsystem calls when it changes the origin it reports devices at. + + Unity calls this delegate when the TrackingOriginFlags changes. + + + + Gets all TrackingOriginModeFlags that this subsystem supports. + + + A single series of flags that contains all supported TrackingOriginModeFlags. + + + + + Gets the Tracking Origin Mode. + + + The Tracking Origin Mode that this subsystem is in. + + + + + Gets the list of 3D position values that represents the SDK-set boundary. + + The list of boundary points. + + True if this XRInputSubsystem supports boundary points and they are available. Returns false otherwise. + + + + + Gets a list of all connected InputDevices reported by this XRInputSubsystem. + + The list of devices reported by this subsystem. + + True, if the XRInputSubsystem retrieves any devices. Returns false otherwise. + + + + + Centers the tracking features on all InputDevices to the current position and orientation of the head-mounted device. + + + True if the method recenters the XRInputSubsystem. Returns false otherwise. + + + + + Attempts to set the TrackingOriginModeFlags of the subsystem. + + The new TrackingOriginModeFlags that you'd like to change to. + + True if the method changes the origin. Returns false otherwise. + + + + + Information about an Input subsystem. + + + + + When true, will suppress legacy support for Daydream, Oculus, OpenVR, and Windows MR built directly into the Unity runtime from generating input. This is useful when adding an XRInputSubsystem that supports these devices. + + + + + Allows external systems to provide dynamic meshes to Unity. + + + + + Call this function to request a change in the density of the generated Meshes. Unity gives the density level as a value within the range 0.0 to 1.0 and the provider determines how to map that value to their implementation. +Setting this value does not guarantee an immediate change in the density of any currently created Mesh and may only change the density for new or updated Meshes. + + + + + Requests the generation of the Mesh with MeshId meshId. Unity calls onMeshGenerationComplete when generation finishes. + + The MeshId of the mesh you wish to generate. + The Mesh to write the results into. + (Optional) The MeshCollider to populate with physics data. This may be null. + The vertex attributes you'd like to use. + The delegate to invoke when the generation completes. + + + + Requests the generation of the Mesh with MeshId meshId. Unity calls onMeshGenerationComplete when generation finishes. + + The MeshId of the mesh you wish to generate. + The Mesh to write the results into. + (Optional) The MeshCollider to populate with physics data. This may be null. + The vertex attributes you'd like to use. + The delegate to invoke when the generation completes. + The mesh generation options. + + + + Gets the updated mesh transforms. + + The allocator to use for the returned NativeArray. + + A new NativeArray of MeshTransforms. + + + + + Set the bounding volume to restrict the space in which Unity generates and tracks Meshes. + +The bounding volume is an Axis Aligned Bounding Box (AABB) centered at the origin and extends in each dimension as defined in extents. + +The units of measurement depend on the provider. + + + + + + + Gets information about every Mesh the system currently tracks. + + A List of MeshInfos to be filled. Passing null will throw an ArgumentNullException. + + True if the List was populated. + + + + + Information about an XRMeshSubsystem. + + + + + Engine reserved blit modes. Blit mode capabilities should be queried from XRDisplaySubsystemDescriptor.GetAvailableMirrorBlitModeCount and XRDisplaySubsystemDescriptor.GetMirrorBlitModeByIndex. + + + + + Mirror view pass should blit platform default image to the mirror target. + + + + + Mirror view pass should blit after distortion pass image to the mirror target. + + + + + Mirror view pass should blit left eye image to the mirror target. + + + + + Mirror view pass should not be performed. + + + + + Mirror view pass should blit right eye image to the mirror target. + + + + + Mirror view pass should blit left eye image and right eye image in a side-by-side fashion to the mirror target. + + + + + Mirror view pass should blit similar to side-by-side mode, but also showing not rendered pixels saved by the occlusion mesh. + + + + + Struct that describes the mirror view blit mode. + + + + + Mirror view blit mode Id. For details, see XRMirrorViewBlitMode. In case of provider's custom blit mode, the value wouldn't be the reserved XRMirrorViewBlitMode. + + + + + String that describes the mirror view blit mode. + + + + + Enumeration of XR nodes which can be updated by XR input or sent haptic data. + + + + + Node representing a point between the left and right eyes. + + + + + Represents a tracked game Controller not associated with a specific hand. + + + + + Represents a physical device that provides tracking data for objects to which it is attached. + + + + + Node representing the user's head. + + + + + Node representing the left eye. + + + + + Node representing the left hand. + + + + + Node representing the right eye. + + + + + Node representing the right hand. + + + + + Represents a stationary physical device that can be used as a point of reference in the tracked area. + + + + + Sets the vector representing the current acceleration of the tracked node. + + + + + Sets the vector representing the current angular acceleration of the tracked node. + + + + + Sets the vector representing the current angular velocity of the tracked node. + + + + + The type of the tracked node as specified in XR.XRNode. + + + + + Sets the vector representing the current position of the tracked node. + + + + + Sets the quaternion representing the current rotation of the tracked node. + + + + + + Set to true if the node is presently being tracked by the underlying XR system, +and false if the node is not presently being tracked by the underlying XR system. + + + + + The unique identifier of the tracked node. + + + + + Sets the vector representing the current velocity of the tracked node. + + + + + Attempt to retrieve a vector representing the current acceleration of the tracked node. + + + + True if the acceleration was set in the output parameter. False if the acceleration is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a Vector3 representing the current angular acceleration of the tracked node. + + + + True if the angular acceleration was set in the output parameter. False if the angular acceleration is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a Vector3 representing the current angular velocity of the tracked node. + + + + True if the angular velocity was set in the output parameter. False if the angular velocity is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a vector representing the current position of the tracked node. + + + + True if the position was set in the output parameter. False if the position is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a quaternion representing the current rotation of the tracked node. + + + + True if the rotation was set in the output parameter. False if the rotation is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a vector representing the current velocity of the tracked node. + + + + True if the velocity was set in the output parameter. 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a/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/netstandard.dll b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/netstandard.dll new file mode 100644 index 00000000..8c15f451 Binary files /dev/null and b/InsAsterix/Temp/Bin/Debug/Assembly-CSharp/netstandard.dll differ diff --git a/InsAsterix/Temp/FSTimeGet-477ee5e0e30c8d58aa26e14d4b4b9d3b b/InsAsterix/Temp/FSTimeGet-477ee5e0e30c8d58aa26e14d4b4b9d3b new file mode 100644 index 00000000..8b49bcb4 Binary files /dev/null and b/InsAsterix/Temp/FSTimeGet-477ee5e0e30c8d58aa26e14d4b4b9d3b differ diff --git a/InsAsterix/Temp/FSTimeGet-5263b7c76c8d9158a8a4bcd6db3d5219 b/InsAsterix/Temp/FSTimeGet-5263b7c76c8d9158a8a4bcd6db3d5219 new file mode 100644 index 00000000..e69de29b diff --git a/InsAsterix/Temp/FSTimeGet-80ed41a28fa0b423ebe6f01508dd9a28 b/InsAsterix/Temp/FSTimeGet-80ed41a28fa0b423ebe6f01508dd9a28 new file mode 100644 index 00000000..81d3702e Binary files /dev/null and b/InsAsterix/Temp/FSTimeGet-80ed41a28fa0b423ebe6f01508dd9a28 differ diff --git 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