UnityEngine Structure describing acceleration status of the device. Value of acceleration. Amount of time passed since last accelerometer measurement. 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. Parent class for all joints that have anchor points. The joint's anchor point on the object that has the joint component. The joint's anchor point on the second object (ie, the one which doesn't have the joint component). 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. Are we playing any animations? 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 the animation with name /animation/ in over a period of /time/ seconds and fades other animations out. Fades the animation with name /animation/ in over a period of /time/ seconds and fades other animations out. Fades the animation with name /animation/ in over a period of /time/ seconds and fades other animations out. 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 any blending. Plays an animation without any blending. Plays an animation without any blending. Plays an animation without any 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. Animation Events for this animation clip. Frame rate at which keyframes are sampled. (RO) 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. (RO) 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. In order to insure better interpolation of quaternions, call this function after you are finished setting animation curves. 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. /relativePath/ is formatted similar to a pathname, e.g. "root/spine/leftArm". 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 Animation::ref::localBounds are not visible. Animation is disabled when renderers are not visible. Animation is disabled when Animation::ref::localBounds are not visible. A collection of curves form an [[AnimationClip]]. All keys defined in the animation curve. The number of keys in the curve. (RO) 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. Add a new key to the curve. Creates an animation curve from arbitrary number of keyframes. Creates an empty animation curve. An ease-in and out curve starting at /timeStart/, /valueStart/ and ending at /timeEnd/, /valueEnd/. Evaluate the curve at /time/. A straight Line starting at /timeStart/, /valueStart/ and ending at /timeEnd/, /valueEnd/. Removes the keyframe at /index/ and inserts key. Removes a key. Smooth the in and out tangents of the keyframe at /index/. Retrieves the key at index. (RO) AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. The animation state that fired this event (RO). The animator clip info related to this event (RO). The animator state info related to this event (RO). 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. 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. Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. 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. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot. The current gravity weight based on current animations that are played. 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''. If automatic matching is active. Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. The AnimatorController layer count. 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. Read only acces to the AnimatorControllerParameters used by the animator. Get the current position of the pivot. Gets the pivot weight. 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 ::ref::StartRecording was called. End time of the recorded clip relative to when ::ref::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(AvatarTarget targetIndex, float targetNormalizedTime)). Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). Specifies the update mode of the Animator. Gets the avatar velocity for the last evaluated frame. Apply the default Root Motion. Creates a dynamic transition between the current state and the destination state. The name of the destination state. The duration of the transition. Value is in source state normalized time. Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. State hash of the destination state. Passing 0 will transition to self. Creates a dynamic transition between the current state and the destination state. The name of the destination state. The duration of the transition. Value is in source state normalized time. Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. State hash of the destination state. Passing 0 will transition to self. Same as [[Animator.CrossFade]], but the duration and offset in the target state are in fixed time. The name of the destination state. The duration of the transition. Value is in seconds. Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. State hash of the destination state. Passing 0 will transition to self. Same as [[Animator.CrossFade]], but the duration and offset in the target state are in fixed time. The name of the destination state. The duration of the transition. Value is in seconds. Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. State hash of the destination state. Passing 0 will transition to self. Gets the Transition information on a specified AnimatorController layer. The layer's index. Return the first StateMachineBehaviour that match type /T/ or derived from /T/. Return 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. The human bone that is queried, see enum HumanBodyBones for a list of possible values. Gets the value of a bool parameter. The name of the parameter. Gets the value of a bool parameter. The id of the parameter. The id is generated using Animator::StringToHash. Gets the list of AnimatorClipInfo currently played by the current state. The layer's index. Gets the current State information on a specified AnimatorController layer. The layer's index. Gets the value of a float parameter. The name of the parameter. Gets the value of a float parameter. The id of the parameter. The id is generated using Animator::StringToHash. 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. Gets the value of an integer parameter. The name of the parameter. Gets the value of an integer parameter. The id of the parameter. The id is generated using Animator::StringToHash. Gets the index of the layer with specified name. The layer's name. Gets name of the layer. The layer's index. Gets the layer's current weight. The layer's index. Gets the list of AnimatorClipInfo currently played by the next state. Only valid during a transition. The layer's index. Gets the next State information on a specified AnimatorController layer. The layer's index. 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 AnimatorState is present in the Animator's controller. The layer's index. The AnimatorState fullPathHash, nameHash or shortNameHash. The State is found. 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. Is the specified AnimatorController layer in a transition. The layer's index. Returns true if a parameter is controlled by an additional curve on an animation. The name of the parameter. Returns true if a parameter is controlled by an additional curve on an animation. The id of the parameter. The id is generated using Animator::StringToHash. Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. The position we want the body part to reach. The rotation in which we want the body part to be. The body part that is involved in the match. Structure that contains weights for matching position and rotation. Start time within the animation clip (0 - beginning of clip, 1 - end of clip). End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop. Plays a state. The name of the state the will be played. The layer where the state is. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. The normalized time at which the state will play. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. The hash of the state. Passing zero will play the current state. Plays a state. The name of the state the will be played. The layer where the state is. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. The normalized time at which the state will play. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. The hash of the state. Passing zero will play the current state. Same as [[Animator.CrossFade]], but the duration and offset in the target state are in fixed time. The name of the destination state. Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. State hash of the destination state. Passing 0 will transition to self. Same as [[Animator.CrossFade]], but the duration and offset in the target state are in fixed time. The name of the destination state. Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. State hash of the destination state. Passing 0 will transition to self. Rebind all the animated properties and mesh data with the Animator. Resets the trigger parameter to false. The name of the parameter. Resets the trigger parameter to false. The id of the parameter. The id is generated using Animator::StringToHash. Sets the value of a bool parameter. The name of the parameter. The new value for the parameter. Sets the value of a bool parameter. The id of the parameter. The id is generated using Animator::StringToHash. The new value for the parameter. Sets the value of a float parameter. The name of the parameter. The new value for the parameter. Sets the value of a float parameter. The name of the parameter. The new value for the parameter. The time allowed to parameter to reach the value. The current frame deltaTime. Sets the value of a float parameter. The id of the parameter. The id is generated using Animator::StringToHash. The new value for the parameter. Sets the value of a float parameter. The id of the parameter. The id is generated using Animator::StringToHash. The new value for the parameter. The time allowed to parameter to reach the value. The current frame deltaTime. 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 an integer parameter. The name of the parameter. The new value for the parameter. Sets the value of an integer parameter. The id of the parameter. The id is generated using Animator::StringToHash. The new value for the parameter. Sets the layer's current weight. The layer's index. The weight of the layer. 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 completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). Set look at weights. (0-1) the global weight of the LookAt, multiplier for other parameters. (0-1) determines how much the body is involved in the LookAt. (0-1) determines how much the head is involved in the LookAt. (0-1) determines how much the eyes are involved in the LookAt. (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). Set look at weights. (0-1) the global weight of the LookAt, multiplier for other parameters. (0-1) determines how much the body is involved in the LookAt. (0-1) determines how much the head is involved in the LookAt. (0-1) determines how much the eyes are involved in the LookAt. (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). Set look at weights. (0-1) the global weight of the LookAt, multiplier for other parameters. (0-1) determines how much the body is involved in the LookAt. (0-1) determines how much the head is involved in the LookAt. (0-1) determines how much the eyes are involved in the LookAt. (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). Set look at weights. (0-1) the global weight of the LookAt, multiplier for other parameters. (0-1) determines how much the body is involved in the LookAt. (0-1) determines how much the head is involved in the LookAt. (0-1) determines how much the eyes are involved in the LookAt. (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). Sets the value of a quaternion parameter. 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 a trigger parameter to active. The name of the parameter. Sets a trigger parameter to active. The id of the parameter. The id is generated using Animator::StringToHash. 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 ::ref::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. Information about clip been 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 bool value for the parameter. The default bool 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 AnimatorOverrideController. Returns the list of orignal clip from the controller and their override clip. The Controller that the AnimatorOverrideController overrides. Returns either the overriding clip if set or the original clip named name. Returns either the overriding clip if set or the original 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 string to pass doest not include the parent layer's name. 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(). The unique name of the Transition. The simplified name of the Transition. Normalized time of the Transition. The user-specidied 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 alot of CPU cycles. GameObject to Optimize. List of transform name to expose. Anisotropic filtering mode. Disable anisotropic filtering for all textures. Enable anisotropic filtering, as set for each texture. Enable anisotropic filtering for all textures. Access to application run-time data. The absolute path to the web player data file (RO). Priority of background loading thread. Returns application bundle identifier at runtime. A unique cloud project identifier. It is unique for every project (Read Only). Return application company name (Read Only). Contains the path to the game data folder (RO). Returns false if application is altered in any way after it was built. Returns true if application integrity can be confirmed. Returns application install mode (Read Only). Returns the type of Internet reachability currently possible on the device. Is the current Runtime platform a known console platform. Are we running inside the Unity editor? (RO) Is some level being loaded? (RO) Is the current Runtime platform a known mobile platform. Returns true when in any kind of player (RO). Are we running inside a web player? (RO) The total number of levels available (RO). The level index that was last loaded (RO). The name of the level that was last loaded (RO). Event that is fired if a log message is received. Event that is fired if a log message is received. Contains the path to a persistent data directory (RO). Returns the platform the game is running (RO). Returns application product name (Read Only). Should the player be running when the application is in the background? Returns application running in sandbox (Read Only). The path to the web player data file relative to the html file (RO). How many bytes have we downloaded from the main unity web stream (RO). Contains the path to the StreamingAssets folder (RO). The language the user's operating system is running in. Instructs game to try to render at a specified frame rate. Contains the path to a temporary data / cache directory (RO). The version of the Unity runtime used to play the content. Returns application version number (Read Only). Indicates whether Unity's webplayer security model is enabled. 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 containing web page __(Web Player only)__. Evaluates script snippet in the containing web page __(Web Player only)__. 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. Loads the level by its name or index. The level to load. The name of the level to load. Loads the level by its name or index. 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. Opens the /url/ in a browser. Quits the player application. Request authorization to use the webcam or microphone in the Web Player. 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. 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? 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. Should an exception be thrown on a failure. Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of [[Assertions.Comparers.FloatComparer]] is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. Tolerance of approximation. Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of [[Assertions.Comparers.FloatComparer]] is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. Tolerance of approximation. Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of [[Assertions.Comparers.FloatComparer]] is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. Tolerance of approximation. Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of [[Assertions.Comparers.FloatComparer]] is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. Tolerance of approximation. Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Tolerance of approximation. Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Tolerance of approximation. Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Tolerance of approximation. Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Tolerance of approximation. Asserts that the values are not equal. Asserts that the values are not equal. Asserts that the values are not equal. Asserts that the condition is false. Asserts that the condition is false. Asserts that the value is not null. Asserts that the value is not null. Asserts that the value is null. Asserts that the value is null. Asserts that the condition is true. Asserts that the condition is true. An exception that is thrown on a failure. [[Assertions.Assert._raiseExceptions]] needs to be set to true. 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 use relative check when comparing values. By default, and absolute check will be used. Allowed comparison error. By default, the [[FloatComparer.kEpsilon]] is used. Creates an instance of the comparer. Should use relative check when comparing values. By default, and absolute check will be used. Allowed comparison error. By default, the [[FloatComparer.kEpsilon]] is used. Creates an instance of the comparer. Should use relative check when comparing values. By default, and absolute check will be used. Allowed comparison error. By default, the [[FloatComparer.kEpsilon]] is used. Creates an instance of the comparer. Should use relative check when comparing values. By default, and 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]]. AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle. Main asset that was supplied when building the asset bundle (RO). Check if an AssetBundle contains a specific object. Loads an asset bundle from a disk. Path of the file on disk SA: [[WWW.assetBundle]], [[WWW.LoadFromCacheOrDownload]]. 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. 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. Unloads all assets in the bundle. Asynchronous create request for an [[AssetBundle]]. Asset object being loaded (RO). Manifest for all the assetBundle 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 load request from an [[AssetBundle]]. Asset objects with sub assets being loaded. (RO) Asset object being loaded (RO). Asynchronous operation coroutine. Allow scenes to be activated as soon as it is ready. Has the operation finished? (RO) Priority lets you tweak in which order async operation calls will be performed. What's the operation's progress. (RO) AudioMixer asset. Routing target. 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 Group/Child of Master Group/Grandchild 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. 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 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. The number of channels in the audio clip. (RO) The sample frequency of the clip in Hertz. (RO) Returns true if the AudioClip is ready to play (read-only). The length of the audio clip in seconds. (RO) 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. (RO) 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 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. Distortion value. 0.0 to 1.0. Default = 0.5. The Audio Echo Filter repeats a sound after a given Delay, attenuating. 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. 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). Returns a block of the listener (master)'s output data. Returns a block of the listener (master)'s output data. Returns a block of the listener (master)'s spectrum data. Returns a block of the listener (master)'s spectrum data. The Audio Low Pass Filter filter passes low frequencies of an. Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. Determines how much the filter's self-resonance is dampened. The Audio Reverb Filter takes an Audio Clip and distortionates it in a. 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 mB. Ranges from -10000.0 to 0.0. Default is 0. Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0. Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. Early reflections level relative to room effect in 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 mB. Ranges from -10000.0 to 2000.0. Default is 0.0. Set/Get reverb preset properties. Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0. Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0. 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. (RO) 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. 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 the an attempt is made to use the closest match supported by the system. The new configuration to be used. True if all settings could be successfully applied. 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. 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 ::ref::clip playing right now (RO)? 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. 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. 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). Returns a block of the currently playing source's output data. Returns a block of the currently playing source's output data. Returns a block of the currently playing source's spectrum data. Returns a block of the currently playing source's spectrum data. Pauses playing the ::ref::clip. Plays the ::ref::clip with an optional certain delay. Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). Plays the ::ref::clip with an optional certain delay. Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). 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 ::ref::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). Plays the ::ref::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. 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. Stops playing the ::ref::clip. Unpause the paused playback of this AudioSource. 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. 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. Describes when an [[AudioSource]] or [[AudioListener]] is updated. Updates the source or listener in the fixed update loop if it is attached to a [[Rigidbody]], dynamic otherwise. Updates the source or listener in the dynamic update loop. Updates the source or listener in the fixed update loop. Avatar definition. 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. Description of the avatar. 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. 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. Behaviours are Components that can be enabled or disabled. Enabled Behaviours are Updated, disabled Behaviours are not. Has the Behaviour had enabled called. BillboardAsset describes how a billboard is rendered. Height of the billboard that is below ground. Height of the billboard. Number of pre-baked images that can be switched when the billboard is viewed from different angles. Number of indices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely. The material used for rendering. Number of vertices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely. Width of the billboard. Constructs a new BillboardAsset. Renders a billboard. The BillboardAsset to render. Constructor. The BitStream class represents seralized variables, packed into a stream. Is the BitStream currently being read? (RO) Is the BitStream currently being written? (RO) 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. Blend weights. Four bones affect each vertex. One bone affects each vertex. Two bones affect each vertex. Skinning bone weights of a vertex in the 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. Represents an axis aligned bounding box. The center of the bounding box. The extents of the box. This is always half of the ::ref::size. 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 ::ref::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 new Bounds with a given /center/ and total /size/. Bound ::ref::extents will be half the given size. 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 nicely formatted string for the bounds. Returns a nicely formatted string for the bounds. 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. Collider for 2D physics representing an axis-aligned rectangle. The width and height of the rectangle. The Caching class lets you manage cached AssetBundles, downloaded using WWW::ref::LoadFromCacheOrDownload. Is Caching enabled? The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. The total number of bytes that can potentially be allocated for caching. Is caching ready? The number of currently unused bytes in the cache. Used disk space in bytes. (This is a WebPlayer-only function). Signature The authentification signature provided by Unity. Size The number of bytes allocated to this cache. (This is a WebPlayer-only function). Signature The authentification signature provided by Unity. Size The number of bytes allocated to this cache. TODO. TODO. Delete all AssetBundle content that has been cached by the current application. True when cache cleaning succeeded, false if cache was in use. Checks if an AssetBundle is cached. Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. Version The version number of the AssetBundle to check for. Negative values are not allowed. True if an AssetBundle matching the /url/ and /version/ parameters has previously been loaded using WWW.LoadFromCacheOrDownload() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. Bumps the timestamp of a cached file to be the current time. A Camera is a device through which the player views the world. Actually used rendering path (RO). Returns all enabled cameras in the scene. The number of cameras in the current scene. 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 (RO). 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 (RO). This is used to render parts of the scene selectively. 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 far clipping plane distance. The field of view of the camera in degrees. High dynamic range rendering. Per-layer culling distances. How to perform per-layer culling for a Camera. The first enabled camera tagged "MainCamera" (RO). The near clipping plane distance. Event that is fired after any camera finishes rendering. Event that is fired before any camera starts culling. Event that is fired before any camera starts rendering. Opaque object sorting mode. Is the camera orthographic (''true'') or perspective (''false'')? Camera's half-size when in orthographic mode. How tall is the camera in pixels (RO). Where on the screen is the camera rendered in pixel coordinates. How wide is the camera in pixels (RO). Set a custom projection matrix. Where on the screen is the camera rendered in normalized coordinates. Rendering path. Distance to a point where virtual eyes converge. Stereoscopic rendering. Render only once and use resulting image for both eyes. Distance between the virtual eyes. Set the target display for this Camera. Destination render texture. Transparent object sorting mode. Whether or not the Camera will use occlusion culling during rendering. Get the world-space speed of the camera (RO). 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. Calculates and returns oblique near-plane projection matrix. Vector4 that describes a clip plane. Oblique near-plane projection matrix. Delegate type for camera callbacks. Makes this camera's settings match other camera. 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. 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. Render into a static cubemap from this camera. The cube map to render to. A bitmask which determines which of the six faces are rendered to. False is rendering fails, else true. Render into a cubemap from this camera. A bitfield indicating which cubemap faces should be rendered into. The texture to render to. False is rendering fails, else true. Render the camera with shader replacement. Revert the aspect ratio to the screen's aspect ratio. Make the projection reflect normal camera's parameters. Remove shader replacement from camera. Make the rendering position reflect the camera's position in the scene. Returns a ray going from camera through a screen point. Transforms /position/ from screen space into viewport space. Transforms /position/ from screen space into world space. Make the camera render with shader replacement. 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. Returns a ray going from camera through a viewport point. Transforms /position/ from viewport space into screen space. Transforms /position/ from viewport space into world space. Transforms /position/ from world space into screen space. Transforms /position/ from world space into viewport space. 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. Element that can be used for screen rendering. Cached calculated value based upon SortingLayerID. Is this the root [[Canvas]]? 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. The number of pixels per unit that is considered the default. Is the [[Canvas]] in World or Overlay mode? The render order in which the canvas is being emitted to the scene. Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space. Unique ID of the Canvas' sorting layer. Name of the Canvas' sorting layer. Canvas' order within a sorting layer. 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. 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 realitive to the root canvas. Is the UIRenderer a mask component. Depth of the renderer realative to the parent canvas. Remove all cached vertices. Get the current alpha of the renderer. Get the current color of the renderer. Gets the current [[Material]] assigned to the UIRenderer. Result. Set the alpha of the renderer. Will be multiplied with the [[UIVertex]] alpha and the [[Canvas]] alpha. Alpha. Set the color of the renderer. Will be multiplied with the [[UIVertex]] color and the [[Canvas]] color. Renderer multiply color. Set the material for [[UIRenderer]]. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. Material for rendering. Material texture overide. 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. 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 meased 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). The height of the character's capsule. Was the CharacterController touching the ground during the last move? The radius of the character's capsule. The character controllers slope limit in degrees. The character controllers step offset in meters. The current relative velocity of the Character (see notes). A more complex move function taking absolute movement deltas. Moves the character with /speed/. Specification for how to render a character from the font texture. See [[Font.characterInfo]]. The horizontal distance 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. 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. Collider for 2D physics representing an circle. Radius of the circle. 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. 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. 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. Cloth's sleep threshold. Number of solver iterations per second. An array of ClothSphereColliderPairs which this Cloth instance should collide with. Stretching stiffness of the cloth. Enable continuous collision to improve collision stability. Should gravity affect the cloth simulation? 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. Fade the cloth simulation in or out. Fading enabled or not. 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. A base class of all colliders. The rigidbody the collider is attached to. The world space bounding volume of the collider. Contact offset value of this collider. Enabled Colliders will collide with other colliders, disabled Colliders won't. Is the collider a trigger? The material used by the collider. The shared physic material of this collider. 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 (SA: [[RaycastHit]]). The length of the ray. True when the ray intersects any collider, otherwise false. Parent class for collider types used with 2D gameplay. The Rigidbody2D attached to the Collider2D's GameObject. The world space bounding area of the collider. Is this collider configured as a trigger? The local offset of the collider geometry. The number of separate shaped regions in the collider. The PhysicsMaterial2D that is applied to this collider. Whether the collider is used by an attached effector or not. Check whether this collider is touching the /collider/ or not. The collider to check if it is touching this collider. Whether the /collider/ is touching this collider or not. Checks whether this collider is touching any colliders on the specified /layerMask/ or not. Any colliders on any of these layers count as touching. Whether this collider is touching any collider on the specified /layerMask/ or not. Check if a collider overlaps a point in space. A point in world space. Describes a collision. The [[Collider]] we hit (RO). The contact points generated by the physics engine. The [[GameObject]] whose collider we are colliding with. (RO). The relative linear velocity of the two colliding objects (RO). The [[Rigidbody]] we hit (RO). This is /null/ if the object we hit is a collider with no rigidbody attached. The [[Transform]] of the object we hit (RO). Information returned by a collision in 2D physics. The incoming Collider2D involved in the collision. The specific points of contact with the incoming Collider2D. Whether the collision was disabled or not. The incoming GameObject involved in the collision. The relative linear velocity of the two colliding objects (RO). The incoming Rigidbody2D involved in the collision. The Transform of the incoming object involved in the collision. 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. Continuous collision detection is off for this Rigidbody. Options for the detection mode used by a Rigidbody2D. The Rigidbody2D estimates its position between physics updates. No collision detection is used on the Rigidbody2D. 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. Representation of RGBA colors. Alpha component of the color. 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. (RO) Solid green. RGBA is (0, 1, 0, 1). English spelling for ::ref::gray. RGBA is the same (0.5, 0.5, 0.5, 1). A version of the color that has had the inverse gamma curve applied. 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. Colors can be implicitly converted to and from [[Vector4]]. Colors can be implicitly converted to and from [[Vector4]]. 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. Access the r, g, b,a components using [0], [1], [2], [3] respectively. Returns the color as a hexadecimal string in the format RRGGBB. Hexadecimal string representing the color. Returns the color as a hexadecimal string in the format RRGGBBAA. Hexadecimal string representing the color. Returns a nicely formatted string of this color. Returns a nicely formatted string of this color. Converts a hexadecimal string into a color. Hexadecimal string to be converted into a color. The converted color. Returns true if the operation was successful. 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 Color 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]]. Interpolates between colors /a/ and /b/ by /t/. Returns a nicely formatted string of this color. Returns a nicely formatted string of this color. Valid color spaces. Lightmap has been baked for gamma rendering. Lightmap has been baked for linear rendering. Uninitialized colorspace. 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). Struct used to describe meshes to be combined using Mesh.CombineMeshes. [[Mesh]] to combine. Submesh index of the mesh. Matrix to transform the mesh with before combining. 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. (RO) The raw geomagnetic data measured in microteslas. (RO) Timestamp (in seconds since 1970) when the heading was last time updated. (RO) The heading in degrees relative to the geographic North Pole. (RO) Base class for everything attached to [[GameObject]]s. The game object this component is attached to. A component is always attached to a game object. The tag of this game object. The [[Transform]] attached to this [[GameObject]] (null if there is none attached). 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? Is this game object tagged with /tag/ ? The tag to compare. Returns the component of Type /type/ if the game object has one attached, null if it doesn't. The type of Component to retrieve. Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Returns the component with name /type/ if the game object has one attached, null if it doesn't. Returns the component of Type /type/ in the [[GameObject]] or any of its children using depth first search. The type of Component to retrieve. Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Returns the component of Type /type/ in the [[GameObject]] or any of its parents. The type of Component to retrieve. Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Returns all components of Type /type/ in the [[GameObject]]. The type of Component to retrieve. Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Returns all components of Type /type/ in the [[GameObject]] or any of its children. The type of Component to retrieve. Should Components on inactive GameObjects be included in the found set? Returns all components of Type /type/ in the [[GameObject]] or any of its children. The type of Component to retrieve. Should Components on inactive GameObjects be included in the found set? Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Should inactive Components be included in the found set? Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. 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. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Should inactive Components be included in the found set? Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. 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? Data buffer to hold data for compute shaders. Number of elements in the buffer (RO). Size of one element in the buffer (RO). 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 [[wiki:Compute Shaders|Compute Shaders]] for cross-platform compatibility information. Type of the buffer, default is ComputeBufferType.Default. 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 [[wiki:Compute Shaders|Compute Shaders]] for cross-platform compatibility information. Type of the buffer, default is ComputeBufferType.Default. Read data values from the buffer into an array. An array to receive the data. Release a Compute Buffer. Set the buffer with values from an array. Array of values to fill the buffer. [[ComputeBuffer]] type. Append-consume [[ComputeBuffer]] type. [[ComputeBuffer]] with a counter. Default [[ComputeBuffer]] type. [[ComputeBuffer]] used for Graphics.DrawProceduralIndirect. Raw [[ComputeBuffer]] type. Compute Shader asset. Execute a compute shader. Which kernel to execute. A single compute shader asset can have multiple kernel entry points. Work size in X dimension. Work size in Y dimension. Work size in Z dimension. Find [[ComputeShader]] kernel index. Name of kernel function. Kernel index, or -1 if not found. Sets an input or output compute buffer. For which kernel the buffer is being set. See ::ref::FindKernel. Name of the buffer variable in shader code. Buffer to set. Set a float parameter. Variable name in shader code. Value to set. Set multiple consecutive float parameters at once. Array variable name in the shader code. Value array to set. Set an integer parameter. Variable name in shader code. Value to set. Set multiple consecutive integer parameters at once. Array variable name in the shader code. Value array to set. Set a texture parameter. For which kernel the texture is being set. See ::ref::FindKernel. Name of the buffer variable in shader code. Texture to set. Set a vector parameter. Variable name in shader code. Value to set. The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. 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. If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body. 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. The various test results the connection tester may return with. Some unknown error occurred. Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric. Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type. Address-restricted cone type, NAT punchthrough fully supported. Full cone type, NAT punchthrough fully supported. Public IP address detected and game listen port is accessible to the internet. Public IP address detected but server is not initialized and no port is listening. Public IP address detected but the port is not connectable from the internet. Test result undetermined, still in progress. 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. 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. 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 first collider in contact at the point. Details about a specific point of contact involved in a 2D physics collision. The collider attached to the object receiving the collision message. Surface normal at the contact point. The incoming collider involved in the collision at this contact point. The point of contact between the two colliders in world space. The ContextMenu attribute allows you to add commands to the context menu. Adds the function to the context menu of the component. 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. 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. 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 [[wiki:class-Cubemap|cube map assets]]. The format of the pixel data in the texture (RO). Actually apply all previous ::ref::SetPixel and ::ref::SetPixels changes. Should all mipmap levels be updated? Should the Cubemap texture data be readable/modifiable after changes are applied? 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, x, y). Returns pixel colors of a cubemap face. The face from which pixel data is taken. Mipmap level for the chosen face. Sets pixel color at coordinates (face, x, y). 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. [[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). Cursor API for setting the cursor that is used for rendering. How should the cursor be handled? Should the cursor be visible? Change the mouse cursor to the set texture OnMouseEnter. Specify a custom cursor that you wish to use as a cursor. The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults), in order to be used as a cursor. The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. How the cursor should behave. Confine cursor to the game window. Lock cursor to the center of the game window. Cursor behavior is unmodified. How should the custom cursor be rendered. Use hardware cursors on supported platforms. Force the use of software cursors. Class containing methods to ease debugging while developing a game. Opens or closes developer console. In the Build Settings dialog there is a check box called "Development Build". Assert the condition. Condition you expect to be true. String or object to be converted to string representation for display. Formatted string for display. Arguments for the formatted string. Assert the condition. Condition you expect to be true. String or object to be converted to string representation for display. Formatted string for display. Arguments for the formatted string. Assert the condition. Condition you expect to be true. String or object to be converted to string representation for display. Formatted string for display. Arguments for the formatted string. 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? Logs /message/ to the Unity Console. String or object to be converted to string representation for display. Object to which the message applies. Logs /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 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. A variant of Debug.Log that logs an error message to the console. Logs a formatted message to the Unity Console. A composite format string. Format arguments. Object to which the message applies. Logs a formatted message to the Unity Console. A composite format string. Format arguments. 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. 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. Depth texture generation mode for [[Camera]]. Generate a depth texture. Generate a depth + normals texture. Do not generate depth texture (Default). Detail prototype used by the Terrain GameObject. Bend factor of the detailPrototype. Color when the DetailPrototypes are "dry". Color when the DetailPrototypes are "healthy". 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). How spread out is the noise for the DetailPrototype. GameObject used by the DetailPrototype. Texture used by the DetailPrototype. Render mode for the DetailPrototype. 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. 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. 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. 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. Color RenderBuffer. Depth RenderBuffer. The list of currently connected Displays. Contains at least one (main) display. Main Display. Rendering Height. Rendering Width. System Height. System Width. Activate an external display. Eg. Secondary Monitors connected to the System. This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate. Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width). Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height). Desired Refresh Rate. Check if MultiDisplayLicense is enabled. Query relative mouse coordinates. Mouse Input Position as Coordinates. This Windows only function can be used to set Size and Position of the Screen when Multi-Display is enabled. Change Window Width (Windows Only). Change Window Height (Windows Only). Change Window Position X (Windows Only). Change Window Position Y (Windows Only). Sets Rendering resolution for the display. Rendering width. Rendering height. Joint that keeps two Rigidbody2D objects a fixed distance apart. 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. Gets the reaction force of the joint given the specified /timestep/. The time to calculate the reaction force for. Gets the reaction torque of the joint given the specified /timestep/. The time to calculate the reaction torque for. A component can be designed drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. Add a RectTransform to be driven. The object to drive properties. The RectTransform to be driven. The properties to be driven. Clear the list of RectTransforms being driven. 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 ::ref::AnchorMaxX and ::ref::AnchorMaxY. Selects driven property [[RectTransform.anchorMax]].x. Selects driven property [[RectTransform.anchorMax]].y. Selects driven property combining ::ref::AnchorMinX and ::ref::AnchorMinY. Selects driven property [[RectTransform.anchorMin]].x. Selects driven property [[RectTransform.anchorMin]].y. Selects driven property combining ::ref::AnchorMinX, ::ref::AnchorMinY, ::ref::AnchorMaxX and ::ref::AnchorMaxY. Deselects all driven properties. Selects driven property combining ::ref::PivotX and ::ref::PivotY. Selects driven property [[RectTransform.pivot]].x. Selects driven property [[RectTransform.pivot]].y. Selects driven property [[Transform.localRotation]]. Selects driven property combining ::ref::ScaleX, ::ref::ScaleY && ::ref::ScaleZ. Selects driven property [[Transform.localScale]].x. Selects driven property [[Transform.localScale]].y. Selects driven property [[Transform.localScale]].z. Selects driven property combining ::ref::SizeDeltaX and ::ref::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 realtime & static lightmaps. When enabled, new dynamic Global Illumination output is shown in each frame. Threshold for limiting updates of realtime GI. 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]]. The index of the submesh that should use the color. Schedules an update of the environment texture. 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. Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. Gets the number of edges. Gets the number of points. Get or set the points defining multiple continuous edges. Reset to a single edge consisting of two points. 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]]. Class used to allow [[GameObject.AddComponent]] / [[GameObject.GetComponent]] to be used. A UnityGUI event. Is Alt/Option key held down? (RO) Which mouse button was pressed. Is Caps Lock on? (RO) The character typed. How many consecutive mouse clicks have we received. Is Command/Windows key held down? (RO) The name of an ExecuteCommand or ValidateCommand Event. Is Control key held down? (RO) The current event that's being processed right now. The relative movement of the mouse compared to last event. Is the current keypress a function key? (RO) Is this event a keyboard event? (RO) Is this event a mouse event? (RO) The raw key code for keyboard events. Which modifier keys are held down. The mouse position. Is the current keypress on the numeric keyboard? (RO) Is Shift held down? (RO) 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. 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 even. 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 peristent). Remove a non persistent listener from the UnityEvent. 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. 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. Remove all 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. Types of UnityGUI input and processing events. 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 was moved (editor views only). Mouse button was released. A repaint event. One is sent every frame. The scroll wheel was moved. Already processed event. Validates a special command (e.g. copy & paste). Makes a script execute in edit mode. Spectrum analysis windowing types. W[n] = 0.42 - (0.5 * COS(n/N) ) + (0.08 * COS(2.0 * n/N) ). W[n] = 0.35875 - (0.48829 * COS(1.0 * n/N)) + (0.14128 * COS(2.0 * n/N)) - (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). Filtering mode for textures. Corresponds to the settings in a [[wiki:Textures|texture inspector]]. 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. The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. A flare asset. Read more about flares in the [[wiki:class-Flare|components reference]]. FlareLayer component. Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus. This is a proper keyboard control. It can have input focus on all platforms. Used for TextField and TextArea controls. This control can get keyboard focus on Windows, but not on Mac. Used for buttons, checkboxes and other "pressable" things. This control can never recieve keyboard focus. Fog mode to use. Exponential fog. Exponential squared fog (default). Linear fog. Script interface for [[wiki:class-Font|font assets]]. 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. Does this font have a specific character? 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. Option for how to apply a force using [[Rigidbody.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. 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. Base class for all entities in Unity scenes. Is the GameObject active in the scene? The local active state of this GameObject. (RO) Editor only API that specifies if a game object is static. The layer the game object is in. A layer is in the range [0...31]. The tag of this game object. The [[Transform]] attached to this GameObject. (null if there is none attached). 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. See the [[wiki:Generic Functions|Generic Functions]] page for more details. 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__. Creates a new game object. Creates a game object and attaches the specified components. Finds a game object by /name/ and returns it. Returns a list 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. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Returns the component with name /type/ if the game object has one attached, null if it doesn't. The type of Component to retrieve. Returns the component of Type /type/ in the GameObject or any of its children using depth first search. The type of Component to retrieve. Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Finds component in the parent. Type of component to find. Finds component in the parent. Returns all components of Type /type/ in the GameObject. The type of Component to retrieve. Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Returns all components of Type /type/ in the GameObject or any of its children. The type of Component to retrieve. Should Components on inactive GameObjects be included in the found set? Returns all components of Type /type/ in the GameObject or any of its children. The type of Component to retrieve. Should Components on inactive GameObjects be included in the found set? Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Should inactive Components be included in the found set? Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. 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. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Should inactive Components be included in the found set? Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. Should inactive Components be included in the found set? Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Activates/Deactivates the GameObject. Activate or deactivation the object. Utility class for common geometric functions. Calculates frustum planes. Calculates frustum planes. Returns true if bounds are inside the plane array. Gizmos are used to give visual debugging or setup aids in the scene view. Sets the color for the gizmos that will be drawn next. Set the gizmo matrix used to draw all gizmos. Draw a solid box with /center/ and /size/. Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation. The apex of the truncated pyramid. Vertical field of view (ie, the angle at the apex in degrees). Distance of the frustum's far plane. Distance of the frustum's near plane. Width/height ratio. Draw a texture in the scene. The size and position of the texture on the "screen" defined by the XY plane. The texture to be displayed. An optional material to apply the texture. Inset from the rectangle's left edge. Inset from the rectangle's right edge. Inset from the rectangle's top edge. Inset from the rectangle's bottom edge. Draw a texture in the scene. The size and position of the texture on the "screen" defined by the XY plane. The texture to be displayed. An optional material to apply the texture. Inset from the rectangle's left edge. Inset from the rectangle's right edge. Inset from the rectangle's top edge. Inset from the rectangle's bottom edge. Draw a texture in the scene. The size and position of the texture on the "screen" defined by the XY plane. The texture to be displayed. An optional material to apply the texture. Inset from the rectangle's left edge. Inset from the rectangle's right edge. Inset from the rectangle's top edge. Inset from the rectangle's bottom edge. Draw a texture in the scene. The size and position of the texture on the "screen" defined by the XY plane. The texture to be displayed. An optional material to apply the texture. Inset from the rectangle's left edge. Inset from the rectangle's right edge. Inset from the rectangle's top edge. Inset from the rectangle's bottom edge. Draw an icon at a position in the scene view. Draw an icon at a position in the scene view. Draws a line starting at /from/ towards /to/. Draws a mesh. Mesh to draw as a gizmo. Position (default is zero). Rotation (default is no rotation). Scale (default is no scale). Submesh to draw (default is -1, which draws whole mesh). Draws a mesh. Mesh to draw as a gizmo. Position (default is zero). Rotation (default is no rotation). Scale (default is no scale). Submesh to draw (default is -1, which draws whole mesh). Draws a ray starting at /from/ to /from/ + /direction/. Draws a ray starting at /from/ to /from/ + /direction/. Draws a solid sphere with /center/ and /radius/. Draw a wireframe box with /center/ and /size/. Draws a wireframe mesh. Mesh to draw as a gizmo. Position (default is zero). Rotation (default is no rotation). Scale (default is no scale). Submesh to draw (default is -1, which draws whole mesh). Draws a wireframe mesh. Mesh to draw as a gizmo. Position (default is zero). Rotation (default is no rotation). Scale (default is no scale). Submesh to draw (default is -1, which draws whole mesh). Draws a wireframe sphere with /center/ and /radius/. Low-level graphics library. Select whether to invert the backface culling (true) or not (false). The current modelview matrix. Should rendering be done in wireframe? Begin drawing 3D primitives. Primitives to draw: can be ::ref::TRIANGLES, ::ref::TRIANGLE_STRIP, ::ref::QUADS or ::ref::LINES. Clear the current render buffer. Should the depth buffer be cleared? Should the color buffer be cleared? The color to clear with, used only if /clearColor/ is /true/. The depth to clear Z buffer with, used only if /clearDepth/ is /true/. Clear the current render buffer with camera's skybox. Should the depth buffer be cleared? Camera to get projection parameters and skybox from. Sets current vertex color. End drawing 3D primitives. Compute GPU projection matrix from camera's projection matrix. Invalidate the internally cached renderstates. Send a user-defined event to a native code plugin. Mode for ::ref::Begin: draw lines. Load the identity matrix to the current modelview matrix. Helper function to set up an ortho perspective transform. Setup a matrix for pixel-correct rendering. Setup a matrix for pixel-correct rendering. Load an arbitrary matrix to the current projection matrix. Sets current texture coordinate (v.x,v.y,v.z) to the actual texture /unit/. Sets current texture coordinate (x,y) for the actual texture /unit/. Sets current texture coordinate (x,y,z) to the actual texture /unit/. Multiplies the current modelview matrix with the one specified. Restores both projection and modelview matrices off the top of the matrix stack. Saves both projection and modelview matrices to the matrix stack. Mode for ::ref::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 ::ref::Begin: draw triangle strip. Mode for ::ref::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. 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). Raw interface to Unity's drawing functions. Currently active color buffer (RO). Currently active depth/stencil buffer (RO). Copies source texture into destination render texture with a shader. Source texture. Destination [[RenderTexture]], or /null/ to blit directly to screen. Material to use. Material's shader could do some post-processing effect, for example. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Copies source texture into destination render texture with a shader. Source texture. Destination [[RenderTexture]], or /null/ to blit directly to screen. Material to use. Material's shader could do some post-processing effect, for example. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Copies source texture into destination render texture with a shader. Source texture. Destination [[RenderTexture]], or /null/ to blit directly to screen. Material to use. Material's shader could do some post-processing effect, for example. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Copies source texture into destination, for multi-tap shader. Source texture. Destination [[RenderTexture]], or /null/ to blit directly to screen. Material to use for copying. Material's shader should do some post-processing effect. Variable number of filtering offsets. Offsets are given in pixels. Clear random write targets for Shader Model 5.0 level pixel shaders. 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. [[wiki:Layers|Layer]] to use. If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. Should the mesh cast shadows? Should the mesh receive shadows? 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. [[wiki:Layers|Layer]] to use. If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. Should the mesh cast shadows? Should the mesh receive shadows? 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. [[wiki:Layers|Layer]] to use. If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. Should the mesh cast shadows? Should the mesh receive shadows? 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. [[wiki:Layers|Layer]] to use. If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. Should the mesh cast shadows? Should the mesh receive shadows? 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. [[wiki:Layers|Layer]] to use. If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. Should the mesh cast shadows? Should the mesh receive shadows? 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. [[wiki:Layers|Layer]] to use. If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. Should the mesh cast shadows? Should the mesh receive shadows? 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. [[wiki:Layers|Layer]] to use. If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. Should the mesh cast shadows? Should the mesh receive shadows? 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. [[wiki:Layers|Layer]] to use. If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. Should the mesh cast shadows? Should the mesh receive shadows? Draw a mesh immediately. The [[Mesh]] to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. Subset of the mesh to draw. Draw a mesh immediately. The [[Mesh]] to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. Subset of the mesh to draw. Draw a mesh immediately. The [[Mesh]] to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. Subset of the mesh to draw. Draw a mesh immediately. The [[Mesh]] to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. Subset of the mesh to draw. Draws a fully procedural geometry on the GPU. Draws a fully procedural geometry on the GPU. Topology of the procedural geometry. Buffer with draw arguments. Offset where in the buffer the draw arguments are. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. [[Texture]] to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. [[Color]] that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom [[Material]] that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. 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. 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. 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. Execute a command buffer. The buffer to execute. Set random write target for Shader Model 5.0 level pixel shaders. Index of the random write target in the shader. RenderTexture/ComputeBuffer to set as write target. Set random write target for Shader Model 5.0 level pixel shaders. Index of the random write target in the shader. RenderTexture/ComputeBuffer to set as write target. Sets current render target. Sets current render target. Sets current render target. Sets current render target. Sets current render target. Sets current render target. Sets current render target. The GUI class is the interface for Unity's GUI with manual positioning. Global tinting color for all background elements rendered by the GUI. Returns true if any controls changed the value of the input data. Global tinting color for the GUI. Tinting color for all text rendered by the GUI. The sorting depth of the currently executing GUI behaviour. Is the GUI enabled? The GUI transform matrix. The global skin to use. The tooltip of the control the mouse is currently over, or which has keyboard focus. (RO). Begin a group. Must be matched with a call to ::ref::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 ::ref::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 ::ref::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 ::ref::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 ::ref::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 ::ref::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 ::ref::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 ::ref::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. Make a graphical box. 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. Make a graphical box. 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. Make a graphical box. 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. Make a graphical box. 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. Make a graphical box. 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. Make a graphical box. 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 ::ref::Window call. Bring a specific window to front of the floating windows. The identifier used when you created the window in the ::ref::Window call. Make a single press button. The user clicks them and something happens immediately. Rectangle on the screen to use for the button. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Rectangle on the screen to use for the button. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Rectangle on the screen to use for the button. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Rectangle on the screen to use for the button. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Rectangle on the screen to use for the button. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Rectangle on the screen to use for the button. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. /true/ when the users clicks the button. Make a window draggable. The part of the window that can be dragged. This is clipped to the actual window. If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function. Draw a texture within a rectangle. Rectangle on the screen to draw the texture within. [[Texture]] to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Whether to apply alpha blending when drawing the image (enabled by default). Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. Draw a texture within a rectangle. Rectangle on the screen to draw the texture within. [[Texture]] to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Whether to apply alpha blending when drawing the image (enabled by default). Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. Draw a texture within a rectangle. Rectangle on the screen to draw the texture within. [[Texture]] to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Whether to apply alpha blending when drawing the image (enabled by default). Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. Draw a texture within a rectangle. Rectangle on the screen to draw the texture within. [[Texture]] to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Whether to apply alpha blending when drawing the image (enabled by default). Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. Rectangle on the screen to draw the texture within. [[Texture]] to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. Rectangle on the screen to draw the texture within. [[Texture]] to display. How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. End a group. Ends a scrollview started with a call to BeginScrollView. Ends a scrollview started with a call to BeginScrollView. Move keyboard focus to a named control. Name set using ::ref::SetNextControlName. Make a window become the active window. The identifier used when you created the window in the ::ref::Window call. Get the name of named control that has focus. Disposable helper class for managing ::ref::BeginGroup / ::ref::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 ::ref::BeginScrollView / ::ref::EndScrollView. Whether this ScrollView should handle scroll wheel events. (default: true). The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. Create a new ScrollViewScope and begin the corresponding ScrollView. Rectangle on the screen to use for the ScrollView. The pixel distance that the view is scrolled in the X and Y directions. The rectangle used inside the scrollview. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /clientRect/ is wider than /position/. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /clientRect/ is taller than /position/. Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used. Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used. Create a new ScrollViewScope and begin the corresponding ScrollView. Rectangle on the screen to use for the ScrollView. The pixel distance that the view is scrolled in the X and Y directions. The rectangle used inside the scrollview. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /clientRect/ is wider than /position/. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /clientRect/ is taller than /position/. Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used. Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used. Create a new ScrollViewScope and begin the corresponding ScrollView. Rectangle on the screen to use for the ScrollView. The pixel distance that the view is scrolled in the X and Y directions. The rectangle used inside the scrollview. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /clientRect/ is wider than /position/. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /clientRect/ is taller than /position/. Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used. Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used. Create a new ScrollViewScope and begin the corresponding ScrollView. Rectangle on the screen to use for the ScrollView. The pixel distance that the view is scrolled in the X and Y directions. The rectangle used inside the scrollview. Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /clientRect/ is wider than /position/. Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /clientRect/ is taller than /position/. Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used. Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used. Make a grid of buttons. Rectangle on the screen to use for the grid. The index of the selected grid button. An array of strings to show on the grid buttons. An array of textures on the grid buttons. An array of text, image and tooltips for the grid button. How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a grid of buttons. Rectangle on the screen to use for the grid. The index of the selected grid button. An array of strings to show on the grid buttons. An array of textures on the grid buttons. An array of text, image and tooltips for the grid button. How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a grid of buttons. Rectangle on the screen to use for the grid. The index of the selected grid button. An array of strings to show on the grid buttons. An array of textures on the grid buttons. An array of text, image and tooltips for the grid button. How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a grid of buttons. Rectangle on the screen to use for the grid. The index of the selected grid button. An array of strings to show on the grid buttons. An array of textures on the grid buttons. An array of text, image and tooltips for the grid button. How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a grid of buttons. Rectangle on the screen to use for the grid. The index of the selected grid button. An array of strings to show on the grid buttons. An array of textures on the grid buttons. An array of text, image and tooltips for the grid button. How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a grid of buttons. Rectangle on the screen to use for the grid. The index of the selected grid button. An array of strings to show on the grid buttons. An array of textures on the grid buttons. An array of text, image and tooltips for the grid button. How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Set the name of the next control. Make a Multi-line text area where the user can edit a string. Rectangle on the screen to use for the text field. Text to edit. The return value of this function should be assigned back to the string as shown in the example. The maximum length of the string. If left out, the user can type for ever and ever. The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used. The edited string. Make a Multi-line text area where the user can edit a string. Rectangle on the screen to use for the text field. Text to edit. The return value of this function should be assigned back to the string as shown in the example. The maximum length of the string. If left out, the user can type for ever and ever. The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used. The edited string. Make a Multi-line text area where the user can edit a string. Rectangle on the screen to use for the text field. Text to edit. The return value of this function should be assigned back to the string as shown in the example. The maximum length of the string. If left out, the user can type for ever and ever. The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used. The edited string. Make a Multi-line text area where the user can edit a string. Rectangle on the screen to use for the text field. Text to edit. The return value of this function should be assigned back to the string as shown in the example. The maximum length of the string. If left out, the user can type for ever and ever. The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used. The edited string. Make a single-line text field where the user can edit a string. Rectangle on the screen to use for the text field. Text to edit. The return value of this function should be assigned back to the string as shown in the example. The maximum length of the string. If left out, the user can type for ever and ever. The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used. The edited string. Make a single-line text field where the user can edit a string. Rectangle on the screen to use for the text field. Text to edit. The return value of this function should be assigned back to the string as shown in the example. The maximum length of the string. If left out, the user can type for ever and ever. The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used. The edited string. Make a single-line text field where the user can edit a string. Rectangle on the screen to use for the text field. Text to edit. The return value of this function should be assigned back to the string as shown in the example. The maximum length of the string. If left out, the user can type for ever and ever. The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used. The edited string. Make a single-line text field where the user can edit a string. Rectangle on the screen to use for the text field. Text to edit. The return value of this function should be assigned back to the string as shown in the example. The maximum length of the string. If left out, the user can type for ever and ever. The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used. The edited string. Make an on/off toggle button. Rectangle on the screen to use for the button. Is this button on or off? Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used. The new value of the button. Make an on/off toggle button. Rectangle on the screen to use for the button. Is this button on or off? Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used. The new value of the button. Make an on/off toggle button. Rectangle on the screen to use for the button. Is this button on or off? Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used. The new value of the button. Make an on/off toggle button. Rectangle on the screen to use for the button. Is this button on or off? Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used. The new value of the button. Make an on/off toggle button. Rectangle on the screen to use for the button. Is this button on or off? Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used. The new value of the button. Make an on/off toggle button. Rectangle on the screen to use for the button. Is this button on or off? Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used. The new value of the button. Make a toolbar. Rectangle on the screen to use for the toolbar. The index of the selected button. An array of strings to show on the toolbar buttons. An array of textures on the toolbar buttons. An array of text, image and tooltips for the toolbar buttons. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a toolbar. Rectangle on the screen to use for the toolbar. The index of the selected button. An array of strings to show on the toolbar buttons. An array of textures on the toolbar buttons. An array of text, image and tooltips for the toolbar buttons. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a toolbar. Rectangle on the screen to use for the toolbar. The index of the selected button. An array of strings to show on the toolbar buttons. An array of textures on the toolbar buttons. An array of text, image and tooltips for the toolbar buttons. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a toolbar. Rectangle on the screen to use for the toolbar. The index of the selected button. An array of strings to show on the toolbar buttons. An array of textures on the toolbar buttons. An array of text, image and tooltips for the toolbar buttons. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a toolbar. Rectangle on the screen to use for the toolbar. The index of the selected button. An array of strings to show on the toolbar buttons. An array of textures on the toolbar buttons. An array of text, image and tooltips for the toolbar buttons. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Make a toolbar. Rectangle on the screen to use for the toolbar. The index of the selected button. An array of strings to show on the toolbar buttons. An array of textures on the toolbar buttons. An array of text, image and tooltips for the toolbar buttons. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. The index of the selected button. Remove focus from all windows. Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. Rectangle on the screen to use for the scrollbar. The position between min and max. How much can we see? The value at the top of the scrollbar. The value at the bottom of the scrollbar. The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used. The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. Rectangle on the screen to use for the scrollbar. The position between min and max. How much can we see? The value at the top of the scrollbar. The value at the bottom of the scrollbar. The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used. The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. A vertical slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the top end of the slider. The value at the bottom end of the slider. The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used. The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used. The value that has been set by the user. A vertical slider the user can drag to change a value between a min and a max. Rectangle on the screen to use for the slider. The value the slider shows. This determines the position of the draggable thumb. The value at the top end of the slider. The value at the bottom end of the slider. The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used. The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used. The value that has been set by the user. Make a popup window. An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used. ID number for the window (can be any value as long as it is unique). Onscreen rectangle denoting the window's position and size. Script function to display the window's contents. Text to render inside the window. Image to render inside the window. GUIContent to render inside the window. Style information for the window. Text displayed in the window's title bar. Onscreen rectangle denoting the window's position and size. Make a popup window. An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used. ID number for the window (can be any value as long as it is unique). Onscreen rectangle denoting the window's position and size. Script function to display the window's contents. Text to render inside the window. Image to render inside the window. GUIContent to render inside the window. Style information for the window. Text displayed in the window's title bar. Onscreen rectangle denoting the window's position and size. Make a popup window. An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used. ID number for the window (can be any value as long as it is unique). Onscreen rectangle denoting the window's position and size. Script function to display the window's contents. Text to render inside the window. Image to render inside the window. GUIContent to render inside the window. Style information for the window. Text displayed in the window's title bar. Onscreen rectangle denoting the window's position and size. Make a popup window. An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used. ID number for the window (can be any value as long as it is unique). Onscreen rectangle denoting the window's position and size. Script function to display the window's contents. Text to render inside the window. Image to render inside the window. GUIContent to render inside the window. Style information for the window. Text displayed in the window's title bar. Onscreen rectangle denoting the window's position and size. Make a popup window. An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used. ID number for the window (can be any value as long as it is unique). Onscreen rectangle denoting the window's position and size. Script function to display the window's contents. Text to render inside the window. Image to render inside the window. GUIContent to render inside the window. Style information for the window. Text displayed in the window's title bar. Onscreen rectangle denoting the window's position and size. Make a popup window. An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used. ID number for the window (can be any value as long as it is unique). Onscreen rectangle denoting the window's position and size. Script function to display the window's contents. Text to render inside the window. Image to render inside the window. GUIContent to render inside the window. Style information for the window. Text displayed in the window's title bar. Onscreen rectangle denoting the window's position and size. Callback to draw GUI within a window (used with [[GUI.Window]]). The contents of a GUI element. The icon image contained. Shorthand for empty content. The text contained. The tooltip of this element. Constructor for GUIContent in all shapes and sizes. Build a GUIContent object containing only text. Build a GUIContent object containing only an image. Build a GUIContent object containing both /text/ and an image. Build a GUIContent containing some /text/. When the user hovers the mouse over it, the global GUI::ref::tooltip is set to the /tooltip/. Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI::ref::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::ref::tooltip is set to the /tooltip/. Build a GUIContent as a copy of another GUIContent. Base class for images & text strings displayed in a GUI. Returns bounding rectangle of [[GUIElement]] in screen coordinates. Returns bounding rectangle of [[GUIElement]] in screen coordinates. Is a point on screen inside the element? Is a point on screen inside the element? [[Component]] added to a camera to make it render 2D GUI elements. Get the GUI element at a specific screen position. The GUILayout class is the interface for Unity gui with automatic layout. Disposable helper class for managing ::ref::BeginArea / ::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. Make a single press button. The user clicks them and something happens immediately. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. /true/ when the users clicks the button. Make a single press button. The user clicks them and something happens immediately. Text to display on the button. [[Texture]] to display on the button. Text, image and tooltip for this button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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 ::ref::BeginHorizontal / ::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. Make a horiztonal 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 horiztonal 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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. /true/ when the holds down the mouse. Disposable helper class for managing ::ref::BeginScrollView / ::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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; SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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; SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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; SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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; SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. The index of the selected button. Make a toolbar. The index of the selected button. An array of strings to show on the buttons. An array of textures on the buttons. An array of text, image and tooltips for the button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. The index of the selected button. Make a toolbar. The index of the selected button. An array of strings to show on the buttons. An array of textures on the buttons. An array of text, image and tooltips for the button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. The index of the selected button. Make a toolbar. The index of the selected button. An array of strings to show on the buttons. An array of textures on the buttons. An array of text, image and tooltips for the button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. The index of the selected button. Make a toolbar. The index of the selected button. An array of strings to show on the buttons. An array of textures on the buttons. An array of text, image and tooltips for the button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. The index of the selected button. Make a toolbar. The index of the selected button. An array of strings to show on the buttons. An array of textures on the buttons. An array of text, image and tooltips for the button. The style to use. If left out, the /button/ style from the current [[GUISkin]] is used. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.<br> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::ExpandHeight. The index of the selected button. Disposable helper class for managing ::ref::BeginVertical / ::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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> SA: GUILayout::ref::Width, GUILayout::ref::Height, GUILayout::ref::MinWidth, GUILayout::ref::MaxWidth, GUILayout::ref::MinHeight, GUILayout::ref::MaxHeight, GUILayout::ref::ExpandWidth, GUILayout::ref::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::ref::Box controls. Style used by default for GUI::ref::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::ref::HorizontalScrollbar controls. Style used by default for the left button on GUI::ref::HorizontalScrollbar controls. Style used by default for the right button on GUI::ref::HorizontalScrollbar controls. Style used by default for the thumb that is dragged in GUI::ref::HorizontalScrollbar controls. Style used by default for the background part of GUI::ref::HorizontalSlider controls. Style used by default for the thumb that is dragged in GUI::ref::HorizontalSlider controls. Style used by default for GUI::ref::Label controls. Style used by default for the background of ScrollView controls (see GUI::ref::BeginScrollView). Generic settings for how controls should behave with this skin. Style used by default for GUI::ref::TextArea controls. Style used by default for GUI::ref::TextField controls. Style used by default for GUI::ref::Toggle controls. Style used by default for the background part of GUI::ref::VerticalScrollbar controls. Style used by default for the down button on GUI::ref::VerticalScrollbar controls. Style used by default for the thumb that is dragged in GUI::ref::VerticalScrollbar controls. Style used by default for the up button on GUI::ref::VerticalScrollbar controls. Style used by default for the background part of GUI::ref::VerticalSlider controls. Style used by default for the thumb that is dragged in GUI::ref::VerticalSlider controls. Style used by default for Window controls (SA GUI::ref::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. (RO) 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 a 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. The text color used by GUI elements in this state. A text string displayed in a GUI. The alignment of the text. The anchor of the text. The color used to render the text. The font used for the text. The font size to use (for dynamic fonts). The font style to use (for dynamic fonts). The line spacing multiplier. The [[Material]] to use for rendering. The pixel offset of the text. Enable HTML-style tags for Text Formatting Markup. The tab width multiplier. The text to display. A texture image used in a 2D GUI. The border defines the number of pixels from the edge that are not affected by scale. The color of the GUI texture. Pixel inset used for pixel adjustments for size and position. The texture used for drawing. Utility class for making new GUI controls. A global property, which is true if a ModalWindow is being displayed, false otherwise. The controlID of the current hot control. The controlID of the control that has keyboard focus. Get a unique ID for a control. Get a unique ID for a control. Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. Get a state object from a controlID. Convert a point from GUI position to screen space. Get an existing state object from a controlID. Helper function to rotate the GUI around a point. Helper function to scale the GUI around a point. Convert a point from screen space to GUI position. Interface into the Gyroscope. Returns the attitude (ie, orientation in space) of the device. Sets or retrieves the enabled status of this gyroscope. Returns the gravity acceleration vector expressed in the device's reference frame. Returns rotation rate as measured by the device's gyroscope. Returns unbiased rotation rate as measured by the device's gyroscope. Sets or retrieves gyroscope interval in seconds. Returns the acceleration that the user is giving to the device. Represent the hash value. Construct the Hash128. Convert the input string to Hash128. Convert Hash128 to string. Use this [[PropertyAttribute]] to add a header above some fields in the Inspector. The header text. Add a header above some fields in the Inspector. The header text. Provide a custom documentation URL for a class. Initialize the HelpURL attribute with a documentation url. The custom documentation URL for this class. The documentation URL specified for this class. Bit mask that controls object destruction, saving and visibility in inspectors. The object will not be saved to the scene. __It will not be destroyed when a new scene is loaded__. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. The object will not be saved when building a player. The object will not be saved to the scene in the editor. The object will not be unloaded by Resources.UnloadUnusedAssets. A combination of not shown in the hierarchy, not saved to to scenes and not unloaded by The object will not be unloaded by Resources.UnloadUnusedAssets. The object will not appear in the hierarchy. It is not possible to view it in the inspector. A normal, visible object. This is the default. The object is not be editable in the inspector. Makes a variable not show up in the inspector but be serialized. The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. The current angle in degrees of the joint relative to its rest position. (RO) 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 ::ref::limits. Disabled by default. Enables the joint's ::ref::motor. Disabled by default. Enables the joint's ::ref::spring. Disabled by default. The angular velocity of the joint in degrees per second. 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. Gets the reaction force of the joint given the specified /timestep/. The time to calculate the reaction force for. Gets the reaction torque of the joint given the specified /timestep/. The time to calculate the reaction torque for. Wrapping modes for text that reaches the horizontal boundary. Text well continue to generate when reaching horizontal boundary. Text will wrap when reaching the horizontal boundary. This is the data structure for holding individual host information. A miscellaneous comment (can hold data). Currently connected players. The name of the game (like John Doe's Game). The type of the game (like "MyUniqueGameType"). The GUID of the host, needed when connecting with NAT punchthrough. Server IP address. Does the server require a password? Maximum players limit. Server port. Does this server require NAT punchthrough? Human Body Bones. This is the Chest bone. This is the Head bone. This is the Hips bone. This is the Jaw bone. This is the Last bone index delimiter. This is the Left Eye bone. This is the Left Ankle bone. This is the Left Wrist bone. This is the left index 3rd phalange. This is the left index 2nd phalange. This is the left index 1st phalange. This is the left little 3rd phalange. This is the left little 2nd phalange. This is the left little 1st phalange. This is the Left Elbow bone. This is the Left Knee bone. This is the left middle 3rd phalange. This is the left middle 2nd phalange. This is the left middle 1st phalange. This is the left ring 3rd phalange. This is the left ring 2nd phalange. This is the left ring 1st phalange. This is the Left Shoulder bone. This is the left thumb 3rd phalange. This is the left thumb 2nd phalange. This is the left thumb 1st phalange. This is the Left Toes bone. This is the Left Upper Arm bone. This is the Left Upper Leg bone. This is the Neck bone. This is the Right Eye bone. This is the Right Ankle bone. This is the Right Wrist bone. This is the right index 3rd phalange. This is the right index 2nd phalange. This is the right index 1st phalange. This is the right little 3rd phalange. This is the right little 2nd phalange. This is the right little 1st phalange. This is the Right Elbow bone. This is the Right Knee bone. This is the right middle 3rd phalange. This is the right middle 2nd phalange. This is the right middle 1st phalange. This is the right ring 3rd phalange. This is the right ring 2nd phalange. This is the right ring 1st phalange. This is the Right Shoulder bone. This is the right thumb 3rd phalange. This is the right thumb 2nd phalange. This is the right thumb 1st phalange. This is the Right Toes bone. This is the Right Upper Arm bone. This is the Right Upper Leg bone. This is the first Spine bone. The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy. The name of the bone to which the Mecanim human bone is mapped. The name of the Mecanim human bone to which the bone from the model is mapped. The rotation limits that define the muscle for this bone. Class that holds humanoid avatar parameters to pass to the AvatarBuilder::ref::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. Mapping between Mecanim bone names and bone names in the rig. Amount by which the leg's length is allowed to stretch when using IK. Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints. Defines how the lower leg's roll/twisting is distributed between the knee and ankle. List of bone Transforms to include in the model. Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints. Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints. This class stores the rotation limits that define the ''muscle'' for a single human bone. Length of the bone to which the limit is applied. The default orientation of a bone when no muscle action is applied. The maximum rotation away from the initial value that this muscle can apply. The maximum negative rotation away from the initial value that this muscle can apply. Should this limit use the default values? 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. 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. 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. 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. 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. 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. 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. (RO) Number of acceleration measurements which occurred during last frame. Returns list of acceleration measurements which occurred during the last frame. (RO) (Allocates temporary variables). Is any key or mouse button currently held down? (RO) Returns true the first frame the user hits any key or mouse button. (RO) Property for accessing compass (handheld devices only). (RO) 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. (RO) 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. (RO) Property for accessing device location (handheld devices only). (RO) The current mouse position in pixel coordinates. (RO) The current mouse scroll delta. (RO) Property indicating whether the system handles multiple touches. Enables/Disables mouse simulation with touches. By default this option is enabled. Number of touches. Guaranteed not to change throughout the frame. (RO) Returns list of objects representing status of all touches during last frame. (RO) (Allocates temporary variables). 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. 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/. Returns an array of strings describing the connected joysticks. Returns true while the user holds down the key identified by /name/. Think auto fire. Returns true while the user holds down the key identified by 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. Returns object representing status of a specific touch. (Does not allocate temporary variables). Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. Interface to receive callbacks upon serialization and deserialization. See [[ISerializationCallbackReceiver.OnBeforeSerialize]] for documentation on how to use this method. Implement this method to receive a callback after unity serialized your object. 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. Position of the anchor relative to the connected Rigidbody. A reference to another rigidbody this joint connects to. Enable collision between bodies connected with the joint. Toggle preprocessing for this joint. Parent class for joints to connect Rigidbody2D objects. The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). Should rigid bodies connected with this joint collide? Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. Upper angular limit of rotation. Lower angular limit of rotation. 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. 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. 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/. 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. 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. 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. 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 Parenthesis key '('. Left shift key. Left Windows key. Less than '<' key. 'm' key. Menu key. Minus '-' key. First (primary) mouse button. Second (secondary) mouse button. Third mouse button. Fourth mouse button. Fifth mouse button. Sixth mouse button. 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. Period '.' 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 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. '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. Describes the tangent when approaching this point from the previous point in the curve. Describes the tangent when leaving this point towards the next point in the curve. The time of the keyframe. The value of the curve at keyframe. Create a keyframe. Create a keyframe. LayerMask allow you to display the LayerMask popup menu in the inspector. 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 [[wiki:class-TagManager|Tag Manager]], 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 [[wiki:class-TagManager|Tag Manager]]. Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the [[wiki:class-TagManager|Tag Manager]]. Script interface for a [[wiki:class-LensFlare|Lens flare component]]. The strength of the flare. The color of the flare. The fade speed of the flare. The [[wiki:class-Flare|flare asset]] to use. Script interface for [[wiki:class-Light|light components]]. Has the light already been lightmapped. The multiplier that defines the strength of the bounce lighting. The color of the light. Number of command buffers set up on this light (RO). 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 [[wiki:class-Flare|flare asset]] to use for this light. The Intensity of a light is multiplied with the Light color. The range of the light. How to render the light. Shadow mapping constant bias. Shadow mapping normal-based bias. How this light casts shadows Strength of light's shadows. The angle of the light's spotlight cone in degrees. The type of the light. Add a command buffer to be executed at a specified place. When to execute the command buffer during rendering. The buffer to execute. 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. Data of a lightmap. Lightmap storing the full incoming light. Lightmap storing only the indirect incoming light. Stores lightmaps of the scene. Color space of the lightmap. Lightmap array. Single, Dual or Directional lightmaps rendering mode. UnderlyingModel.MemDoc.MemDocModel Holds all data needed by the light probes. 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. Editor only function to access and modify probe positions. Stores light probes for the scene. Coefficients of baked light probes. The number of cells space is divided into (RO). The number of light probes (RO). Positions of the baked light probes (RO). Returns an interpolated probe for the given position for both realtime and baked light probes combined. 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. 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). The type of a [[Light]]. The light is an area light. It affects only lightmaps and lightprobes. The light is a directional light. The light is a point light. The light is a spot light. The line renderer is used to draw free-floating lines in 3D space. If enabled, the lines are defined in world space. Set the line color at the start and at the end. Set the position of the vertex in the line. Set the number of line segments. Set the line width at the start and at the end. Structure describing device location. Geographical device location altitude. Horizontal accuracy of the location. Geographical device location latitude. Geographical device location latitude. Timestamp (in seconds since 1970) when location was last time updated. Vertical accuracy of the location. Interface into location functionality. Specifies whether location service is enabled in user settings. Last measured device geographical location. Returns location service status. Starts location service updates. Last location coordinates could be. Starts location service updates. Last location coordinates could be. Starts location service updates. Last location coordinates could be. Stops location service updates. This could be useful for saving battery life. Describes location service status. Location service failed (user denied access to location service). Location service is initializing, some time later it will switch to. Location service is running and locations could be queried. Location service is stopped. 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 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 ::ref::crossFadeAnimationDuration. The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. Enable / Disable the LODGroup - Disabling will turn off all renderers. 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. The type of the log message in the 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 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]]. Received a host list from the master server. Registration failed because an empty game name was given. Registration failed because an empty game type was given. Registration failed because no server is running. Registration to master server succeeded, received confirmation. To specify position and rotation weight mask for Animator::MatchTarget. Position XYZ weight. Rotation weight. MatchTargetWeightMask contructor. Position XYZ weight. Rotation weight. The material class. The main material's color. Defines how the material should interact with lightmaps and lightprobes. The material's texture. The texture offset of the main texture. The texture scale of the main texture. How many passes are in this material (RO). Render queue of this material. The shader used by the material. Additional shader keywords set by this 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. Unset a shader keyword. Set a shader keyword that is enabled by this material. Get a named color value. Get a named color value. Get a named float value. Get a named float value. Get a named integer value. Get a named integer value. Get a named matrix value from the shader. Get a named matrix value from the shader. Get the value of material's shader tag. Get the value of material's shader tag. Get a named texture. Get a named texture. Gets the placement offset of texture /propertyName/. Gets the placement scale of texture /propertyName/. Get a named vector value. Get a named vector value. Checks if material's shader has a property of a given name. Checks if material's shader has a property of a given name. Is the shader keyword enabled on this material? Interpolate properties between two materials. Set a [[ComputeBuffer]] value. Set a named color value. Set a named color value. Set a named float value. Set a named float value. Set a named integer value. Set a named integer value. Set a named matrix for the shader. Set a named matrix for the shader. 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. Set a named texture. Set a named texture. Sets the placement offset of texture /propertyName/. Sets the placement scale of texture /propertyName/. Set a named vector value. Set a named vector value. How the material should interact with lightmaps and lightprobes. The emissive lighting should affect Global Illumination. It should emit 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 should not affect Global Illumination at all. The emissive lighting should affect Global Illumination. It should emit lighting into realtime lightmaps and realtime lightprobes. A block of material values to apply. Is the material property block empty? (RO) Add a color material property. Add a color material property. Add a float material property. Add a float material property. Add a matrix material property. Add a matrix material property. Add a texture material property. Add a texture material property. Add a vector material property. Add a vector material property. Clear material property values. Get a float from the property block. Get a float from the property block. Get a matrix from the property block. Get a matrix from the property block. Get a texture from the property block. Get a texture from the property block. Get a vector from the property block. Get a vector from the property block. Set a color property. Set a color property. Set a float property. Set a float property. Set a matrix property. Set a matrix property. Set a texture property. Set a texture property. Set a vector property. Set a vector 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 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 ::ref::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 a value between a minimum float and maximum float value. Clamps value between min and max and returns value. Clamps value between 0 and 1 and returns value. Returns the closest power of two value. Returns the cosine of angle /f/ in radians. Degrees-to-radians conversion constant (RO). Calculates the shortest difference between two given angles given in degrees. A tiny floating point value (RO). Returns e raised to the specified power. Returns the largest integer smaller to or equal to /f/. Returns the largest integer smaller to or equal to /f/. Converts the given value from gamma to linear color space. A representation of positive infinity (RO). Calculates the ::ref::Lerp parameter between of two values. Returns true if the value is power of two. Interpolates between /a/ and /b/ by /t/. /t/ is clamped between 0 and 1. Same as ::ref::Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. Converts the given value from linear to gamma 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 ::ref::MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. A representation of negative infinity (RO). Returns the next power of two value. Generate 2D Perlin noise. X-coordinate of sample point. Y-coordinate of sample point. Value between 0.0 and 1.0. The infamous ''3.14159265358979...'' value (RO). PingPongs the value t, so that it is never larger than length and never smaller than 0. Returns /f/ raised to power /p/. Radians-to-degrees conversion constant (RO). 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/ in radians. 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. Returns the identity matrix (RO). The inverse of this matrix (RO). Is this the identity matrix? Returns the transpose of this matrix (RO). Returns a matrix with all elements set to zero (RO). Get a column of the matrix. Returns a row of the 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. Creates an orthogonal projection matrix. Creates a perspective projection 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 nicely formatted string for this matrix. Returns a nicely formatted string for this matrix. Creates a translation, rotation and scaling matrix. A class that allows creating or modifying meshes from scripts. The bind poses. The bind pose at each index refers to the bone with the same index. Returns BlendShape count on this mesh. The bone weights of each vertex. The bounding volume of the mesh. Vertex colors of the mesh. Vertex colors of the mesh. Returns state of the Read/Write Enabled checkbox when model was imported. The normals of the mesh. The number of submeshes. Every material has a separate triangle list. The tangents of the mesh. An array containing all triangles in the mesh. The base texture coordinates of the mesh. The second texture coordinate set of the mesh, if present. The third texture coordinate set of the mesh, if present. The fourth texture coordinate set of the mesh, if present. Returns the number of vertices in the mesh (RO). Returns a copy of the vertex positions or assigns a new vertex positions array. Clears all vertex data and all triangle indices. Combines several meshes into this mesh. Descriptions of the meshes to combine. Should all meshes be combined into a single submesh? Should the transforms supplied in the CombineInstance array be used or ignored? Creates an empty mesh. Returns name of BlendShape by given index. Returns the index buffer for the submesh. Gets the topology of a submesh. Returns the triangle list for the submesh. Optimize mesh for frequent updates. Optimizes the mesh for display. Recalculate the bounding volume of the mesh from the vertices. Recalculates the normals of the mesh from the triangles and vertices. Sets the index buffer for the submesh. Sets the triangle list for the submesh. Upload previously done mesh modifications to the graphics API. Frees up system memory copy of mesh data when set to /true/. A mesh collider allows you to do [[wiki:class-MeshCollider|collision detection]] between meshes and primitives. Use a convex collider from the mesh. The mesh object used for collision detection. Uses interpolated normals for sphere collisions instead of flat polygonal normals. A class to access the [[Mesh]] of the [[wiki:class-MeshFilter|mesh filter]]. Returns the instantiated [[Mesh]] assigned to the mesh filter. Returns the shared mesh of the mesh filter. Class used to allow [[GameObject.AddComponent]] / [[GameObject.GetComponent]] to be used. 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. 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. 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. MonoBehaviour is the base class every script derives from. Logs message to the Unity Console (identical to [[Debug.Log]]). 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. 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. Base class for AnimationClips and BlendTrees. Movie Textures are textures onto which movies are played back. Returns the [[AudioClip]] belonging to the MovieTexture. The time, in seconds, that the movie takes to play back completely. Returns whether the movie is playing or not. If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions. Set this to true to make the movie loop. Pauses playing the movie. Starts playing the movie. Stops playing the movie, and rewinds it to the beginning. 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. Singleton class to access the baked NavMesh. Describes how far in the future the agents predict collisions for avoidance. The maximum amount of nodes processed each frame in the asynchronous pathfinding process. 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 a either a complete or partial path is found and false otherwise. Calculates triangulation of the current navmesh. 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 a 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. 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. Finds the closest point on NavMesh within specified range. The origin of the sample query. Holds the properties of the resulting location. Sample within this distance from sourcePosition. A mask specifying which NavMesh areas are allowed when finding the nearest point. True if a nearest point is found. 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. Maximum turning speed in (deg/s) while following a path. Specifies which NavMesh areas are passable. Changing /areaMask/ will make the path stale (see ::ref::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. (RO) Gets or attempts to set the destination of the agent in world-space units. Does the agent currently have a path? (RO) The height of the agent for purposes of passing under obstacles, etc. Is the agent currently bound to the navmesh? (RO) Is the agent currently positioned on an OffMeshLink? (RO) Is the current path stale. (RO) 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? (RO) 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. (RO) Maximum movement speed when following a path. Get the current steering target along the path. (RO) 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? The current velocity of the [[NavMeshAgent]] component. Specifies which NavMesh layers are passable (bitfield). Changing /walkableMask/ will make the path stale (see ::ref::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. 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. 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. 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. (RO) Status of the path. (RO) 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. 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. 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. Cannot connect to two servers at once. Close the connection before connecting again. We are already connected to this particular server (can happen after fast disconnect/reconnect). We are banned from the system we attempted to connect to (likely temporarily). Connection attempt failed, possibly because of internal connectivity problems. Internal error while attempting to initialize network interface. Socket possibly already in use. No host target given in Connect. Incorrect parameters given to Connect function. Client could not connect internally to same network NAT enabled server. The server is using a password and has refused our connection because we did not set the correct password. NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints. Connection lost while attempting to connect to NAT target. The NAT target we are trying to connect to is not connected to the facilitator server. No error occurred. We presented an RSA public key which does not match what the system we connected to is using. The server is at full capacity, failed to connect. The reason a disconnect event occured, like in [[MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer]]. The connection to the system has been closed. The connection to the system has been lost, no reliable packets could be delivered. Defines parameters of channels. 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. This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration. How long in ms receiver will wait before it will force send acknowledgements back without waiting any payload. Add new channel to configuration. Channel id, user can use this id to send message via this channel. Defines timeout in ms after that message with AllCost deliver qos will force resend without acknowledgement waiting. Return amount of channels for current configuration. Allow access to channels list. 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. How long (in ms) library will wait before it will consider connection as disconnected. What should be maximum fragment size (in Bytes) for fragmented messages. Return the QoS set for the given channel or throw an out of range exception. Index in array. Channel QoS. If it is true, connection will use 64 bit mask to acknowledge received reliable messages. Maximum amount of small reliable messages which will combine in one "array of messages". Useful if you are going to send a lot of small reliable messages. Maximum size of reliable message which library will consider as small and will try to combine in one "array of messages" message. How many attempt library will get before it will consider the connection as disconnected. Defines maximum messages which will wait for sending before user will receive error on Send() call. Minimal send update timeout (in ms) for connection. this timeout could be increased by library if flow control will required. How many (in %) packet need to be dropped due network condition before library will throttle send rate. How many (in %) packet need to be dropped due lack of internal bufferes before library will throttle send rate. What is a maximum packet size (in Bytes) (including payload and all header). Packet can contain multiple messages inside. Timeout in ms between control protocol messages. Timeout in ms for control messages which library will use before it will accumulate statistics. Minimum timeout (in ms) which library will wait before it will resend reliable message. Validate parameters of connection config. Will throw exceptions if parameters are incorrect. 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. Create new global config object. Defines maximum possible packet size in bytes for all network connections. Defines maximum amount of messages in the receive queue. Defines maximum message count in sent queue. 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. 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, user should use this id when he calls [[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. Library keep and reuse internal pools of messages. By default they have size 128. If this value is not enough pools will be automatically increased. This value defines how they will increase. Default value is 0.75, so if original pool size was 128, the new pool size will be 128 * 1.75 = 224. What is the size of received messages pool (default 128 bytes). Defines size of sent message pool (default value 128). List of special connection configs. Returns count of special connection added to topology. JSON response for types that only require a basic indication of success. Constructor for response class. JSON object to request a UNET match creation. Bool to describe if the created match should be advertised. The optional game defined Elo score for the client making the request. The Elo score is averaged against all clients in a match and that value is used to produce better search results when listing available matches. If the Elo is provided the result set will be ordered according to the magnitude of the absoloute value of the difference of the a client searching for a match and the network average for all clients in each match. If the Elo score is not provided (and therefore 0 for all matches) the Elo score will not affect the search results. Each game can calculate this value as they wish according to whatever scale is best for that game. Match attributes describing game specific features for this match. Each attribute is a key/value pair of a string key with a long value. Each match may have up to 10 of these values. The game is free to use this as desired to assist in finding better match results when clients search for matches to join. Name of the match to create. Password for the match to create. Leave blank for no password. Cannot be null. The (optional) private network address for the client making the request. This is the local network available private address another client on the same network could use to connect directly to the client making the request and may be used to better connect multiple clients. If it is not supplied the networking layer will still be completely functional. The (optional) public network address for the client making the request. This is the internet available public address another client on the internet (but not the local network) could use to connect directly to the client making the request and may be used to better connect multiple clients. If it is not supplied the networking layer will still be completely functional. Max number of clients that may join the match to create, including the host. Class constructor. Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. Provides string description of current class data. JSON response for a CreateMatchRequest. It contains all information necessdary to continue joining a match. JSON encoding for the binary access token this client uses to authenticate its session for future commands. Network address to connect to in order to join the match. The network id for the match created. NodeId for the requesting client in the created match. Network port to connect to in order to join the match. If the match is hosted by a relay server. Constructor for response class. Provides string description of current class data. JSON object to join an ongoing match or to create a new one if it doesn't exist. Constructor for CreateOrJoinMatchRequest class. JSON object to request a UNET match destruction. NetworkID of the match to destroy. Class constructor. Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. Provides string description of current class data. JSON object to request a UNET match drop a client. NetworkID of the match the client to drop is in. NodeID of the connection to drop. Class constructor. Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. Provides string description of current class data. Response Interface class to define necessary interfaces on a server Response. JSON object to request joining an existing UNET match. The optional game defined Elo score for the client making the request. The Elo score is averaged against all clients in a match and that value is used to produce better search results when listing available matches. If the Elo is provided the result set will be ordered according to the magnitude of the absoloute value of the difference of the a client searching for a match and the network average for all clients in each match. If the Elo score is not provided (and therefore 0 for all matches) the Elo score will not affect the search results. Each game can calculate this value as they wish according to whatever scale is best for that game. NetworkID of the match to join. Password for the match to join. Leave blank for no password. Cannot be null. The (optional) private network address for the client making the request. This is the local network available private address another client on the same network could use to connect directly to the client making the request and may be used to better connect multiple clients. If it is not supplied the networking layer will still be completely functional. The (optional) public network address for the client making the request. This is the internet available public address another client on the internet (but not the local network) could use to connect directly to the client making the request and may be used to better connect multiple clients. If it is not supplied the networking layer will still be completely functional. Class constructor. Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. Provides string description of current class data. JSON response for a JoinMatchRequest. It contains all information necessdary to continue joining a match. JSON encoding for the binary access token this client uses to authenticate its session for future commands. Network address to connect to in order to join the match. NetworkID of the match. NodeID for the requesting client in the mach that it is joining. Network port to connect to in order to join the match. If the match is hosted by a relay server. Constructor for response class. Provides string description of current class data. JSON object to request a list of UNET matches. This list is page based with a 1 index. The optional game defined Elo score for the client making the request. The Elo score is averaged against all clients in a match and that value is used to produce better search results when listing available matches. If the Elo is provided the result set will be ordered according to the magnitude of the absoloute value of the difference of the a client searching for a match and the network average for all clients in each match. If the Elo score is not provided (and therefore 0 for all matches) the Elo score will not affect the search results. Each game can calculate this value as they wish according to whatever scale is best for that game. Only return matches that have a password if this is true, only return matches without a password if this is false. List of match attributes to filter against. This will filter down to matches that both have a name that contains the entire text string provided and the value specified in the filter is equal to the attribute value for the matching name. No additional wildcards are allowed in the name. A maximum of 10 filters can be specified between all 3 filter lists. List of match attributes to filter against. This will filter down to matches that both have a name that contains the entire text string provided and the value specified in the filter is greater than the attribute value for the matching name. No additional wildcards are allowed in the name. A maximum of 10 filters can be specified between all 3 filter lists. List of match attributes to filter against. This will filter down to matches that both have a name that contains the entire text string provided and the value specified in the filter is less than the attribute value for the matching name. No additional wildcards are allowed in the name. A maximum of 10 filters can be specified between all 3 filter lists. Name filter to apply to the match list. 1 based page number requested. Number of results per page to be returned. Class constructor. Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. Provides string description of current class data. JSON response for a ListMatchRequest. It contains a list of matches that can be parsed through to describe a page of matches. List of matches fitting the requested description. Constructor for response class. A list of matches to give to the object. Only used when generating a new response and not used by callers of a ListMatchRequest. Constructor for response class. A list of matches to give to the object. Only used when generating a new response and not used by callers of a ListMatchRequest. Provides string description of current class data. A member contained in a ListMatchResponse.matches list. Each element describes an individual match. The optional game defined Elo score for the match as a whole. The Elo score is averaged against all clients in a match and that value is used to produce better search results when listing available matches. If the Elo is provided the result set will be ordered according to the magnitude of the absoloute value of the difference of the a client searching for a match and the network average for all clients in each match. If the Elo score is not provided (and therefore 0 for all matches) the Elo score will not affect the search results. Each game can calculate this value as they wish according to whatever scale is best for that game. Current number of users connected to a match. Direct connection info for network games; This is not required for games utilizing matchmaker. The NodeID of the host in a matchmaker match. Describes if this match is considered private. Match attributes describing game specific features for this match. Each attribute is a key/value pair of a string key with a long value. Each match may have up to 10 of these values. The game is free to use this as desired to assist in finding better match results when clients search for matches to join. Max number of users that may connect to a match. Name of the match. NetworkID of the match. Provides string description of current class data. Class describing a client in a network match. NodeID of the client described in this direct connect info. Private address the client described by this class provided. Public address the client described by this class provided. 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 unique ID of this match. NodeID for this member client in the match. Port of the host of the match. Flag to say if the math uses a relay server. A component for communicating with the UNET Matchmaking service. The base URI of the UNET MatchMaker that this NetworkMatch will communicate with. A match accessor to create a new match hosted on this client. A CreateMatchRequest describing the match to create. A callback delegate that takes a CreateMatchResponse that indicates the return of the request after coroutine processing. Name of match to create. Maximum number of users in the match. Flag to advertise this match in searches. Password required to enter the match. A coroutine for managing the async operation. if using the callback, this can be ignored. A match accessor to create a new match hosted on this client. A CreateMatchRequest describing the match to create. A callback delegate that takes a CreateMatchResponse that indicates the return of the request after coroutine processing. Name of match to create. Maximum number of users in the match. Flag to advertise this match in searches. Password required to enter the match. A coroutine for managing the async operation. if using the callback, this can be ignored. Destroy a match (that this client owns) on the UNET Matchmaker. A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing. A CreateMatchRequest describing the match to destroy. Id of the match to destroy. A coroutine for managing the async operation. if using the callback, this can be ignored. Destroy a match (that this client owns) on the UNET Matchmaker. A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing. A CreateMatchRequest describing the match to destroy. Id of the match to destroy. A coroutine for managing the async operation. if using the callback, this can be ignored. This causes a client to be dropped from a UNET Matchmaker match. A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing. A DropConnectionRequest describing the match to destroy. Id of the match to drop from. NodeId of the client to drop. A coroutine for managing the async operation. if using the callback, this can be ignored. This causes a client to be dropped from a UNET Matchmaker match. A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing. A DropConnectionRequest describing the match to destroy. Id of the match to drop from. NodeId of the client to drop. A coroutine for managing the async operation. if using the callback, this can be ignored. Join a match on the UNET Matchmaker. A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing. A JoinMatchRequest describing the match to destroy. Id of the match to join. Password to join with. A coroutine for managing the async operation. if using the callback, this can be ignored. Join a match on the UNET Matchmaker. A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing. A JoinMatchRequest describing the match to destroy. Id of the match to join. Password to join with. A coroutine for managing the async operation. if using the callback, this can be ignored. This requests a list of the active matches from a UNET MatchMaker. A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing. A ListMatchRequest describing the match to destroy. First page of results. Number of matches in each page. String to filter names on. A coroutine for managing the async operation. if using the callback, this can be ignored. This requests a list of the active matches from a UNET MatchMaker. A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing. A ListMatchRequest describing the match to destroy. First page of results. Number of matches in each page. String to filter names on. A coroutine for managing the async operation. if using the callback, this can be ignored. Delegate for responses from matchmaker. Set this before calling any UNET functions. Must match AppID for this program from the Cloud API. AppID that corresponds to the Cloud API AppID for this app. Abstract base for requests, which includes common info in all requests. The JSON encoded binary access token this client uses to authenticate its session for future commands. AppID for the current game, required in every request. This is generated from the Cloud API. Domain for the request. All commands will be sandboxed to their own domain; For example no clients with domain 1 will see matches with domain 2. This can be used to prevent incompatible client versions from communicating. The Cloud Project Id for this game, required in every request. This is used to match games of the same type. SourceID for the current client, required in every request. This is generated from the Cloud API. Matchmaker protocol version info. Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters. Provides string description of current class data. Abstract class that contains shared accessors for any response. Extended string information that is returned when the server encounters an error processing a request. Bool describing if the request was successful. Provides string description of current class data. A response object base. Possible transport layer erors. Obsolete. Two ends of connection have different agreement about channels, channels qos and network parameters. The address supplied to connect to was invalid or could not be resolved. Sending message too long to fit internal buffers, or user doesn't present buffer with length enouf to contain receiving message. No internal resources ro acomplish request. Everything good so far. Timeout happened. Different version of protocol on ends of connection. Channel doesn't exist. Connection doesn't exist. Host doesn't exist. Operation is not supported. Type of events returned from Receive() function. Broadcast discovery event received. To obtain sender connection info and possible complimentary message from him call GetBroadcastConnectionInfo() and GetBroadcastConnectionMessage() functions. New connection has been connected. New data come in. Connection has been disconnected. Nothing happened. Low level (transport layer) API. Will create host (open socket) with given topology and port. Topology. Port. Return host id. Will create host (open socket) and configure them to simulate internet latency (works on editor and development build only). Topology. Port. Min delay timeout. Max delay timeout. Host id. Created web socket host. This function is supported only for Editor (Win, Linux, Mac) and StandalonePlayers (Win, Linux, Mac) Topology is used to define how many client can connect, and how many messages should be preallocated in send and receive pool, all other parameters are ignored. Listening tcp port. Topology. Web socket host id. Try to establish connection to other peer. Host (actually socket) id for this connection. Ip4 address. Port. 0 in the case of a default connection. Possible error, kOK if it is good. ConnectionId on success (otherwise zero). Create dedicated connection to relay server. Id of udp socket used to establish connection. Ip4. Port. Guid of relay network. Guid of user. Possible error (<a href="Networking.NetworkError.html>NetworkError</a>.Ok if success). Slot id for this user. Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint. Host (actually socket) id for this connection. Return kOk on success, otherwise a one-byte error code. A valid System.EndPoint. 0 in the case of a default connection. ConnectionId on success (otherwise zero). Create connection to other peer in the relay group. Id of udp socket used to establish connection. IP. Port. Id of exception, default in case 0. Id of remote peer in relay. Guid of relay network. Guid of user who want to establish connect (serve as tmp password). Possible error. Slot id reserved for user. Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. Average bandwidth (bandwidth will be throttled on this level). ConnectionId on success (otherwise zero). Create connection to other peer in the relay group. Id of udp socket used to establish connection. IP. Port. Id of exception, default in case 0. Id of remote peer in relay. Guid of relay network. Guid of user who want to establish connect (serve as tmp password). Possible error. Slot id reserved for user. Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. Average bandwidth (bandwidth will be throttled on this level). ConnectionId on success (otherwise zero). Connect with simulated latency. Host id. Peer ip. Peer port. Special connection id or 0 for default. Returned error. Simulation configuration definec latency for this connection. ConnectionId on success (otherwise zero). Send disconnect signal to peer and close connection. user should call Receive() to be notified that connection is closed. This signal will send only once (best effort delivery) iif this packet will dropped by some reason, peer will close connection by timeout. Id of udp socket used to establish connection. Id of closing connection. kOK if it was successful. Aplyed only for client which has been already owner of the same group of relay server. it will disconnect this owner from the group, group will be distracted or (if it supported) one of the member of this group should became new owner (owner migration). Id of udp socket used to. kOk in case success. Function will finalize sending message to group of connection. (only one multicast message per time is allowed for host). Id of udp socket used to establish connection. Possible error (kOK in case success). The UNet spawning system uses assetIds to identify how spawn remote objects. This function allows you to get the assetId for the prefab associated with an object. Target game object to get asset Id for. The assetId of the game object's prefab. If Receive() function returns BroadcastEvent, immedeately this function will return connection info of broadcast sender. This info can be used for connection to broadcast sender. Id of broadcast receiver (returns with Receve() function). Ip address of broadcast sender. Port of broadcast sender. Possible error. If Receive() function returns BroadcastEvent, immedeately this function will return complimentary message of broadcast sender. Id of broadcast receiver (returns with Receve() function). Message buffer provided by caller. Buffer size. Received size (if received size > bufferSize, corresponding error will be set). Possible error. Return connection parameters of connected connection, this parameters can be sent to other user which can establish direct connection to this peer. If peer connected via relay, relay related parameters will be not invalid. Id of udp socket used to. Id of connection. Ip4. Port. Relay network guid. Possible error. Destination slot id. Return value of messages waiting for reading. Return total message amount waiting for sending. Return round trip time for connection. Id of udp socket used to. Id of connection. Possible error. Function returns time spent on network io operations in micro seconds. Time in micro seconds. Get UNET timestamp which can be added to message for further definitions of packet delaying. Return current receive rate in bytes per sec. Id of udp socket used to. Id of connection. Possible error. Reurn outgoing rate in bytes per second. Id of udp socket used to. Connection id. Possible error. Return time delay for timestamp received from message (previously created by GetNetworkTimestamp()). Id of udp socket used to. Id of connection. Timestamp delivered from peer. Possible error. Get received rate in bytes per second for remote peer, comparison with local send rate can give information how many bytes was lost. Id of udp socket used to. Id of connection. Possible error. First function which should be called before any other NetworkTransport function. Check if broadcastdiscovery sender works. True if it works. Obsolete, will be removed. Delivered different network events to user. kConnectionEvent will notify about new connection established, kDisconnectEvent will report about disconnection happened, kDataEvent will report about new information delivered. Use must represent buffer for delivered data. Id of udp socket where event happened. Connection id for event. Channel id for data event. Prepared incoming buffer. Prepared buffer size. Actually received length. Possible error. Similar to Receive() but will ask only provided host. It for example allows to mix server/client in the same game. Id of udp socket used to check for event. Connection id for event. Channel id for data event. Prepared incoming buffer. Prepared buffer size. Actually received length. Possible error. Function delivered relay group event for group owner. Id of udp socket used to check for event. Possible error. Close opened socket, close all connection belonging this socket. If of opened udp socket. Send data to peer. Id of udp socket using for send. Id of connection. If for channel. Binary buffer containing data for sending. Buffer size. Possible error. Function adds another connection to multy peer sends. Id of udp socket used for sending. Connection id. Possible error. Set credentials for received broadcast message. If one of credentials is wrong, received brodcast discovery message will drop. Id of the host whihc will receive broadcast discovery message. Credential. Credential. Credential. Possible error. Used to inform the profiler of network packet statistics. The Id of the message being reported. Number of message being reported. Number of bytes used by reported messages. Shutdown the transport layer, after calling this function no any other function can be called. Function starts send broadcasting message in all local subnets. Host id which should be reported via broadcast (broadcast receivers will connect to this host). Port using for broadcast message (usuall port of broadcast receivers). Part of credentials, if key of receiver will not be equal to key of sender broadcast message will drop. Part of credentials. Part of credentials. Complimentary message. This message will delivered to receiver with Broadcast event. Size of message. How often broadcast message shoule be sent (ms). Error. Return true if broadcasting request has been submitted. Start process sending message per group of connected connection. Id of udp socket used to establish connection. First connection id from group connection. Data buffer. Data buffer length. Possible error. Stop sending broadcast discovery message. Descibed allowed types of quality of service for channels. Reliable message will resend almost with each frame, without waiting delivery notification. usefull for important urgent short messages, like a shoot. Channel will be configured as relaiable, each message sent in this channel will be delivered or connection will be disconnected. Same as reliable, but big messages are allowed (up to 32 fragment with fragmentsize each for message). The same as reliable, but with granting message order. The same as StateUpdate, but reliable. Unreliable, only last message in send buffer will be sent, only most recent message in reading buffer will be delivered. Just sending message, no grants. The same as unreliable, but big message (up to 32 fragment per message) can be sent. The same as unrelaible but all unorder 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. 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. Describes different levels of log information the network layer supports. Full debug level logging down to each individual message being reported. Report informational messages like connectivity events. Only report errors, otherwise silent. 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. Running as client. Attempting to connect to a server. No client connection running. Server not initialized. Running as server. 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. Returns true if two NetworkPlayers are the same player. Returns true if two NetworkPlayers are not the same player. Returns the index number for this network 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. No state data will be synchronized. All packets are sent reliable and ordered. Brute force unreliable state sending. 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. Find a network view based on a [[NetworkViewID]]. Call a [[RPC]] function on all connected peers. Call a RPC function on a specific player. Set the scope of the network view in relation to a specific network 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. Returns true if two NetworkViewIDs are identical. Returns true if two NetworkViewIDs are not identical. Returns a formatted string with details on this NetworkViewID. Instructs the build pipeline not to convert a type or member to the target platform. Instructs the build pipeline not to try and validate a type or member for the flash platform. (obsolete in Unity 5.0 and above) Prevent name mangling of constructors, methods, fields and properties. NPOT [[Texture2D|textures]] support. Full NPOT support. NPOT textures are not supported. Will be upscaled/padded at loading time. Limited NPOT support: no mip-maps 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. Removes a gameobject, component or asset. 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 destoyed. 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 destoyed. Makes the object /target/ not be destroyed automatically when loading a new scene. Returns the first active loaded object of Type /type/. Returns a list of all active loaded objects of Type /type/. Returns the instance id of the object. 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. 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. Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details. 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 game object. 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. 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. 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. (RO) The transform representing link start position. Explicitly update the link endpoints. State of OffMeshLink. Is link active (RO). Link end world position (RO). Link type specifier (RO). The [[OffMeshLink]] if the link type is a manually placed Offmeshlink (RO). Link start world position (RO). Is link valid (RO). Link type specifier. Vertical drop. Horizontal jump. Manually specified type of link. (Legacy Particle system). The angular velocity of the particle. The color of the particle. The energy of the particle. The position of the particle. The rotation of the particle. The size of the particle. The starting energy of the particle. The velocity of the particle. (Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag & color cycling to your particle emitters. Does the [[GameObject]] of this particle animator auto destructs? Colors the particles will cycle through over their lifetime. How much particles are slowed down every frame. Do particles cycle their color over their lifetime? The force being applied to particles every frame. Local space axis the particles rotate around. A random force added to particles every frame. How the particle sizes grow over their lifetime. World space axis the particles rotate around. Information about a particle collision. The [[Collider]] 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. (Legacy Particles) Script interface for particle emitters. The angular velocity of new particles in degrees per second. Should particles be automatically emitted each frame? The amount of the emitter's speed that the particles inherit. Turns the ParticleEmitter on or off. The starting speed of particles along X, Y, and Z, measured in the object's orientation. The maximum number of particles that will be spawned every second. The maximum lifetime of each particle, measured in seconds. The maximum size each particle can be at the time when it is spawned. The minimum number of particles that will be spawned every second. The minimum lifetime of each particle, measured in seconds. The minimum size each particle can be at the time when it is spawned. The current number of particles (RO). Returns a copy of all particles and assigns an array of all particles to be the current particles. A random angular velocity modifier for new particles. If enabled, the particles will be spawned with random rotations. A random speed along X, Y, and Z that is added to the velocity. If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. The starting speed of particles in world space, along X, Y, and Z. Removes all particles from the particle emitter. Emit a number of particles. Emit /count/ particles immediately. Emit a single particle with given parameters. The position of the particle. The velocity of the particle. The size of the particle. The remaining lifetime of the particle. The color of the particle. The initial rotation of the particle in degrees. The angular velocity of the particle in degrees per second. Advance particle simulation by given time. 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. Safe array size for use with [[ParticleSystem.GetCollisionEvents]]. (Legacy Particles) Renders particles on to the screen. How much are the particles strected depending on the [[Camera]]'s speed. How much are the particles stretched in their direction of motion. Clamp the maximum particle size. How particles are drawn. Set uv animation cycles. Set horizontal tiling count. Set vertical tiling count. How much are the particles strectched depending on "how fast they move". The rendering mode for legacy particles. Render the particles as billboards facing the player. (Default) Render the particles as billboards always facing up along the y-Axis. Sort the particles back-to-front and render as billboards. Stretch particles in the direction of motion. Render the particles as billboards always facing the player, but not pitching along the x-Axis. Script interface for particle systems (Shuriken). The duration of the particle system in seconds (Read Only). The rate of emission. When set to false, the particle system will not emit particles. Scale being applied to the gravity defined by [[Physics.gravity]]. Is the particle system paused right now ? Is the particle system playing right now ? Is the particle system stopped right now ? Is the particle system looping? The maximum number of particles to emit. The current number of particles (Read Only). 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. Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake. This selects the space in which to simulate particles. It can be either world or local space. 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 values acts as a scale on the curve. This value is set in the particle when it is create by the particle system. The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve. The initial size of particles when emitted. When using curves, this values acts as a scale on the curve. The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve. Playback position 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. Emit /count/ particles immediately. Emit a single particle with given parameters. The position of the particle. The velocity of the particle. The size of the particle. The remaining lifetime of the particle. The color of the particle. Emit a single particle. Get the particles of this particle system. Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array. The number of particles written to the input particle array (the number of particles currently alive). Does the system have any live particles (or will produce more)? Check all child particle systems as well. True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead. Does the system have any live particles (or will produce more)? Check all child particle systems as well. True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead. Script interface for a Particle. The angular velocity 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 lifetime of the particle. The position of the particle. The random seed of the particle. The random value of the particle. The rotation 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 starting lifetime of the particle. The velocity of the particle. Pauses playing the particle system. Pause all child particle systems as well. Pauses playing the particle system. Pause all child particle systems as well. Plays the particle system. Play all child particle systems as well. Plays the particle system. Play all child particle systems as well. Set the particles of this particle system. /size/ is the number of particles that is set. Fastforwards the particle system by simulating particles over given period of time, then pauses it. Time to fastforward the particle system. Fastforward all child particle systems as well. Restart and start from the beginning. Fastforwards the particle system by simulating particles over given period of time, then pauses it. Time to fastforward the particle system. Fastforward all child particle systems as well. Restart and start from the beginning. Fastforwards the particle system by simulating particles over given period of time, then pauses it. Time to fastforward the particle system. Fastforward all child particle systems as well. Restart and start from the beginning. Stops playing the particle system. Stop all child particle systems as well. Stops playing the particle system. Stop all child particle systems as well. Renders particles on to the screen (Shuriken). How much are the particles strected depending on the [[Camera]]'s speed. How much are the particles stretched in their direction of motion. Clamp the maximum particle size. Mesh used as particle instead of billboarded texture. How particles are drawn. How much are the particles strectched depending on "how fast they move". The rendering mode for particle systems (Shuriken). Render particles as billboards facing the player. (Default) Render particles as billboards always facing up along the y-Axis. Render particles as meshes. Stretch particles in the direction of motion. Render particles as billboards always facing the player, but not pitching along the x-Axis. The space to simulate particles in. Simulate particles in local space. Simulate particles in world space. 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 has to be 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 physic materials of colliding objects are combined. 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. Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. The default contact offset of the newly created colliders. The gravity applied to all rigid bodies in the scene. 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. 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. The default solver iteration count permitted for any rigid bodies (default 7). Must be positive. Layer mask constant to select all layers. Casts a capsule against all colliders in the scene and returns detailed information on what was hit. The centre of the sphere at the start of the capsule. The centre 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. True when the capsule sweep intersects any collider, otherwise false. Casts a capsule against all colliders in the scene and returns detailed information on what was hit. The centre of the sphere at the start of the capsule. The centre 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. True when the capsule sweep intersects any collider, otherwise false. Casts a capsule against all colliders in the scene and returns detailed information on what was hit. The centre of the sphere at the start of the capsule. The centre 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. True when the capsule sweep intersects any collider, otherwise false. Casts a capsule against all colliders in the scene and returns detailed information on what was hit. The centre of the sphere at the start of the capsule. The centre 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. True when the capsule sweep intersects any collider, otherwise false. Casts a capsule against all colliders in the scene and returns detailed information on what was hit. The centre of the sphere at the start of the capsule. The centre 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. True when the capsule sweep intersects any collider, otherwise false. Casts a capsule against all colliders in the scene and returns detailed information on what was hit. The centre of the sphere at the start of the capsule. The centre 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. True when the capsule sweep intersects any collider, otherwise false. Like [[Physics.CapsuleCast]], but this function will return all hits the capsule sweep intersects. The centre of the sphere at the start of the capsule. The centre of the sphere at the end of the capsule. The radius of the capsule. The direction into which to sweep the capsule. The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. An array of all colliders hit in the sweep. Like [[Physics.CapsuleCast]], but this function will return all hits the capsule sweep intersects. The centre of the sphere at the start of the capsule. The centre of the sphere at the end of the capsule. The radius of the capsule. The direction into which to sweep the capsule. The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. An array of all colliders hit in the sweep. Like [[Physics.CapsuleCast]], but this function will return all hits the capsule sweep intersects. The centre of the sphere at the start of the capsule. The centre of the sphere at the end of the capsule. The radius of the capsule. The direction into which to sweep the capsule. The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. An array of all colliders hit in the sweep. Checks if any colliders overlap a capsule-shaped volume in world space. The centre of the sphere at the start of the capsule. The centre of the sphere at the end of the capsule. The radius of the capsule. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. Checks if any colliders overlap a capsule-shaped volume in world space. The centre of the sphere at the start of the capsule. The centre of the sphere at the end of the capsule. The radius of the capsule. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. Returns true if there are any colliders overlapping the sphere defined by /position/ and /radius/ in world coordinates. Returns true if there are any colliders overlapping the sphere defined by /position/ and /radius/ in world coordinates. Layer mask constant to select default raycast layers. Are collisions between /layer1/ and /layer2/ being ignored? Makes the collision detection system ignore all collisions between /collider1/ and /collider2/. Makes the collision detection system ignore all collisions between /collider1/ and /collider2/. 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. 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/. Returns true if there is any collider intersecting the line between /start/ and /end/. Returns true if there is any collider intersecting the line between /start/ and /end/. Returns true if there is any collider intersecting the line between /start/ and /end/. Returns an array with all colliders touching or inside the sphere. Returns an array with all colliders touching or inside the sphere. Casts a ray against all colliders in the scene. The starting point of the ray in world coordinates. The direction of the ray. The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. True when the ray intersects any collider, otherwise false. Casts a ray against all colliders in the scene. The starting point of the ray in world coordinates. The direction of the ray. The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. True when the ray intersects any collider, otherwise false. Casts a ray against all colliders in the scene. The starting point of the ray in world coordinates. The direction of the ray. The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. True when the ray intersects any 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 collider was hit (SA: [[RaycastHit]]). The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. True when the ray intersects any 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 collider was hit (SA: [[RaycastHit]]). The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. True when the ray intersects any 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 collider was hit (SA: [[RaycastHit]]). The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. 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 length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. 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 length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. 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 length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. 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 collider was hit (SA: [[RaycastHit]]). The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. 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 collider was hit (SA: [[RaycastHit]]). The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. 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 collider was hit (SA: [[RaycastHit]]). The length of the ray. A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray. True when the ray intersects any collider, otherwise false. Casts a ray through the scene and returns all hits. Note that order is not guaranteed. Casts a ray through the scene and returns all hits. Note that order is not guaranteed. Casts a ray through the scene and returns all hits. Note that order is not guaranteed. Casts a ray through the scene and returns all hits. Note that order is not guaranteed. Casts a ray through the scene and returns all hits. Note that order is not guaranteed. Casts a ray through the scene and returns all hits. Note that order is not guaranteed. Casts a 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. 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 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. 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 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 (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. 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. If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. 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. If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. 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. If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. 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. If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. 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. If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. 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. If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]). The length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule. True when the sphere sweep intersects any collider, otherwise false. 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 length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere. An array of all colliders hit in the sweep. 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 length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere. An array of all colliders hit in the sweep. 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 length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere. 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 length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere. 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 length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere. 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 length of the sweep. A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere. Global settings and helpers for 2D physics. A rigid-body cannot sleep if its angular velocity is above this tolerance. The scale factor that controls how fast overlaps are resolved. The scale factor that controls how fast TOI overlaps are resolved. Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not. Acceleration due to gravity. 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. The minimum contact penetration radius allowed before any separation impulse force is applied. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artefacts for vertex collision. The number of iterations of the physics solver when considering objects' positions. Do raycasts detect Colliders configured as triggers? Do ray/line casts that start inside a collider(s) detect those collider(s)? 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 shape originates. The size of the shape. The angle of the shape (in degrees). Vector representing the direction of the shape. Maximum distance over which to cast the shape. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Casts a box against colliders in the scene, returning all colliders that contact with it. The point in 2D space where the shape originates. The size of the shape. The angle of the shape (in degrees). Vector representing the direction of the shape. Maximum distance over which to cast the shape. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Casts a box into the scene, returning colliders that contact with it into the provided results array. The point in 2D space where the shape originates. The size of the shape. The angle of the shape (in degrees). Vector representing the direction of the shape. Array to receive results. Maximum distance over which to cast the shape. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The number of results returned. Casts a circle against colliders in the scene, returning the first collider to contact with it. The point in 2D space where the shape originates. The radius of the shape. Vector representing the direction of the shape. Maximum distance over which to cast the shape. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than 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 shape originates. The radius of the shape. Vector representing the direction of the shape. Maximum distance over which to cast the shape. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Casts a circle into the scene, returning colliders that contact with it into the provided results array. The point in 2D space where the shape originates. The radius of the shape. Vector representing the direction of the shape. Array to receive results. Maximum distance over which to cast the shape. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The number of results returned. Layer mask constant that includes all layers participating in raycasts by default. Checks whether the collision detection system will ignore all collisions/triggers between /collider1/ and /collider2/ or not. The first collider to compare to /collider2/. The second collider to compare to /collider1/. Should collisions between the specified layers be ignored? ID of first layer. ID of second layer. Cast a 3D ray against the colliders in the scene returning the first collider along the ray. The 3D ray defining origin and direction to test. Maximum distance over which to cast the ray. Filter to detect colliders only on certain layers. The cast results returned. Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. The 3D ray defining origin and direction to test. Maximum distance over which to cast the ray. Filter to detect colliders only on certain layers. The cast results returned. Cast a 3D ray against the colliders in the scene returning the colliders along the ray. The 3D ray defining origin and direction to test. Maximum distance over which to cast the ray. Filter to detect colliders only on certain layers. Array to receive results. The number of results returned. Makes the collision detection system ignore all collisions/triggers between /collider1/ and /collider2/. The first collider to compare to /collider2/. The second collider to compare to /collider1/. Whether collisions/triggers 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. Check whether /collider1/ is touching /collider2/ or not. The collider to check if it is touching /collider2/. The collider to check if it is touching /collider1/. Whether /collider1/ is touching /collider2/ or not. 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 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 this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. 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 this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Casts a line against colliders in the scene. 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 start point of the line in world space. The end point of the line in world space. Returned array of objects that intersect the line. Filter to detect Colliders only on certain layers. The number of results returned. Check if a collider falls within a rectangular area. One corner of the rectangle. Diagonally opposite corner of the rectangle. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Get a list of all colliders that fall within a rectangular area. One corner of the rectangle. Diagonally opposite corner of the rectangle. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Get a list of all colliders that fall within a specified area. One corner of the rectangle. Diagonally opposite corner of the rectangle. Array to receive results. Filter to check objects only on specified layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The number of results returned. Check if a collider falls within a circular area. Centre of the circle. Radius of the circle. Filter to check objects only on specific layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Get a list of all colliders that fall within a circular area. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Center of the circle. Radius of the circle. Filter to check objects only on specified layers. Get a list of all colliders that fall within a circular area. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. Center of the circle. Radius of the circle. Array to receive results. Filter to check objects only on specific layers. The number of results returned. Check 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 this value. Only include objects with a Z coordinate (depth) less than this value. Get a list of all colliders that overlap a point in space. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. A point in space. Filter to check objects only on specific layers. Get a list of all colliders that overlap a point in space. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. A point in space. Array to receive results. Filter to check objects only on specific layers. The number of results returned. Casts a ray against colliders in the scene. The point in 2D space where the ray originates. Vector representing the direction of the ray. Maximum distance over which to cast the ray. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Casts a ray against colliders in the scene, returning all colliders that contact with it. The point in 2D space where the ray originates. Vector representing the direction of the ray. Maximum distance over which to cast the ray. Filter to detect Colliders only on certain layers. Only include objects with a Z coordinate (depth) greater than this value. Only include objects with a Z coordinate (depth) less than this value. The cast results returned. Casts a ray into the scene. 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 point in 2D space where the ray originates. Vector representing the direction of the ray. Array to receive results. Maximum distance over which to cast the ray. Filter to check objects only on specific layers. The number of results returned. Asset type that defines the surface properties of a Collider2D. The degree of elasticity during collisions. Coefficient of friction. A base type for 2D physics components that required a callback during FixedUpdate. 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. Distance from the origin to the plane. Normal vector of the plane. Creates a plane. Creates a plane. Creates a plane. 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. Applies "platform" behaviour such as one-way collisions etc. 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? Should bounce be used on the platform sides? Should friction be used on the platform sides? Stores and accesses player preferences between game sessions. 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 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 /key/ exists in the preferences. Writes all modified preferences to disk. Sets the value of the preference identified by /key/. Sets the value of the preference identified by /key/. Sets the value of the preference identified by /key/. An exception thrown by the [[PlayerPrefs]] class in a web player build. 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. 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. 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. Get a path from the polygon by its index. The index of the path to retrieve. 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. Points that define the path. 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. Substance memory budget. A limit of 512MB for the cache or the working memory. A limit of 256MB for the cache or the working memory. No limit for the cache or the working memory. A limit of 1B (one byte) for the cache or the working memory. A limit of 128MB for the cache or the working memory. ProceduralMaterial loading behavior. Bake the textures to speed up loading and discard the ProceduralMaterial data (default on unsupported platform). Bake the textures to speed up loading and keep the ProceduralMaterial data so that it can still be tweaked and regenerated later on. Generate the textures when loading and cache them to disk/flash to speed up subsequent game/application startups. Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. After the textures have been generrated for the first time, they are cached to disk/flash to speed up subsequent game/application startups. Generate the textures when loading to favor application's size (default on supported platform). Class for ProceduralMaterial handling. Set or get the update rate in millisecond of the animated substance. Set or get the Procedural cache budget. Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors). Should the ProceduralMaterial be generated at load time? Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt. Set or get the "Readable" flag for a ProceduralMaterial. Check if ProceduralMaterials are supported on the current platform. Get ProceduralMaterial loading behavior. Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures). Used to specify the Substance engine CPU usage. Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking. Clear the Procedural cache. This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name. The name of the ProceduralTexture to get. Get generated textures. Get a named Procedural boolean property. Get a named Procedural color property. Get a named Procedural enum property. Get a named Procedural float property. Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has. Get a named Procedural texture property. Get a named Procedural vector property. Checks if the ProceduralMaterial has a ProceduralProperty of a given name. Checks if a named ProceduralProperty is cached for efficient runtime tweaking. Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures. Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures. Set a named Procedural boolean property. Set a named Procedural color property. Set a named Procedural enum property. Set a named Procedural float property. Set a named Procedural texture property. Set a named Procedural vector property. Discard all the queued ProceduralMaterial rendering operations that have not started yet. The type of generated image in a ProceduralMaterial. Ambient occlusion map. Detail mask map. Diffuse map. Emissive map. Height map. Metalness map. Normal (Bump) map. Opacity (Tranparency) map. Roughness map. Smoothness map (formerly referred to as Glossiness). Specular map. Undefined type. The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property). All physical processor cores are used for ProceduralMaterial generation. Half of all physical processor cores are used for ProceduralMaterial generation. A single physical processor core is used for ProceduralMaterial generation. Exact control of processor usage is not available. Describes a ProceduralProperty. The names of the individual components of a Vector2/3/4 ProceduralProperty. The available options for a ProceduralProperty of type Enum. The name of the GUI group. Used to display ProceduralProperties in groups. If true, the Float or Vector property is constrained to values within a specified range. The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member. If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property. If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property. The name of the ProceduralProperty. Used to get and set the values. Specifies the step size of this Float or Vector property. Zero is no step. The [[ProceduralPropertyType]] describes what type of property this is. The type of a ProceduralProperty. Procedural boolean property. Use with [[ProceduralMaterial.GetProceduralBoolean]]. Procedural Color property without alpha. Use with [[ProceduralMaterial.GetProceduralColor]]. Procedural Color property with alpha. Use with [[ProceduralMaterial.GetProceduralColor]]. Procedural Enum property. Use with [[ProceduralMaterial.GetProceduralEnum]]. Procedural float property. Use with [[ProceduralMaterial.GetProceduralFloat]]. Procedural Texture property. Use with [[ProceduralMaterial.GetProceduralTexture]]. Procedural Vector2 property. Use with [[ProceduralMaterial.GetProceduralVector]]. Procedural Vector3 property. Use with [[ProceduralMaterial.GetProceduralVector]]. Procedural Vector4 property. Use with [[ProceduralMaterial.GetProceduralVector]]. Class for ProceduralTexture handling. The format of the pixel data in the texture (RO). Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel. Grab pixel values from a ProceduralTexture. X-coord of the top-left corner of the rectangle to grab. Y-coord of the top-left corner of the rectangle to grab. Width of rectangle to grab. Height of the rectangle to grab. Get the pixel values from a rectangular area of a ProceduralTexture into an array. The block is specified by its x,y offset in the texture and by its width and height. The block is "flattened" into the array by scanning the pixel values across rows one by one. The output type of this ProceduralTexture. Controls the [[wiki:Profiler]] from script. Sets profiler output file in built players. Enables the Profiler. Sets profiler output file in built players. Resize the profiler sample buffers to allow the desired amount of samples per thread. Heap size used by the program. Size of the used heap in bytes, (or 0 if the profiler is disabled). Displays the recorded profiledata in the profiler. Begin profiling a piece of code with a custom label. Begin profiling a piece of code with a custom label. End profiling a piece of code with a custom label. Returns the size of the mono heap. Returns the used size from mono. Returns the runtime memory usage of the resource. A script interface for a [[wiki:class-Projector|projector component]]. 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. Script interface for [[wiki:class-QualitySettings|Quality Settings]]. Active color space. Global anisotropic filtering mode. Set The AA Filtering option. If enabled, billboards will face towards camera position rather than camera orientation. Blend weights. Desired color space. Global multiplier for the LOD's switching distance. A texture size limit applied to all textures. 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 realtime reflection probes. 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. Directional light shadow projection. Use a two-pass shader for the vegetation in the terrain engine. The VSync Count. Decrease the current quality level. Should expensive changes be applied (Anti-aliasing etc). Returns the current graphics quality level. Increase the current quality level. Should expensive changes be applied (Anti-aliasing etc). 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 the euler angle representation of the rotation. The identity rotation (RO). W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. 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 (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 (in that order). Creates a rotation which rotates from /fromDirection/ to /toDirection/. Returns the Inverse of /rotation/. Interpolates between /from/ and /to/ by /t/ and normalizes the result afterwards. 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. 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/. Are two quaternions different from each other? 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 /from/ and /to/ by t. 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 nicely formatted string of the Quaternion. Returns a nicely formatted string of the Quaternion. 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. Class for generating random data. Returns a random point inside a circle with radius 1 (RO). Returns a random point inside a sphere with radius 1 (RO). Returns a random point on the surface of a sphere with radius 1 (RO). Returns a random rotation (RO). Returns a random rotation with uniform distribution (RO). Sets the seed for the random number generator. Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (RO). Returns a random float number between and /min/ [inclusive] and /max/ [inclusive] (RO). Returns a random integer number between /min/ [inclusive] and /max/ [exclusive] (RO). 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. 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 nicely formatted string for this ray. Returns a nicely formatted string for this ray. A ray in 2D space. The direction of the ray in world space. The starting point of the ray in world space. Get a point that lies a given distance along a ray. Distance of the desired point along the path of the ray. Structure used to get information back from a raycast. The barycentric coordinate of the triangle we hit. 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 impact point. The secondary uv texture coordinate at the impact point. The [[Transform]] of the rigidbody or collider that was hit. The index of the triangle that was hit. Information returned about an object detected by a raycast in 2D physics. 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. A 2D Rectangle defined by x, y position and width, height. Center coordinate of the rectangle. Height of the rectangle. Upper right corner of the rectangle. Lower left corner of the rectangle. The top left coordinates of the rectangle. The size of the rectangle. Width of the rectangle. Left coordinate of the rectangle. Right coordinate of the rectangle. Left coordinate of the rectangle. Top coordinate of the rectangle. Bottom coordinate of the rectangle. Top coordinate of the 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? 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? 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? Creates a new rectangle. Creates a rectangle given a size and position. The position of the top-left corner. The width and height. Creates a rectangle from min/max coordinate values. 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 rectangles are different. 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 Rects' widths and heights 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 Rects' widths and heights 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 nicely formatted string for this Rect. Returns a nicely formatted string for this Rect. Offsets for rectangles, borders, etc. Bottom edge size. Shortcut for left + right. (RO) Left edge size. Right edge size. Top edge size. Shortcut for top + bottom. (RO) 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/. 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 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. Get the corners of the calculated rectangle in the local space of its Transform. Array that corners should be filled into. Get the corners of the calculated rectangle in world space. Array that corners should be filled into. Delegate used for the ::ref::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. 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. 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. 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. The bounding volume of the reflection probe (RO). Should this reflection probe use box projection? The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. 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. 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. Sets the way the probe will refresh. SA: [[ReflectionProbeRefreshMode]]. Resolution of the underlying reflection texture in pixels. Shadow drawing distance when rendering the probe. The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. Texture which is passed to the shader of the objects in the vicinity of the reflection probe (RO). Sets this probe time-slicing mode SA: [[ReflectionProbeTimeSlicingMode]]. Reflection probe type. 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. SA: ::ref::timeSlicingMode 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. SA: ::ref::IsFinishedRendering SA: ::ref::timeSlicingMode 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. The bounding volume of the renderer (RO). Makes the rendered 3D object visible if enabled. Has this renderer been statically batched with any other renderers? Is this renderer visible in any camera? (RO) The index of the baked lightmap applied to this renderer. The UV scale & offset used for a lightmap. Matrix that transforms a point from local space into world space (RO). Returns the first instantiated [[Material]] assigned to the renderer. Returns all the instantiated materials of this object. If set, Renderer will use this Transform's position to find the light or reflection probe. The index of the realtime lightmap applied to this renderer. The UV scale & offset used for a realtime lightmap. Does this object receive shadows? Should reflection probes be used for this Renderer? 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. Should light probes be used for this Renderer? Matrix that transforms a point from world space into local space (RO). 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. Get per-renderer material property block. Lets you add per-renderer material parameters without duplicating a material. Ambient lighting mode. Ambient lighting is defined by a custom cubemap. Flat ambient lighting. Skybox-based or custom ambient lighting. Trilight ambient lighting. 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. Built-in temporary render textures produced during camera's rendering. 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 lighting light buffer. Deferred lighting HDR specular light buffer (Xbox 360 only). Deferred lighting (normals+specular) G-buffer. Reflections gathered from default reflection and reflections probes. 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 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 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. 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 (RO). 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"). 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"). 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"). 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"). 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"). 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"). Clear all commands in the buffer. Adds a "clear render target" command. Should clear depth buffer? Should clear color buffer? Color to clear with. Depth to clear with (default is 1.0). Create a new empty command buffer. Add a "draw mesh" command. Mesh to draw. Transformation matrix to use. Material to use. Which subset of the mesh to render. Which pass of the shader to use (default is -1, which renders all passes). Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]]. 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. Additional material properties to apply just before rendering. See [[MaterialPropertyBlock]]. Buffer with draw arguments. Offset where in the buffer the draw arguments are. 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). 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. Anti-aliasing (default is no anti-aliasing). Add a "release a temporary render texture" command. Shader property name for this texture. Add a "set global shader color property" command. Add a "set global shader color property" command. Add a "set global shader float property" command. Add a "set global shader float property" command. Add a "set global shader matrix property" command. Add a "set global shader matrix property" command. Add a "set global shader texture property" command. Add a "set global shader texture property" command. Add a "set global shader vector property" command. Add a "set global shader vector property" command. 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. 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. 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. 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. Backface culling mode. Cull back-facing geometry. Cull front-facing geometry. Disable culling. Default reflection mode. Custom default reflection. Skybox-based default reflection. Graphics device API type. Direct3D 11 graphics API. Direct3D 12 graphics API. Direct3D 9 graphics API. iOS Metal graphics API. No graphics API. OpenGL 2.x graphics API. OpenGL (Core profile - GL3 or later) graphics API. OpenGL ES 2.0 graphics API. OpenGL ES 3.0 graphics API. PlayStation 3 graphics API. PlayStation 4 graphics API. PlayStation Mobile (PSM) graphics API. PlayStation Vita graphics API. Xbox 360 graphics API. Xbox One graphics API. 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. Before directional light screenspace shadow mask is computed. Before shadowmap is 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. Shader pass type for Unity's lighting pipeline. Deferred Shading shader pass. Forward rendering additive pixel light pass. Forward rendering base pass. 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. Regular shader pass that does not interact with lighting. 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. 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 realtime. An enum describing the way a realtime 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. SA: [[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 SA: [[ReflectionProbe.RenderProbe]]. Using this option indicates that the probe will never be automatically updated by Unity. This is useful if you wish to completely control the probe refresh behavior via scripting. SA: [[ReflectionProbe.RenderProbe]]. 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 type: cube or card. Surrounding of the reflection probe is rendered onto a quad. Surrounding of the reflection probe is rendered into cubemap. 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. Handling of loading RenderBuffer contents on setting as active RenderTarget. It has effect only on some platforms. RenderBuffer will try to skip loading its contents on setting as Render Target. Make RenderBuffer to Load its contents when setting as RenderTarget. Handling of storing RenderBuffer contents after it was an active RenderTarget and another RenderTarget was set. It has effect only on some platforms. RenderBuffer will try to skip storing its contents. Make RenderBuffer to Store its contents. Identifies a [[RenderTexture]] for a [[Rendering.CommandBuffer]]. Creates a render target identifier. RenderTexture object to use. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see [[Shader.PropertyToID]]). Creates a render target identifier. RenderTexture object to use. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see [[Shader.PropertyToID]]). Creates a render target identifier. RenderTexture object to use. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see [[Shader.PropertyToID]]). Creates a render target identifier. RenderTexture object to use. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see [[Shader.PropertyToID]]). How shadows are cast from this object. 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. Spherical harmonics up to the second order (3 bands, 9 coefficients). Add ambient lighting to probe data. Add directional light to probe data. Clears SH probe to zero. Returns true if SH probes are equal. Scales SH by a given factor. Scales SH by a given factor. Returns true if SH probes are different. Adds two SH probes. Access individual SH coefficients. 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. Rendering path of a [[Camera]]. Deferred Lighting (Legacy). Deferred Shading. Forward Rendering. Use Player Settings. Vertex Lit. 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 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. Custom or skybox ambient lighting data. 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. How many times reflection reflects another reflection, for ex., if you set 1 bounce, a reflection will not reflect another reflection, and will show black. How much the skybox / custom cubemap reflection affects the scene. The global skybox to use. Render textures are textures that can be rendered to. Currently active render texture. The antialiasing level for the RenderTexture. Color buffer of the render texture (RO). The precision of the render texture's depth buffer in bits (0, 16, 24 are supported). Depth/stencil buffer of the render texture (RO). Enable random access write into this render texture on Shader Model 5.0 level shaders. The color format of the render texture. Should mipmap levels be generated automatically? The height of the render texture in pixels. If enabled, this Render Texture will be used as a [[Cubemap]]. If enabled, this Render Texture will be used as a [[Texture3D]]. Does this render texture use sRGB read / write (RO). Use mipmaps on a render texture? Volume extent of a 3D render texture. The width of the render texture in pixels. Actually creates the RenderTexture. Creates a new RenderTexture object. Texture width in pixels. Texture height in pixels. Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. Texture color format. How or if color space conversions should be done on texture read/write. Creates a new RenderTexture object. Texture width in pixels. Texture height in pixels. Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. Texture color format. How or if color space conversions should be done on texture read/write. Creates a new RenderTexture object. Texture width in pixels. Texture height in pixels. Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. Texture color format. How or if color space conversions should be done on texture read/write. Discards the contents of the RenderTexture. Should the colour buffer be discarded? Should the depth buffer be discarded? Discards the contents of the RenderTexture. Should the colour buffer be discarded? Should the depth buffer be discarded? 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. sRGB handling mode. Anti-aliasing (1,2,4,8). Is the render texture actually created? Indicate that there's a RenderTexture restore operation expected. Releases the RenderTexture. Release a temporary texture allocated with ::ref::GetTemporary. Assigns this RenderTexture as a global shader property named /propertyName/. Does a RenderTexture have stencil buffer? Render texture, or null for main screen. 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. 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. 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. Scalar (R) render texture format, 8 bit fixed point. Scalar (R) render texture format, 32 bit floating point. Color render texture format. 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. Color space conversion mode of a [[RenderTexture]]. sRGB reads and writes to this render texture. The correct color space for the current position in the rendering pipeline. No sRGB reads or writes to this render texture. The RequireComponent attribute lets automatically add required component as a dependency. Require a single component. Require a 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 (RO). The Resources class allows you to find and access Objects including assets. Returns a list of all objects of Type /type/. Type of the class to match while searching. An array of objects whose class is ''type'' or is derived from ''type''. Returns a list of all objects of Type /T/. Loads an asset stored at /path/ in a Resources folder. Pathname of the target folder. Type filter for objects returned. Loads an asset stored at /path/ in a Resources folder. Pathname of the target folder. Type filter for objects returned. Loads an asset stored at /path/ in a Resources folder. Pathname of the target folder. Loads all assets in a folder or file at /path/ in a Resources folder. Pathname of the target 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. Type filter for objects returned. Loads all assets in a folder or file at /path/ in a Resources folder. Pathname of the target 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. Type filter for objects returned. Asynchronously loads an asset stored at /path/ in a Resources folder. Pathname of the target folder. Type filter for objects returned. Asynchronously loads an asset stored at /path/ in a Resources folder. Pathname of the target folder. Unloads /assetToUnload/ from memory. Unloads assets that are not used. Object on which you can yield to wait until the operation completes. Control of an object's position through physics simulation. The angular drag of the object. The angular velocity vector of the rigidbody. 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 diagonal inertia tensor of mass relative to the center of mass. 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. (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 rigdibody. 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 }. Allows you to override the solver iteration count per rigidbody. Force cone friction to be used for this rigidbody. Controls whether gravity affects this rigidbody. The velocity vector of the rigidbody. The center of mass of the rigidbody in world space (RO). 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. Adds a force to the rigidbody. Force vector in world coordinates. 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. 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. 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. 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. Adds a force to the rigidbody relative to its coordinate system. Force vector in local coordinates. Adds a force to the rigidbody relative to its coordinate system. Force vector in local coordinates. 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. 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. Adds a torque to the rigidbody relative to its coordinate system. Torque vector in local coordinates. Adds a torque to the rigidbody relative to its coordinate system. Torque vector in local coordinates. 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. 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. Adds a torque to the rigidbody. Torque vector in world coordinates. Adds a torque to the rigidbody. Torque vector in world coordinates. 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. 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 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 rigidbody to /position/. The new position for the Rigidbody object. Rotates the rigidbody to /rotation/. The new rotation for the Rigidbody. 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 (SA: [[RaycastHit]]). The length of the sweep. True when the rigidbody sweep intersects any collider, otherwise false. 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 (SA: [[RaycastHit]]). The length of the sweep. True when the rigidbody sweep intersects any collider, otherwise false. Like [[Rigidbody.SweepTest]], but returns all hits. Direction to sweep the Rigidbody object. Length of the sweep. Like [[Rigidbody.SweepTest]], but returns all hits. Direction to sweep the Rigidbody object. Length of the sweep. Forces a rigidbody to wake up. Rigidbody physics component for 2D sprites. Coefficient of angular drag. Angular velocity in degrees per second. 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 rotational inertia. 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 rigdibody. Indicates whether the rigid body should be simulated or not by the physics system. The sleep state that the rigidbody will initially be in. Linear velocity of the rigidbody. 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. 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. 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"? Check whether any of the collider(s) attached to this rigidbody are touching the /collider/ or not. The collider to check if it is touching any of the collider(s) attached to this rigidbody. Whether the /collider/ is touching any of the collider(s) attached to this rigidbody or not. 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. Make the rigidbody "sleep". Disables the "sleeping" state of a rigidbody. 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. 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. [[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. 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. Control [[ConfigurableJoint]]'s rotation with either X & YZ or Slerp Drive. Use Slerp drive. Use XY & Z Drive. Attribute for setting up RPC functions. Option for who will receive an [[RPC]], used by NetworkView.RPC. Sends to everyone. Sends to everyone and adds to the buffer. Sends to everyone except the sender. Sends to everyone except the sender and adds to the buffer. Sends to the server only. Runtime reprentation of the AnimatorController. It can be used to change the Animator's controller during runtime. Retrieves all AnimationClip used by the controller. Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. The platform application is running. Returned by Application.platform. In the player on Android devices. In the player on the iPhone. In the player on Linux. In the Dashboard widget on Mac OS X. In the Unity editor on Mac OS X. In the player on Mac OS X. In the web player on Mac OS X. In the player on the Play Station 3. In the player on the Playstation 4. In the player on the PS Vita. In the player on Samsung Smart TV. In the player on Tizen. In the player on WebGL? In the Unity editor on Windows. In the player on Windows. In the web player on Windows. In the player on Windows Phone 8 device. 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 the XBOX360. In the player on Xbox One. 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. Access to display information. Allow auto-rotation to landscape left? Allow auto-rotation to landscape right? Allow auto-rotation to portrait? Allow auto-rotation to portrait, upside down? The current screen resolution (RO). The current DPI of the screen / device (RO). Is the game running fullscreen? The current height of the screen window in pixels (RO). Should the cursor be locked? Specifies logical orientation of the screen. All fullscreen resolutions supported by the monitor (RO). 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 (RO). 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 with /className/. Creates an instance of a scriptable object with /type/. Creates an instance of a scriptable object with /T/. PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. Webplayer security related class. Loads an assembly and checks that it is allowed to be used in the webplayer.\\__Note:__ The single argument version of this API will always issue an error message. An authorisation key is always needed. 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.\\__Note:__ The single argument version of this API will always issue an error message. An authorisation key is always needed. 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. Shader scripts used for all rendering. Shader LOD level for all shaders. Can this shader run on the end-users graphics card? (RO) Shader LOD level for this shader. Render queue of this shader. (RO) Unset a global shader keyword. Set a global shader keyword. Finds a shader with the given /name/. Is global shader keyword enabled? Gets unique identifier for a shader property name. Sets a global compute buffer property for all shaders. Sets a global color property for all shaders. Sets a global color property for all shaders. Sets a global float property for all shaders. Sets a global float property for all shaders. Sets a global int property for all shaders. Sets a global int property for all shaders. Sets a global matrix property for all shaders. Sets a global matrix property for all shaders. Sets a global texture property for all shaders. Sets a global texture property for all shaders. Sets a global vector property for all shaders. Sets a global vector property for all shaders. Fully load all shaders to prevent future performance hiccups. ShaderVariantCollection records which shader variants are actually used in each shader. Is this ShaderVariantCollection already warmed up? (RO) Number of shaders in this collection (RO). Number of total varians in this collection (RO). 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. Adds 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. Fully load shaders in ShaderVariantCollection. Shadow projection type for [[wiki:class-QualitySettings|Quality Settings]]. Close fit shadow maps with linear fadeout. Stable shadow maps with spherical fadeout. SharedBetweenAnimatorsAttribute is an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance. Details of the Transform name mapped to a model's skeleton bone 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. The Skinned Mesh filter. The bones used to skin the mesh. AABB of this Skinned Mesh in its local space. The maximum number of bones affecting a single vertex. The mesh used for skinning. If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. Creates a snapshot of SkinnedMeshRenderer and stores it in /mesh/. A static mesh that will receive the snapshot of the skinned mesh. Returns weight of BlendShape on this renderer. Sets weight of BlendShape on this renderer. 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. A script interface for the [[wiki:class-Skybox|skybox component]]. 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. Joint that restricts the motion of a [[Rigidbody2D]] object to a single line. The angle of the line in space (in degrees). 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. 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 accociated 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 accociated 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 users 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. 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. 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 users 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 his computer. The user is only but set his status to busy. The user is playing a game. 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. 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? (RO) Get sparse texture tile height (RO). Get sparse texture tile width (RO). Create a sparse texture. Texture width in pixels. Texture height in pixels. Texture format. Mipmap count. Pass -1 to create full mipmap chain. Whether texture data will be in linear or sRGB color space (default is sRGB). Create a sparse texture. Texture width in pixels. Texture height in pixels. Texture format. Mipmap count. Pass -1 to create full mipmap chain. Whether texture data will be in linear or sRGB color space (default is sRGB). 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. 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. 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 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. Joint that attempts to keep two [[Rigidbody2D]] objects a set distance apart by applying a force between them. 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. Gets the reaction force of the joint given the specified /timestep/. The time to calculate the reaction force for. Gets the reaction torque of the joint given the specified /timestep/. The time to calculate the reaction torque for. Represents a Sprite object for use in 2D gameplay. 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. (RO) Location of the Sprite on the original Texture, specified in pixels. 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. Scaling to map pixels in the image to world space units. Sets up new Sprite geometry. Array of vertex positions in Sprite Rect space. Array of sprite mesh triangle indices. How a Sprite's graphic rectangle is aligned with its pivot point. 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. 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. No rotation. Renders a Sprite for 2D graphics. Rendering color for the Sprite graphic. The Sprite to render. 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. 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 statemachine evaluate this state. Called on the last update frame when a statemachine evaluate this state. Called right after [[MonoBehaviour.OnAnimatorIK]]. Called on the first Update frame when a transition from a state from another statemachine transition to one of this statemachine's state. The Animator playing this state machine. The full path hash for this state machine. Called on the last Update frame when one of the statemachine's state is transitionning toward another state in another state machine. 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. StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. Combine will prepare all children of the @@staticBatchRoot@@ for static batching. Combine will prepare all @@gos@@ for the static batching. @@staticBatchRoot@@ will be treated as their parent. 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? Access system information. The model of the device (RO). The user defined name of the device (RO). Returns the kind of device the application is running on. A unique device identifier. It is guaranteed to be unique for every device (RO). The identifier code of the graphics device (RO). The name of the graphics device (RO). The graphics API type used by the graphics device (RO). The vendor of the graphics device (RO). The identifier code of the graphics device vendor (RO). The graphics API type and driver version used by the graphics device (RO). Amount of video memory present (RO). Is graphics device using multi-threaded rendering (RO)? Graphics device shader capability level (RO). What NPOT (ie, non-power of two resolution) support does the GPU provide? (RO) Operating system name with version (RO). Number of processors present (RO). Processor name (RO). How many simultaneous render targets (MRTs) are supported? (RO) Are 3D (volume) textures supported? (RO) Is an accelerometer available on the device? Are compute shaders supported? (RO) Is a gyroscope available on the device? Are image effects supported? (RO) Is GPU draw call instancing supported? (RO) Is the device capable of reporting its location? Are render textures supported? (RO) Are cubemap render textures supported? (RO) Are built-in shadows supported? (RO) Are sparse textures supported? (RO) Is the stencil buffer supported? (RO) Is the device capable of providing the user haptic feedback by vibration? Amount of system memory present (RO). 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. 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. The Terrain component renders the terrain. The active terrain. This is a convenience function to get to the main terrain in the scene. The active terrains in the scene. Heightmap patches beyond basemap distance will use a precomputed low res basemap. Should terrain cast shadows?. Collect Detail patches from memory. Density of detail objects. Detail objects will be displayed up to this distance. Specify if terrain heightmap should be drawn. Specify if terrain trees and details should be drawn. 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. The shininess value of the terrain. The specular color of the terrain. The index of the lightmap applied to this renderer. The custom material used 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]]. How reflection probes are used for terrain. See [[Rendering.ReflectionProbeUsage]]. The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. 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. 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. 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]]. Get the position of the terrain. 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. Lets you setup the connection between neighboring Terrains. A heightmap based collider. The terrain that stores the heightmap. The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps. Height of the alpha map. Number of alpha map layers. Resolution of the alpha map. 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. Detail height of the TerrainData. Contains the detail texture/meshes that the terrain has. Detail Resolution of the TerrainData. Detail width of the TerrainData. Height of the terrain in samples (RO). Resolution of the heightmap. The size of each heightmap sample. Width of the terrain in samples (RO). The total size in world units of the terrain. Splat texture used by the 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 this are the ones 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. Returns the alpha map at a position x, y given a width and height. Returns a 2D array of the detail object density in the specific location. Gets the height at a certain point x,y. Get an array of heightmap samples. First x index of heightmap samples to retrieve. First y index of heightmap samples to retrieve. Number of samples to retrieve along the heightmap's x axis. Number of samples to retrieve along the heightmap's y axis. Gets an interpolated height at a point x,y. Get an interpolated normal at a given location. Gets the gradient of the terrain at point &amp;amp;amp;lt;x,y&amp;amp;amp;gt;. Returns an array of all supported detail layer indices in the area. Get the tree instance at the specified index. It is used as a faster version of ::ref::treeInstances[index] as this function doesn't create the entire tree instances array. The index of the tree instance. 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. Sets the detail layer density map. Set the resolution of the detail map. Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting. Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. Set an array of heightmap samples. First x index of heightmap samples to set. First y index of heightmap samples to set. Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). Set an array of heightmap samples. First x index of heightmap samples to set. First y index of heightmap samples to set. Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). Set the tree instance with new parameters at the specified index. However, TreeInstance::ref::prototypeIndex and TreeInstance::ref::position can not be changed otherwise an ArgumentException will be thrown. The index of the tree instance. The new TreeInstance value. Enum provding terrain rendering options. Render all options. Render terrain details. Render heightmap. Render trees. 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. 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. Text file assets. The raw bytes of the text asset. (RO) The text contents of the .txt file as a string. (RO) 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. A struct that stores the settings for TextGeneration. 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 UILineInfo. 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. A script interface for the [[wiki:class-TextMesh|text mesh component]]. 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. Base class for texture handling. Contains functionality that is common to both [[Texture2D]] and [[RenderTexture]] classes. Anisotropic filtering level of the texture. Filtering mode of the texture. Height of the texture in pixels. (RO) Mip map bias of the texture. Width of the texture in pixels. (RO) Wrap mode (Repeat or Clamp) of the texture. Retrieve native ('hardware') handle to a texture. Retrieve native ('hardware') pointer to a texture. Sets Anisotropic limits. Class for texture handling. Get a small texture with all black pixels. The format of the pixel data in the texture (RO). How many mipmap levels are in this texture (RO). Get a small texture with all white pixels. Actually apply all previous ::ref::SetPixel and ::ref::SetPixels changes. Compress texture into DXT format. Creates Unity Texture on top of already inited native texture object. Native texture object. Create a new empty texture. Create a new empty texture. SA: ::ref::SetPixel, ::ref::SetPixels, ::ref::Apply functions. Encodes this texture into JPG format. JPG quality to encode with, 1..100 (default 75). Encodes this texture into JPG format. JPG quality to encode with, 1..100 (default 75). Encodes this texture into PNG format. Returns pixel color at coordinates (x, y). Returns filtered pixel color at normalized coordinates (u, v). Get a block of pixel colors. Get a block of pixel colors. Get a block of pixel colors in Color32 format. Get raw data from a texture. Raw texture data as a byte array. Loads PNG/JPG image byte array into a texture. The byte array containing the image data to load. Returns true if the data can be loaded, false otherwise. Fills texture pixels with raw preformatted data. Byte array to initialize texture pixels with. 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. Read pixels from screen into the saved texture data. Rectangular region of the view to read from. Pixels are read from current render target. Horizontal pixel position in the texture to place the pixels that are read. Vertical pixel position in the texture to place the pixels that are read. Should the texture's mipmaps be recalculated after reading? Resizes the texture. Resizes the texture. Sets pixel color at coordinates (x,y). Set a block of pixel colors. Set a block of pixel colors. Set a block of pixel colors. Set a block of pixel colors. Updates Unity Texture to use different native texture object. Native texture object. Class for handling 3D Textures, Use this to create [[wiki:class-Texture3D|3D texture assets]]. The depth of the texture (RO). The format of the pixel data in the texture (RO). Actually apply all previous ::ref::SetPixels changes. Create a new empty 3D Texture. Width of texture in pixels. Height of texture in pixels. Depth of texture in pixels. Texture data format. Should the texture have mipmaps? Returns an array of pixel colors representing one mip level of the 3D texture. Returns an array of pixel colors representing one mip level of the 3D texture. 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. Format used when creating textures from scripts. Alpha-only texture format. Color with an alpha channel texture format. A 16 bits/pixel texture format. Texture stores color with an alpha channel. 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. ATC (ATITC) 4 bits/pixel compressed RGB texture format. ATC (ATITC) 8 bits/pixel compressed RGB texture format. Format returned by iPhone camera. Compressed color texture format. Compressed color texture format with crunch compression for small storage sizes. Compressed color with alpha channel texture format. Compressed color with alpha channel texture format with crunch compression for small storage sizes. ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed unsigned single-channel texture format. ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed signed single-channel texture format. ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed unsigned dual-channel (RG) texture format. ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed signed dual-channel (RG) texture format. ETC (GLES2.0) 4 bits/pixel compressed RGB 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. 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. A 16 bit color texture format that only has a red channel. Scalar (R) texture format, 32 bit floating point. A color texture format. A 16 bit color texture format. Color with alpha texture format, 8-bits per channel. Color and alpha texture format, 4 bit per channel. RGB color and alpha etxture 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. Currently, this texture format is only useful for native code plugins as there is no support for texture importing or pixel access for this format. YUY2 is implemented for Direct3D 9, Direct3D 11, and Xbox One. Wrap mode for textures. Clamps the texture to the last pixel at the border. Tiles the texture, creating a repeating pattern. Priority of a thread. Below normal thread priority. Highest thread priority. Lowest thread priority. Normal thread priority. The interface to get time information from Unity. Slows game playback time to allow screenshots to be saved between frames. The time in seconds it took to complete the last frame (RO). The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour::pref::FixedUpdate) are performed. The time the latest MonoBehaviour::pref::FixedUpdate has started (RO). This is the time in seconds since the start of the game. The total number of frames that have passed (RO). The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour::pref::FixedUpdate). The real time in seconds since the game started (RO). A smoothed out Time.deltaTime (RO). The time at the beginning of this frame (RO). This is the time in seconds since the start of the game. The scale at which the time is passing. This can be used for slow motion effects. The time this frame has started (RO). This is the time in seconds since the last level has been loaded. The timeScale-independent time in seconds it took to complete the last frame (RO). The timeScale-independant time at the beginning of this frame (RO). This is the time in seconds since the start of the game. Specify a tooltip for a field. The tooltip text. Specify a tooltip for a field. The tooltip text. Structure describing the status of a finger touching the screen. The position delta since last change. Amount of time that has passed since the last recorded change in Touch values. The unique index for the touch. Describes the phase of the touch. The position of the touch in pixel coordinates. Number of taps. 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. Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. Is the keyboard visible or sliding into the position on the screen? Specifies if input process was finished. (RO) Will text input field above the keyboard be hidden when the keyboard is on screen? Is touch screen keyboard supported. Returns the text displayed by the input field of the keyboard. Specifies if input process was canceled. (RO) 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. 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. 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. 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. 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. 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. 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. Describes the type of keyboard. Keyboard displays standard ASCII characters. Default keyboard for the current input method. Keyboard optimized for specifying email addresses. Keypad designed for entering a person's name or phone number. Numeric keypad designed for PIN entry. Keyboard with numbers and punctuation. Keypad designed for entering telephone numbers. Keyboard optimized for URL entry. The trail renderer is used to make trails behind objects in the scene as they move about. Does the [[GameObject]] of this trail renderer auto destructs? The width of the trail at the end of the trail. The width of the trail at the spawning point. How long does the trail take to fade out. Position, rotation and scale of an object. The number of children the Transform has. The rotation as Euler angles in degrees. The blue axis of the transform in world space. Has the transform changed since the last time the flag was set to 'false'? 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 parent transform's rotation. The scale of the transform relative to the parent. Matrix that transforms a point from local space into world space (RO). The global scale of the object (RO). The parent of the transform. The position of the transform in world space. The red axis of the transform in world space. Returns the topmost transform in the hierarchy. The rotation of the transform in world space stored as a [[Quaternion]]. The green axis of the transform in world space. Matrix that transforms a point from world space into local space (RO). Unparents all children. Finds a child by /name/ and returns it. Name of child to be 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 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). Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order). Applies a rotation of /zAngle/ degrees around the z axis, /xAngle/ degrees around the x axis, and /yAngle/ degrees around the y axis (in that order). 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). Rotates the transform around /axis/ by /angle/ degrees. Rotates the transform around /axis/ by /angle/ degrees. Rotates the transform about /axis/ passing through /point/ in world coordinates by /angle/ degrees. Move the transform to the start of the local transfrom list. Move the transform to the end of the local transfrom list. Set the parent of the transform. The parent Transform to use. If true, the parent-relative position, scale and rotation is modified such that the object keeps the same world space position, rotation and scale as before. Sets the sibling index. 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]]. Default transparency sorting mode. Orthographic transparency sorting mode. Perspective transparency sorting mode. 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. 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. Retrieves the actual GameObect used by the tree. Class that specifes 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. Index of the first character in the line. 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. UV0. UV1. 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 with compatible with. 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 (RO). Returns this vector with a ::ref::magnitude of 1 (RO). Shorthand for writing @@Vector2(1, 1)@@. Shorthand for writing @@Vector2(1, 0)@@. Returns the squared length of this vector (RO). Shorthand for writing @@Vector2(0, 1)@@. X component of the vector. Y component of the vector. Shorthand for writing @@Vector2(0, 0)@@. Returns the angle in degrees between /from/ and /to/. 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. Converts a [[Vector3]] to a Vector2. Converts a Vector2 to a [[Vector3]]. 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 ::ref::magnitude of 1. Divides a vector by a number. Returns true if the vectors are 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 different. Adds two vectors. 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. 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 nicely formatted string for this vector. Returns a nicely formatted string for this vector. 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 (RO). Returns this vector with a ::ref::magnitude of 1 (RO). Shorthand for writing @@Vector3(1, 1, 1)@@. Shorthand for writing @@Vector3(1, 0, 0)@@. Returns the squared length of this vector (RO). 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)@@. Returns the angle in degrees between /from/ and /to/. The angle extends round from this vector. The angle extends round to this vector. 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. 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/ in a straight line towards a /target/ point. Makes this vector have a ::ref::magnitude of 1. Divides a vector by a number. Returns true if the vectors are 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 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. Reflects a vector off the plane defined by a normal. Rotates a vector /current/ towards /target/. 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. 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 nicely formatted string for this vector. Returns a nicely formatted string for this vector. Representation of four-dimensional vectors. Returns the length of this vector (RO). Returns this vector with a ::ref::magnitude of 1 (RO). Shorthand for writing @@Vector4(1,1,1,1)@@. Returns the squared length of this vector (RO). 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. 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. 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 ::ref::magnitude of 1. Divides a vector by a number. Returns true if the vectors are 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 different. 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 nicely formatted string for this vector. Returns a nicely formatted string for this vector. 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. VR Input tracking data. The current position of the requested VRNode. Node index. Position of node local to its tracking space. The current rotation of the requested VRNode. Node index. Rotation of node local to its tracking space. Center tracking on the current pose. Contains all functionality related to a VR device. The name of the family of the loaded VR device. Successfully detected a VR device in working order. Specific model of loaded VR device. Native pointer to the VR device structure, if available. Native pointer to VR device if available, else 0. Supported VR devices. No VR Device. Oculus family of VR devices. Split screen stereo 3D (the left and right cameras are rendered side by side). Stereo 3D via D3D11 or OpenGL. Enumeration of nodes which can be updated by VR input. Node between left and right eyes. Head node. Left Eye node. Right Eye node. Global VR related settings. Globally enables or disables VR for the application. Type of VR device that is currently in use. Controls the texel:pixel ratio before lens correction, trading performance for sharpness. Mirror what is shown on the device to the main display, if possible. Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen. Waits until next fixed frame rate update function. SA: MonoBehaviour::pref::FixedUpdate. Suspends the coroutine execution for the given amount of seconds. Creates a yield instruction to wait for a given number of seconds. A structure describing the webcam device. True if camera faces the same direction a screen does, false otherwise. A human-readable name of the device. Varies across different systems. WebCam Textures are textures onto which the live video input is rendered. Set this to specify the name of the device to use. Return a list of available devices. Did the video buffer update this frame? 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). Get a block of pixel colors. Get a block of pixel colors. Returns the pixels data in raw format. Optional array to receive pixel data. Returns the pixels data in raw format. Optional array to receive pixel data. Pauses the camera. Starts the camera. Stops the camera. 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 suspension/tire forces. This is specified as a distance in metres along the local up vector of the vehicle's rigid body from the base of the wheel at its rest coordinate (the rest coordinate of the wheel is determined by the value WheelCollider.spring.targetPosition). This parameter simulates the effective roll center of the suspension geometry. For a standard family car the value of forceAppPointDistance should be tuned to place the application point approximately 0.3m below the rigid body center of mass. Moving the application point downwards introduces more roll when cornering, while moving it upwards results in less roll when cornering. The force application point is typically below the rigid body center of mass. Please note that having this parameter equal to zero could be undesirable as it contributes to simulation instability in certain configurations. Once you observe your vehicle failing to go asleep resting on flat surface, exhibiting jittering behavior or drifting along the surface when no user input is applied, check the forceAppPointDistance values. In the editor, when a WheelCollider game object is selected, there is a green spherical gizmo displayed to show where the force application point is at the moment. Try increasing forceAppPointDistance value gradually, until you're satisfied with the result. Properties of tire friction in the direction the wheel is pointing in. Indicates whether the wheel currently collides with something (RO). 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 (RO). 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. 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. 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 ::ref::extremumValue and ::ref::asymptoteValue values (default 1). 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. The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor. The current joint speed. 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. 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 ow much the wind changes over time. The turbulence wind force. The constructor. Modes a Wind Zone can have, either Spherical or Directional. Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge. Wind zone affects the entire scene in one direction. 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. 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 (RO). Returns the contents of the fetched web page as a byte array (RO). The number of bytes downloaded by this WWW query (read only). Returns an error message if there was an error during the download (RO). Is the download already finished? (RO) Returns a [[MovieTexture]] generated from the downloaded data (RO). Load an Ogg Vorbis file into the audio clip. How far has the download progressed (RO). Dictionary of headers returned by the request. Returns the contents of the fetched web page as a string (RO). Returns a [[Texture2D]] generated from the downloaded data (RO). Returns a non-readable [[Texture2D]] generated from the downloaded data (RO). Priority of [[AssetBundle]] decompression thread. How far has the upload progressed (RO). The URL of this WWW request (RO). 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. Returns an [[AudioClip]] generated from the downloaded data (RO). Use this to specify whether the clip should be a 2D or 3D clip the .audioClip property defaults to 3D. Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). The latter will disable seeking on the clip (with .time and/or .timeSamples). The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. The returned [[AudioClip]]. Returns an [[AudioClip]] generated from the downloaded data (RO). Use this to specify whether the clip should be a 2D or 3D clip the .audioClip property defaults to 3D. Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). The latter will disable seeking on the clip (with .time and/or .timeSamples). The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. The returned [[AudioClip]]. Returns an [[AudioClip]] generated from the downloaded data (RO). Use this to specify whether the clip should be a 2D or 3D clip the .audioClip property defaults to 3D. Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). The latter will disable seeking on the clip (with .time and/or .timeSamples). The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. The returned [[AudioClip]]. Returns an [[AudioClip]] generated from the downloaded data that is compressed in memory (RO). Use this to specify whether the clip should be a 2D or 3D clip. The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. The returned [[AudioClip]]. Returns an [[AudioClip]] generated from the downloaded data that is compressed in memory (RO). Use this to specify whether the clip should be a 2D or 3D clip. The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. The returned [[AudioClip]]. Returns an [[AudioClip]] generated from the downloaded data that is compressed in memory (RO). Use this to specify whether the clip should be a 2D or 3D clip. The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. The returned [[AudioClip]]. 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/. 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/. 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. Loads the new web player data file. 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. Helper class to generate form data to post to web servers using the [[WWW]] class. (RO) The raw data to pass as the POST request body when sending the form. (RO) 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. Base class for all /yield/ instructions.