You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 

36954 lines
1.6 MiB

<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine</name>
</assembly>
<member name="T:UnityEngine.AccelerationEvent">
<summary>
<para>Structure describing acceleration status of the device.</para>
</summary>
</member>
<member name="P:UnityEngine.AccelerationEvent.acceleration">
<summary>
<para>Value of acceleration.</para>
</summary>
</member>
<member name="P:UnityEngine.AccelerationEvent.deltaTime">
<summary>
<para>Amount of time passed since last accelerometer measurement.</para>
</summary>
</member>
<member name="T:UnityEngine.AddComponentMenu">
<summary>
<para>The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component-&gt;Scripts" menu.</para>
</summary>
</member>
<member name="P:UnityEngine.AddComponentMenu.componentOrder">
<summary>
<para>The order of the component in the component menu (lower is higher to the top).</para>
</summary>
</member>
<member name="M:UnityEngine.AddComponentMenu.#ctor(System.String)">
<summary>
<para>Add an item in the Component menu.</para>
</summary>
<param name="menuName">The path to the component.</param>
<param name="order">Where in the component menu to add the new item.</param>
</member>
<member name="M:UnityEngine.AddComponentMenu.#ctor(System.String,System.Int32)">
<summary>
<para>Add an item in the Component menu.</para>
</summary>
<param name="menuName">The path to the component.</param>
<param name="order">Where in the component menu to add the new item.</param>
</member>
<member name="T:UnityEngine.AnchoredJoint2D">
<summary>
<para>Parent class for all joints that have anchor points.</para>
</summary>
</member>
<member name="P:UnityEngine.AnchoredJoint2D.anchor">
<summary>
<para>The joint's anchor point on the object that has the joint component.</para>
</summary>
</member>
<member name="P:UnityEngine.AnchoredJoint2D.connectedAnchor">
<summary>
<para>The joint's anchor point on the second object (ie, the one which doesn't have the joint component).</para>
</summary>
</member>
<member name="T:UnityEngine.Animation">
<summary>
<para>The animation component is used to play back animations.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.animateOnlyIfVisible">
<summary>
<para>When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.animatePhysics">
<summary>
<para>When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.clip">
<summary>
<para>The default animation.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.cullingType">
<summary>
<para>Controls culling of this Animation component.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.isPlaying">
<summary>
<para>Are we playing any animations?</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.localBounds">
<summary>
<para>AABB of this Animation animation component in local space.</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.playAutomatically">
<summary>
<para>Should the default animation clip (the [[Animation.clip]] property) automatically start playing on startup?</para>
</summary>
</member>
<member name="P:UnityEngine.Animation.wrapMode">
<summary>
<para>How should time beyond the playback range of the clip be treated?</para>
</summary>
</member>
<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String)">
<summary>
<para>Adds a /clip/ to the animation with name /newName/.</para>
</summary>
<param name="clip"></param>
<param name="newName"></param>
</member>
<member name="M:UnityEngine.Animation.AddClip">
<summary>
<para>Adds /clip/ to the only play between /firstFrame/ and /lastFrame/. The new clip will also be added to the animation with name /newName/.</para>
</summary>
<param name="addLoopFrame">Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.</param>
<param name="clip"></param>
<param name="newName"></param>
<param name="firstFrame"></param>
<param name="lastFrame"></param>
</member>
<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String,System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Adds /clip/ to the only play between /firstFrame/ and /lastFrame/. The new clip will also be added to the animation with name /newName/.</para>
</summary>
<param name="addLoopFrame">Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.</param>
<param name="clip"></param>
<param name="newName"></param>
<param name="firstFrame"></param>
<param name="lastFrame"></param>
</member>
<member name="M:UnityEngine.Animation.Blend">
<summary>
<para>Blends the animation named /animation/ towards /targetWeight/ over the next /time/ seconds.</para>
</summary>
<param name="animation"></param>
<param name="targetWeight"></param>
<param name="fadeLength"></param>
</member>
<member name="M:UnityEngine.Animation.Blend">
<summary>
<para>Blends the animation named /animation/ towards /targetWeight/ over the next /time/ seconds.</para>
</summary>
<param name="animation"></param>
<param name="targetWeight"></param>
<param name="fadeLength"></param>
</member>
<member name="M:UnityEngine.Animation.Blend(System.String,System.Single,System.Single)">
<summary>
<para>Blends the animation named /animation/ towards /targetWeight/ over the next /time/ seconds.</para>
</summary>
<param name="animation"></param>
<param name="targetWeight"></param>
<param name="fadeLength"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFade">
<summary>
<para>Fades the animation with name /animation/ in over a period of /time/ seconds and fades other animations out.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFade">
<summary>
<para>Fades the animation with name /animation/ in over a period of /time/ seconds and fades other animations out.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFade(System.String,System.Single,UnityEngine.PlayMode)">
<summary>
<para>Fades the animation with name /animation/ in over a period of /time/ seconds and fades other animations out.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFadeQueued">
<summary>
<para>Cross fades an animation after previous animations has finished playing.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="queue"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFadeQueued">
<summary>
<para>Cross fades an animation after previous animations has finished playing.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="queue"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFadeQueued">
<summary>
<para>Cross fades an animation after previous animations has finished playing.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="queue"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single,UnityEngine.QueueMode,UnityEngine.PlayMode)">
<summary>
<para>Cross fades an animation after previous animations has finished playing.</para>
</summary>
<param name="animation"></param>
<param name="fadeLength"></param>
<param name="queue"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.GetClipCount">
<summary>
<para>Get the number of clips currently assigned to this animation.</para>
</summary>
</member>
<member name="M:UnityEngine.Animation.IsPlaying(System.String)">
<summary>
<para>Is the animation named /name/ playing?</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Animation.Play">
<summary>
<para>Plays an animation without any blending.</para>
</summary>
<param name="mode"></param>
<param name="animation"></param>
</member>
<member name="M:UnityEngine.Animation.Play">
<summary>
<para>Plays an animation without any blending.</para>
</summary>
<param name="mode"></param>
<param name="animation"></param>
</member>
<member name="M:UnityEngine.Animation.Play(UnityEngine.PlayMode)">
<summary>
<para>Plays an animation without any blending.</para>
</summary>
<param name="mode"></param>
<param name="animation"></param>
</member>
<member name="M:UnityEngine.Animation.Play(System.String,UnityEngine.PlayMode)">
<summary>
<para>Plays an animation without any blending.</para>
</summary>
<param name="mode"></param>
<param name="animation"></param>
</member>
<member name="M:UnityEngine.Animation.PlayQueued">
<summary>
<para>Plays an animation after previous animations has finished playing.</para>
</summary>
<param name="animation"></param>
<param name="queue"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.PlayQueued">
<summary>
<para>Plays an animation after previous animations has finished playing.</para>
</summary>
<param name="animation"></param>
<param name="queue"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.PlayQueued(System.String,UnityEngine.QueueMode,UnityEngine.PlayMode)">
<summary>
<para>Plays an animation after previous animations has finished playing.</para>
</summary>
<param name="animation"></param>
<param name="queue"></param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Animation.RemoveClip(UnityEngine.AnimationClip)">
<summary>
<para>Remove clip from the animation list.</para>
</summary>
<param name="clip"></param>
</member>
<member name="M:UnityEngine.Animation.RemoveClip(System.String)">
<summary>
<para>Remove clip from the animation list.</para>
</summary>
<param name="clipName"></param>
</member>
<member name="M:UnityEngine.Animation.Rewind(System.String)">
<summary>
<para>Rewinds the animation named /name/.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Animation.Rewind">
<summary>
<para>Rewinds all animations.</para>
</summary>
</member>
<member name="M:UnityEngine.Animation.Sample">
<summary>
<para>Samples animations at the current state.</para>
</summary>
</member>
<member name="M:UnityEngine.Animation.Stop">
<summary>
<para>Stops all playing animations that were started with this Animation.</para>
</summary>
</member>
<member name="M:UnityEngine.Animation.Stop(System.String)">
<summary>
<para>Stops an animation named /name/.</para>
</summary>
<param name="name"></param>
</member>
<member name="P:UnityEngine.Animation.this">
<summary>
<para>Returns the animation state named /name/.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimationBlendMode">
<summary>
<para>Used by [[Animation.Play]] function.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimationBlendMode.Additive">
<summary>
<para>Animations will be added.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimationBlendMode.Blend">
<summary>
<para>Animations will be blended.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimationClip">
<summary>
<para>Stores keyframe based animations.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationClip.events">
<summary>
<para>Animation Events for this animation clip.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationClip.frameRate">
<summary>
<para>Frame rate at which keyframes are sampled. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationClip.humanMotion">
<summary>
<para>Returns true if the animation contains curve that drives a humanoid rig.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationClip.legacy">
<summary>
<para>Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationClip.length">
<summary>
<para>Animation length in seconds. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationClip.localBounds">
<summary>
<para>AABB of this Animation Clip in local space of Animation component that it is attached too.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationClip.wrapMode">
<summary>
<para>Sets the default wrap mode used in the animation state.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationClip.AddEvent(UnityEngine.AnimationEvent)">
<summary>
<para>Adds an animation event to the clip.</para>
</summary>
<param name="evt">AnimationEvent to add.</param>
</member>
<member name="M:UnityEngine.AnimationClip.ClearCurves">
<summary>
<para>Clears all curves from the clip.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationClip.#ctor">
<summary>
<para>Creates a new animation clip.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationClip.EnsureQuaternionContinuity">
<summary>
<para>In order to insure better interpolation of quaternions, call this function after you are finished setting animation curves.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationClip.SampleAnimation(UnityEngine.GameObject,System.Single)">
<summary>
<para>Samples an animation at a given time for any animated properties.</para>
</summary>
<param name="go">The animated game object.</param>
<param name="time">The time to sample an animation.</param>
</member>
<member name="M:UnityEngine.AnimationClip.SetCurve(System.String,System.Type,System.String,UnityEngine.AnimationCurve)">
<summary>
<para>Assigns the curve to animate a specific property.</para>
</summary>
<param name="relativePath">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.</param>
<param name="type">The class type of the component that is animated.</param>
<param name="propertyName">The name or path to the property being animated.</param>
<param name="curve">The animation curve.</param>
</member>
<member name="T:UnityEngine.AnimationClipPair">
<summary>
<para>This class defines a pair of clips used by [[AnimatorOverrideController]].</para>
</summary>
</member>
<member name="F:UnityEngine.AnimationClipPair.originalClip">
<summary>
<para>The original clip from the controller.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimationClipPair.overrideClip">
<summary>
<para>The override animation clip.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimationCullingType">
<summary>
<para>This enum controlls culling of Animation component.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimationCullingType.AlwaysAnimate">
<summary>
<para>Animation culling is disabled - object is animated even when offscreen.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimationCullingType.BasedOnClipBounds">
<summary>
<para>Animation is disabled when Animation::ref::localBounds are not visible.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimationCullingType.BasedOnRenderers">
<summary>
<para>Animation is disabled when renderers are not visible.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimationCullingType.BasedOnUserBounds">
<summary>
<para>Animation is disabled when Animation::ref::localBounds are not visible.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimationCurve">
<summary>
<para>A collection of curves form an [[AnimationClip]].</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationCurve.keys">
<summary>
<para>All keys defined in the animation curve.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationCurve.length">
<summary>
<para>The number of keys in the curve. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationCurve.postWrapMode">
<summary>
<para>The behaviour of the animation after the last keyframe.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationCurve.preWrapMode">
<summary>
<para>The behaviour of the animation before the first keyframe.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationCurve.AddKey(System.Single,System.Single)">
<summary>
<para>Add a new key to the curve.</para>
</summary>
<param name="time"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.AnimationCurve.AddKey(UnityEngine.Keyframe)">
<summary>
<para>Add a new key to the curve.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.AnimationCurve.#ctor(UnityEngine.Keyframe[])">
<summary>
<para>Creates an animation curve from arbitrary number of keyframes.</para>
</summary>
<param name="keys"></param>
</member>
<member name="M:UnityEngine.AnimationCurve.#ctor">
<summary>
<para>Creates an empty animation curve.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationCurve.EaseInOut(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>An ease-in and out curve starting at /timeStart/, /valueStart/ and ending at /timeEnd/, /valueEnd/.</para>
</summary>
<param name="timeStart"></param>
<param name="valueStart"></param>
<param name="timeEnd"></param>
<param name="valueEnd"></param>
</member>
<member name="M:UnityEngine.AnimationCurve.Evaluate(System.Single)">
<summary>
<para>Evaluate the curve at /time/.</para>
</summary>
<param name="time"></param>
</member>
<member name="M:UnityEngine.AnimationCurve.Linear(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>A straight Line starting at /timeStart/, /valueStart/ and ending at /timeEnd/, /valueEnd/.</para>
</summary>
<param name="timeStart"></param>
<param name="valueStart"></param>
<param name="timeEnd"></param>
<param name="valueEnd"></param>
</member>
<member name="M:UnityEngine.AnimationCurve.MoveKey(System.Int32,UnityEngine.Keyframe)">
<summary>
<para>Removes the keyframe at /index/ and inserts key.</para>
</summary>
<param name="index"></param>
<param name="key"></param>
</member>
<member name="M:UnityEngine.AnimationCurve.RemoveKey(System.Int32)">
<summary>
<para>Removes a key.</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.AnimationCurve.SmoothTangents(System.Int32,System.Single)">
<summary>
<para>Smooth the in and out tangents of the keyframe at /index/.</para>
</summary>
<param name="index"></param>
<param name="weight"></param>
</member>
<member name="P:UnityEngine.AnimationCurve.this">
<summary>
<para>Retrieves the key at index. (RO)</para>
</summary>
</member>
<member name="T:UnityEngine.AnimationEvent">
<summary>
<para>AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.animationState">
<summary>
<para>The animation state that fired this event (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.animatorClipInfo">
<summary>
<para>The animator clip info related to this event (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.animatorStateInfo">
<summary>
<para>The animator state info related to this event (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.floatParameter">
<summary>
<para>Float parameter that is stored in the event and will be sent to the function.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.functionName">
<summary>
<para>The name of the function that will be called.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.intParameter">
<summary>
<para>Int parameter that is stored in the event and will be sent to the function.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.isFiredByAnimator">
<summary>
<para>Returns true if this Animation event has been fired by an Animator component.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.isFiredByLegacy">
<summary>
<para>Returns true if this Animation event has been fired by an Animation component.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.messageOptions">
<summary>
<para>Function call options.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.objectReferenceParameter">
<summary>
<para>Object reference parameter that is stored in the event and will be sent to the function.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.stringParameter">
<summary>
<para>String parameter that is stored in the event and will be sent to the function.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationEvent.time">
<summary>
<para>The time at which the event will be fired off.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationEvent.#ctor">
<summary>
<para>Creates a new animation event.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimationState">
<summary>
<para>The AnimationState gives full control over animation blending.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.blendMode">
<summary>
<para>Which blend mode should be used?</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.clip">
<summary>
<para>The clip that is being played by this animation state.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.enabled">
<summary>
<para>Enables / disables the animation.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.length">
<summary>
<para>The length of the animation clip in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.name">
<summary>
<para>The name of the animation.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.normalizedSpeed">
<summary>
<para>The normalized playback speed.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.normalizedTime">
<summary>
<para>The normalized time of the animation.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.speed">
<summary>
<para>The playback speed of the animation. 1 is normal playback speed.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.time">
<summary>
<para>The current time of the animation.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.weight">
<summary>
<para>The weight of animation.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimationState.wrapMode">
<summary>
<para>Wrapping mode of the animation.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimationState.AddMixingTransform">
<summary>
<para>Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.</para>
</summary>
<param name="mix"></param>
<param name="recursive"></param>
</member>
<member name="M:UnityEngine.AnimationState.AddMixingTransform(UnityEngine.Transform,System.Boolean)">
<summary>
<para>Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.</para>
</summary>
<param name="mix"></param>
<param name="recursive"></param>
</member>
<member name="M:UnityEngine.AnimationState.RemoveMixingTransform(UnityEngine.Transform)">
<summary>
<para>Removes a transform which should be animated.</para>
</summary>
<param name="mix"></param>
</member>
<member name="T:UnityEngine.Animator">
<summary>
<para>Interface to control the Mecanim animation system.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.angularVelocity">
<summary>
<para>Gets the avatar angular velocity for the last evaluated frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.animatePhysics">
<summary>
<para>When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.applyRootMotion">
<summary>
<para>Should root motion be applied?</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.avatar">
<summary>
<para>Gets/Sets the current Avatar.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.bodyPosition">
<summary>
<para>The position of the body center of mass.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.bodyRotation">
<summary>
<para>The rotation of the body center of mass.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.cullingMode">
<summary>
<para>Controls culling of this Animator component.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.deltaPosition">
<summary>
<para>Gets the avatar delta position for the last evaluated frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.deltaRotation">
<summary>
<para>Gets the avatar delta rotation for the last evaluated frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.feetPivotActive">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.gravityWeight">
<summary>
<para>The current gravity weight based on current animations that are played.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.hasRootMotion">
<summary>
<para>Returns true if the current rig has root motion.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.hasTransformHierarchy">
<summary>
<para>Returns true if the object has a transform hierarchy.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.humanScale">
<summary>
<para>Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.isHuman">
<summary>
<para>Returns true if the current rig is ''humanoid'', false if it is ''generic''.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.isMatchingTarget">
<summary>
<para>If automatic matching is active.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.isOptimizable">
<summary>
<para>Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.layerCount">
<summary>
<para>The AnimatorController layer count.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.layersAffectMassCenter">
<summary>
<para>Additional layers affects the center of mass.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.leftFeetBottomHeight">
<summary>
<para>Get left foot bottom height.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.linearVelocityBlending">
<summary>
<para>When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.parameters">
<summary>
<para>Read only acces to the AnimatorControllerParameters used by the animator.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.pivotPosition">
<summary>
<para>Get the current position of the pivot.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.pivotWeight">
<summary>
<para>Gets the pivot weight.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.playbackTime">
<summary>
<para>Sets the playback position in the recording buffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.recorderMode">
<summary>
<para>Gets the mode of the Animator recorder.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.recorderStartTime">
<summary>
<para>Start time of the first frame of the buffer relative to the frame at which ::ref::StartRecording was called.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.recorderStopTime">
<summary>
<para>End time of the recorded clip relative to when ::ref::StartRecording was called.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.rightFeetBottomHeight">
<summary>
<para>Get right foot bottom height.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.rootPosition">
<summary>
<para>The root position, the position of the game object.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.rootRotation">
<summary>
<para>The root rotation, the rotation of the game object.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.runtimeAnimatorController">
<summary>
<para>The runtime representation of AnimatorController that controls the Animator.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.speed">
<summary>
<para>The playback speed of the Animator. 1 is normal playback speed.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.stabilizeFeet">
<summary>
<para>Automatic stabilization of feet during transition and blending.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.targetPosition">
<summary>
<para>Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.targetRotation">
<summary>
<para>Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.updateMode">
<summary>
<para>Specifies the update mode of the Animator.</para>
</summary>
</member>
<member name="P:UnityEngine.Animator.velocity">
<summary>
<para>Gets the avatar velocity for the last evaluated frame.</para>
</summary>
</member>
<member name="M:UnityEngine.Animator.ApplyBuiltinRootMotion">
<summary>
<para>Apply the default Root Motion.</para>
</summary>
</member>
<member name="M:UnityEngine.Animator.CrossFade(System.String,System.Single,System.Int32,System.Single)">
<summary>
<para>Creates a dynamic transition between the current state and the destination state.</para>
</summary>
<param name="stateName">The name of the destination state.</param>
<param name="transitionDuration">The duration of the transition. Value is in source state normalized time.</param>
<param name="normalizedTime">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.</param>
<param name="layer">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.</param>
<param name="stateNameHash">State hash of the destination state. Passing 0 will transition to self.</param>
</member>
<member name="M:UnityEngine.Animator.CrossFade(System.Int32,System.Single,System.Int32,System.Single)">
<summary>
<para>Creates a dynamic transition between the current state and the destination state.</para>
</summary>
<param name="stateName">The name of the destination state.</param>
<param name="transitionDuration">The duration of the transition. Value is in source state normalized time.</param>
<param name="normalizedTime">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.</param>
<param name="layer">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.</param>
<param name="stateNameHash">State hash of the destination state. Passing 0 will transition to self.</param>
</member>
<member name="M:UnityEngine.Animator.CrossFadeInFixedTime(System.String,System.Single,System.Int32,System.Single)">
<summary>
<para>Same as [[Animator.CrossFade]], but the duration and offset in the target state are in fixed time.</para>
</summary>
<param name="stateName">The name of the destination state.</param>
<param name="transitionDuration">The duration of the transition. Value is in seconds.</param>
<param name="fixedTime">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.</param>
<param name="layer">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.</param>
<param name="stateNameHash">State hash of the destination state. Passing 0 will transition to self.</param>
</member>
<member name="M:UnityEngine.Animator.CrossFadeInFixedTime(System.Int32,System.Single,System.Int32,System.Single)">
<summary>
<para>Same as [[Animator.CrossFade]], but the duration and offset in the target state are in fixed time.</para>
</summary>
<param name="stateName">The name of the destination state.</param>
<param name="transitionDuration">The duration of the transition. Value is in seconds.</param>
<param name="fixedTime">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.</param>
<param name="layer">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.</param>
<param name="stateNameHash">State hash of the destination state. Passing 0 will transition to self.</param>
</member>
<member name="M:UnityEngine.Animator.GetAnimatorTransitionInfo(System.Int32)">
<summary>
<para>Gets the Transition information on a specified AnimatorController layer.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
</member>
<member name="M:UnityEngine.Animator.GetBehaviour">
<summary>
<para>Return the first StateMachineBehaviour that match type /T/ or derived from /T/. Return null if none are found.</para>
</summary>
</member>
<member name="M:UnityEngine.Animator.GetBehaviours">
<summary>
<para>Returns all StateMachineBehaviour that match type /T/ or are derived from /T/. Returns null if none are found.</para>
</summary>
</member>
<member name="M:UnityEngine.Animator.GetBoneTransform(UnityEngine.HumanBodyBones)">
<summary>
<para>Returns transform mapped to this human bone id.</para>
</summary>
<param name="humanBoneId">The human bone that is queried, see enum HumanBodyBones for a list of possible values.</param>
</member>
<member name="M:UnityEngine.Animator.GetBool(System.String)">
<summary>
<para>Gets the value of a bool parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.GetBool(System.Int32)">
<summary>
<para>Gets the value of a bool parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
</member>
<member name="M:UnityEngine.Animator.GetCurrentAnimatorClipInfo(System.Int32)">
<summary>
<para>Gets the list of AnimatorClipInfo currently played by the current state.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
</member>
<member name="M:UnityEngine.Animator.GetCurrentAnimatorStateInfo(System.Int32)">
<summary>
<para>Gets the current State information on a specified AnimatorController layer.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
</member>
<member name="M:UnityEngine.Animator.GetFloat(System.String)">
<summary>
<para>Gets the value of a float parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.GetFloat(System.Int32)">
<summary>
<para>Gets the value of a float parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
</member>
<member name="M:UnityEngine.Animator.GetIKHintPosition(UnityEngine.AvatarIKHint)">
<summary>
<para>Gets the position of an IK hint.</para>
</summary>
<param name="hint">The AvatarIKHint that is queried.</param>
<returns>
<para>Return the current position of this IK hint in world space.</para>
</returns>
</member>
<member name="M:UnityEngine.Animator.GetIKHintPositionWeight(UnityEngine.AvatarIKHint)">
<summary>
<para>Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint).</para>
</summary>
<param name="hint">The AvatarIKHint that is queried.</param>
<returns>
<para>Return translative weight.</para>
</returns>
</member>
<member name="M:UnityEngine.Animator.GetIKPosition(UnityEngine.AvatarIKGoal)">
<summary>
<para>Gets the position of an IK goal.</para>
</summary>
<param name="goal">The AvatarIKGoal that is queried.</param>
<returns>
<para>Return the current position of this IK goal in world space.</para>
</returns>
</member>
<member name="M:UnityEngine.Animator.GetIKPositionWeight(UnityEngine.AvatarIKGoal)">
<summary>
<para>Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).</para>
</summary>
<param name="goal">The AvatarIKGoal that is queried.</param>
</member>
<member name="M:UnityEngine.Animator.GetIKRotation(UnityEngine.AvatarIKGoal)">
<summary>
<para>Gets the rotation of an IK goal.</para>
</summary>
<param name="goal">The AvatarIKGoal that is is queried.</param>
</member>
<member name="M:UnityEngine.Animator.GetIKRotationWeight(UnityEngine.AvatarIKGoal)">
<summary>
<para>Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).</para>
</summary>
<param name="goal">The AvatarIKGoal that is queried.</param>
</member>
<member name="M:UnityEngine.Animator.GetInteger(System.String)">
<summary>
<para>Gets the value of an integer parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.GetInteger(System.Int32)">
<summary>
<para>Gets the value of an integer parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
</member>
<member name="M:UnityEngine.Animator.GetLayerIndex(System.String)">
<summary>
<para>Gets the index of the layer with specified name.</para>
</summary>
<param name="layerName">The layer's name.</param>
</member>
<member name="M:UnityEngine.Animator.GetLayerName(System.Int32)">
<summary>
<para>Gets name of the layer.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
</member>
<member name="M:UnityEngine.Animator.GetLayerWeight(System.Int32)">
<summary>
<para>Gets the layer's current weight.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
</member>
<member name="M:UnityEngine.Animator.GetNextAnimatorClipInfo(System.Int32)">
<summary>
<para>Gets the list of AnimatorClipInfo currently played by the next state.
Only valid during a transition.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
</member>
<member name="M:UnityEngine.Animator.GetNextAnimatorStateInfo(System.Int32)">
<summary>
<para>Gets the next State information on a specified AnimatorController layer.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
</member>
<member name="M:UnityEngine.Animator.GetQuaternion(System.String)">
<summary>
<para>Gets the value of a quaternion parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.GetQuaternion(System.Int32)">
<summary>
<para>Gets the value of a quaternion parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
</member>
<member name="M:UnityEngine.Animator.GetVector(System.String)">
<summary>
<para>Gets the value of a vector parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.GetVector(System.Int32)">
<summary>
<para>Gets the value of a vector parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
</member>
<member name="M:UnityEngine.Animator.HasState(System.Int32,System.Int32)">
<summary>
<para>Returns true if the AnimatorState is present in the Animator's controller.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
<param name="stateID">The AnimatorState fullPathHash, nameHash or shortNameHash.</param>
<returns>
<para>The State is found.</para>
</returns>
</member>
<member name="M:UnityEngine.Animator.InterruptMatchTarget">
<summary>
<para>Interrupts the automatic target matching.</para>
</summary>
<param name="completeMatch"></param>
</member>
<member name="M:UnityEngine.Animator.InterruptMatchTarget(System.Boolean)">
<summary>
<para>Interrupts the automatic target matching.</para>
</summary>
<param name="completeMatch"></param>
</member>
<member name="M:UnityEngine.Animator.IsControlled(UnityEngine.Transform)">
<summary>
<para>Returns true if the transform is controlled by the Animator\.</para>
</summary>
<param name="transform">The transform that is queried.</param>
</member>
<member name="M:UnityEngine.Animator.IsInTransition(System.Int32)">
<summary>
<para>Is the specified AnimatorController layer in a transition.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
</member>
<member name="M:UnityEngine.Animator.IsParameterControlledByCurve(System.String)">
<summary>
<para>Returns true if a parameter is controlled by an additional curve on an animation.</para>
</summary>
<param name="name">The name of the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.IsParameterControlledByCurve(System.Int32)">
<summary>
<para>Returns true if a parameter is controlled by an additional curve on an animation.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
</member>
<member name="M:UnityEngine.Animator.MatchTarget(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.AvatarTarget,UnityEngine.MatchTargetWeightMask,System.Single,System.Single)">
<summary>
<para>Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.</para>
</summary>
<param name="matchPosition">The position we want the body part to reach.</param>
<param name="matchRotation">The rotation in which we want the body part to be.</param>
<param name="targetBodyPart">The body part that is involved in the match.</param>
<param name="weightMask">Structure that contains weights for matching position and rotation.</param>
<param name="startNormalizedTime">Start time within the animation clip (0 - beginning of clip, 1 - end of clip).</param>
<param name="targetNormalizedTime">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.</param>
</member>
<member name="M:UnityEngine.Animator.Play(System.String,System.Int32,System.Single)">
<summary>
<para>Plays a state.</para>
</summary>
<param name="stateName">The name of the state the will be played.</param>
<param name="layer">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.</param>
<param name="normalizedTime">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.</param>
<param name="stateNameHash">The hash of the state. Passing zero will play the current state.</param>
</member>
<member name="M:UnityEngine.Animator.Play(System.Int32,System.Int32,System.Single)">
<summary>
<para>Plays a state.</para>
</summary>
<param name="stateName">The name of the state the will be played.</param>
<param name="layer">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.</param>
<param name="normalizedTime">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.</param>
<param name="stateNameHash">The hash of the state. Passing zero will play the current state.</param>
</member>
<member name="M:UnityEngine.Animator.PlayInFixedTime(System.String,System.Int32,System.Single)">
<summary>
<para>Same as [[Animator.CrossFade]], but the duration and offset in the target state are in fixed time.</para>
</summary>
<param name="stateName">The name of the destination state.</param>
<param name="fixedTime">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.</param>
<param name="layer">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.</param>
<param name="stateNameHash">State hash of the destination state. Passing 0 will transition to self.</param>
</member>
<member name="M:UnityEngine.Animator.PlayInFixedTime(System.Int32,System.Int32,System.Single)">
<summary>
<para>Same as [[Animator.CrossFade]], but the duration and offset in the target state are in fixed time.</para>
</summary>
<param name="stateName">The name of the destination state.</param>
<param name="fixedTime">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.</param>
<param name="layer">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.</param>
<param name="stateNameHash">State hash of the destination state. Passing 0 will transition to self.</param>
</member>
<member name="M:UnityEngine.Animator.Rebind">
<summary>
<para>Rebind all the animated properties and mesh data with the Animator.</para>
</summary>
</member>
<member name="M:UnityEngine.Animator.ResetTrigger(System.String)">
<summary>
<para>Resets the trigger parameter to false.</para>
</summary>
<param name="name">The name of the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.ResetTrigger(System.Int32)">
<summary>
<para>Resets the trigger parameter to false.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
</member>
<member name="M:UnityEngine.Animator.SetBool(System.String,System.Boolean)">
<summary>
<para>Sets the value of a bool parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetBool(System.Int32,System.Boolean)">
<summary>
<para>Sets the value of a bool parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetFloat(System.String,System.Single)">
<summary>
<para>Sets the value of a float parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetFloat(System.String,System.Single,System.Single,System.Single)">
<summary>
<para>Sets the value of a float parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
<param name="value">The new value for the parameter.</param>
<param name="dampTime">The time allowed to parameter to reach the value.</param>
<param name="deltaTime">The current frame deltaTime.</param>
</member>
<member name="M:UnityEngine.Animator.SetFloat(System.Int32,System.Single)">
<summary>
<para>Sets the value of a float parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetFloat(System.Int32,System.Single,System.Single,System.Single)">
<summary>
<para>Sets the value of a float parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
<param name="value">The new value for the parameter.</param>
<param name="dampTime">The time allowed to parameter to reach the value.</param>
<param name="deltaTime">The current frame deltaTime.</param>
</member>
<member name="M:UnityEngine.Animator.SetIKHintPosition(UnityEngine.AvatarIKHint,UnityEngine.Vector3)">
<summary>
<para>Sets the position of an IK hint.</para>
</summary>
<param name="hint">The AvatarIKHint that is set.</param>
<param name="hintPosition">The position in world space.</param>
</member>
<member name="M:UnityEngine.Animator.SetIKHintPositionWeight(UnityEngine.AvatarIKHint,System.Single)">
<summary>
<para>Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint).</para>
</summary>
<param name="hint">The AvatarIKHint that is set.</param>
<param name="value">The translative weight.</param>
</member>
<member name="M:UnityEngine.Animator.SetIKPosition(UnityEngine.AvatarIKGoal,UnityEngine.Vector3)">
<summary>
<para>Sets the position of an IK goal.</para>
</summary>
<param name="goal">The AvatarIKGoal that is set.</param>
<param name="goalPosition">The position in world space.</param>
</member>
<member name="M:UnityEngine.Animator.SetIKPositionWeight(UnityEngine.AvatarIKGoal,System.Single)">
<summary>
<para>Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).</para>
</summary>
<param name="goal">The AvatarIKGoal that is set.</param>
<param name="value">The translative weight.</param>
</member>
<member name="M:UnityEngine.Animator.SetIKRotation(UnityEngine.AvatarIKGoal,UnityEngine.Quaternion)">
<summary>
<para>Sets the rotation of an IK goal.</para>
</summary>
<param name="goal">The AvatarIKGoal that is set.</param>
<param name="goalRotation">The rotation in world space.</param>
</member>
<member name="M:UnityEngine.Animator.SetIKRotationWeight(UnityEngine.AvatarIKGoal,System.Single)">
<summary>
<para>Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).</para>
</summary>
<param name="goal">The AvatarIKGoal that is set.</param>
<param name="value">The rotational weight.</param>
</member>
<member name="M:UnityEngine.Animator.SetInteger(System.String,System.Int32)">
<summary>
<para>Sets the value of an integer parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetInteger(System.Int32,System.Int32)">
<summary>
<para>Sets the value of an integer parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetLayerWeight(System.Int32,System.Single)">
<summary>
<para>Sets the layer's current weight.</para>
</summary>
<param name="layerIndex">The layer's index.</param>
<param name="weight">The weight of the layer.</param>
</member>
<member name="M:UnityEngine.Animator.SetLookAtPosition(UnityEngine.Vector3)">
<summary>
<para>Sets the look at position.</para>
</summary>
<param name="lookAtPosition">The position to lookAt.</param>
</member>
<member name="M:UnityEngine.Animator.SetLookAtWeight">
<summary>
<para>Set look at weights.</para>
</summary>
<param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param>
<param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param>
<param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param>
<param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param>
<param name="clampWeight">(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).</param>
</member>
<member name="M:UnityEngine.Animator.SetLookAtWeight">
<summary>
<para>Set look at weights.</para>
</summary>
<param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param>
<param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param>
<param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param>
<param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param>
<param name="clampWeight">(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).</param>
</member>
<member name="M:UnityEngine.Animator.SetLookAtWeight">
<summary>
<para>Set look at weights.</para>
</summary>
<param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param>
<param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param>
<param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param>
<param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param>
<param name="clampWeight">(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).</param>
</member>
<member name="M:UnityEngine.Animator.SetLookAtWeight">
<summary>
<para>Set look at weights.</para>
</summary>
<param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param>
<param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param>
<param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param>
<param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param>
<param name="clampWeight">(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).</param>
</member>
<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Set look at weights.</para>
</summary>
<param name="weight">(0-1) the global weight of the LookAt, multiplier for other parameters.</param>
<param name="bodyWeight">(0-1) determines how much the body is involved in the LookAt.</param>
<param name="headWeight">(0-1) determines how much the head is involved in the LookAt.</param>
<param name="eyesWeight">(0-1) determines how much the eyes are involved in the LookAt.</param>
<param name="clampWeight">(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).</param>
</member>
<member name="M:UnityEngine.Animator.SetQuaternion(System.String,UnityEngine.Quaternion)">
<summary>
<para>Sets the value of a quaternion parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetQuaternion(System.Int32,UnityEngine.Quaternion)">
<summary>
<para>Sets the value of a quaternion parameter.</para>
</summary>
<param name="id">Of the parameter. The id is generated using Animator::StringToHash.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetTarget(UnityEngine.AvatarTarget,System.Single)">
<summary>
<para>Sets an AvatarTarget and a targetNormalizedTime for the current state.</para>
</summary>
<param name="targetIndex">The avatar body part that is queried.</param>
<param name="targetNormalizedTime">The current state Time that is queried.</param>
</member>
<member name="M:UnityEngine.Animator.SetTrigger(System.String)">
<summary>
<para>Sets a trigger parameter to active.</para>
</summary>
<param name="name">The name of the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetTrigger(System.Int32)">
<summary>
<para>Sets a trigger parameter to active.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
</member>
<member name="M:UnityEngine.Animator.SetVector(System.String,UnityEngine.Vector3)">
<summary>
<para>Sets the value of a vector parameter.</para>
</summary>
<param name="name">The name of the parameter.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.SetVector(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Sets the value of a vector parameter.</para>
</summary>
<param name="id">The id of the parameter. The id is generated using Animator::StringToHash.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="M:UnityEngine.Animator.StartPlayback">
<summary>
<para>Sets the animator in playback mode.</para>
</summary>
</member>
<member name="M:UnityEngine.Animator.StartRecording(System.Int32)">
<summary>
<para>Sets the animator in recording mode, and allocates a circular buffer of size ''frameCount''.</para>
</summary>
<param name="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.</param>
</member>
<member name="M:UnityEngine.Animator.StopPlayback">
<summary>
<para>Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.</para>
</summary>
</member>
<member name="M:UnityEngine.Animator.StopRecording">
<summary>
<para>Stops animator record mode.</para>
</summary>
</member>
<member name="M:UnityEngine.Animator.StringToHash(System.String)">
<summary>
<para>Generates an parameter id from a string.</para>
</summary>
<param name="name">The string to convert to Id.</param>
</member>
<member name="M:UnityEngine.Animator.Update(System.Single)">
<summary>
<para>Evaluates the animator based on deltaTime.</para>
</summary>
<param name="deltaTime">The time delta.</param>
</member>
<member name="T:UnityEngine.AnimatorClipInfo">
<summary>
<para>Information about clip been played and blended by the Animator.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorClipInfo.clip">
<summary>
<para>Returns the animation clip played by the Animator.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorClipInfo.weight">
<summary>
<para>Returns the blending weight used by the Animator to blend this clip.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimatorControllerParameter">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorControllerParameter.defaultBool">
<summary>
<para>The default bool value for the parameter.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorControllerParameter.defaultFloat">
<summary>
<para>The default bool value for the parameter.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorControllerParameter.defaultInt">
<summary>
<para>The default bool value for the parameter.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorControllerParameter.name">
<summary>
<para>The name of the parameter.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorControllerParameter.nameHash">
<summary>
<para>Returns the hash of the parameter based on its name.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorControllerParameter.type">
<summary>
<para>The type of the parameter.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimatorControllerParameterType">
<summary>
<para>The type of the parameter.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorControllerParameterType.Bool">
<summary>
<para>Boolean type parameter.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorControllerParameterType.Float">
<summary>
<para>Float type parameter.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorControllerParameterType.Int">
<summary>
<para>Int type parameter.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorControllerParameterType.Trigger">
<summary>
<para>Trigger type parameter.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimatorCullingMode">
<summary>
<para>Culling mode for the Animator.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorCullingMode.AlwaysAnimate">
<summary>
<para>Always animate the entire character. Object is animated even when offscreen.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorCullingMode.CullCompletely">
<summary>
<para>Animation is completely disabled when renderers are not visible.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorCullingMode.CullUpdateTransforms">
<summary>
<para>Retarget, IK and write of Transforms are disabled when renderers are not visible.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimatorOverrideController">
<summary>
<para>Interface to control AnimatorOverrideController.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorOverrideController.clips">
<summary>
<para>Returns the list of orignal clip from the controller and their override clip.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorOverrideController.runtimeAnimatorController">
<summary>
<para>The Controller that the AnimatorOverrideController overrides.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorOverrideController.this">
<summary>
<para>Returns either the overriding clip if set or the original clip named name.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorOverrideController.this">
<summary>
<para>Returns either the overriding clip if set or the original clip named name.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimatorRecorderMode">
<summary>
<para>The mode of the Animator's recorder.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorRecorderMode.Offline">
<summary>
<para>The Animator recorder is offline.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorRecorderMode.Playback">
<summary>
<para>The Animator recorder is in Playback.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorRecorderMode.Record">
<summary>
<para>The Animator recorder is in Record.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimatorStateInfo">
<summary>
<para>Information about the current or next state.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorStateInfo.fullPathHash">
<summary>
<para>The full path hash for this state.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorStateInfo.length">
<summary>
<para>Current duration of the state.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorStateInfo.loop">
<summary>
<para>Is the state looping.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorStateInfo.nameHash">
<summary>
<para>The hashed name of the State.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorStateInfo.normalizedTime">
<summary>
<para>Normalized time of the State.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorStateInfo.shortNameHash">
<summary>
<para>The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorStateInfo.tagHash">
<summary>
<para>The Tag of the State.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimatorStateInfo.IsName(System.String)">
<summary>
<para>Does /name/ match the name of the active state in the statemachine?</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AnimatorStateInfo.IsTag(System.String)">
<summary>
<para>Does /tag/ match the tag of the active state in the statemachine.</para>
</summary>
<param name="tag"></param>
</member>
<member name="T:UnityEngine.AnimatorTransitionInfo">
<summary>
<para>Information about the current transition.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorTransitionInfo.anyState">
<summary>
<para>Returns true if the transition is from an AnyState node, or from Animator.CrossFade().</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorTransitionInfo.fullPathHash">
<summary>
<para>The unique name of the Transition.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorTransitionInfo.nameHash">
<summary>
<para>The simplified name of the Transition.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorTransitionInfo.normalizedTime">
<summary>
<para>Normalized time of the Transition.</para>
</summary>
</member>
<member name="P:UnityEngine.AnimatorTransitionInfo.userNameHash">
<summary>
<para>The user-specidied name of the Transition.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimatorTransitionInfo.IsName(System.String)">
<summary>
<para>Does /name/ match the name of the active Transition.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AnimatorTransitionInfo.IsUserName(System.String)">
<summary>
<para>Does /userName/ match the name of the active Transition.</para>
</summary>
<param name="name"></param>
</member>
<member name="T:UnityEngine.AnimatorUpdateMode">
<summary>
<para>The update mode of the Animator.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorUpdateMode.AnimatePhysics">
<summary>
<para>Updates the animator during the physic loop in order to have the animation system synchronized with the physics engine.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorUpdateMode.Normal">
<summary>
<para>Normal update of the animator.</para>
</summary>
</member>
<member name="F:UnityEngine.AnimatorUpdateMode.UnscaledTime">
<summary>
<para>Animator updates independently of Time.timeScale.</para>
</summary>
</member>
<member name="T:UnityEngine.AnimatorUtility">
<summary>
<para>Various utilities for animator manipulation.</para>
</summary>
</member>
<member name="M:UnityEngine.AnimatorUtility.DeoptimizeTransformHierarchy(UnityEngine.GameObject)">
<summary>
<para>This function will recreate all transform hierarchy under GameObject.</para>
</summary>
<param name="go">GameObject to Deoptimize.</param>
</member>
<member name="M:UnityEngine.AnimatorUtility.OptimizeTransformHierarchy(UnityEngine.GameObject,System.String[])">
<summary>
<para>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.</para>
</summary>
<param name="go">GameObject to Optimize.</param>
<param name="exposedTransforms">List of transform name to expose.</param>
</member>
<member name="T:UnityEngine.AnisotropicFiltering">
<summary>
<para>Anisotropic filtering mode.</para>
</summary>
</member>
<member name="F:UnityEngine.AnisotropicFiltering.Disable">
<summary>
<para>Disable anisotropic filtering for all textures.</para>
</summary>
</member>
<member name="F:UnityEngine.AnisotropicFiltering.Enable">
<summary>
<para>Enable anisotropic filtering, as set for each texture.</para>
</summary>
</member>
<member name="F:UnityEngine.AnisotropicFiltering.ForceEnable">
<summary>
<para>Enable anisotropic filtering for all textures.</para>
</summary>
</member>
<member name="T:UnityEngine.Application">
<summary>
<para>Access to application run-time data.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.absoluteURL">
<summary>
<para>The absolute path to the web player data file (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.backgroundLoadingPriority">
<summary>
<para>Priority of background loading thread.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.bundleIdentifier">
<summary>
<para>Returns application bundle identifier at runtime.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.cloudProjectId">
<summary>
<para>A unique cloud project identifier. It is unique for every project (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.companyName">
<summary>
<para>Return application company name (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.dataPath">
<summary>
<para>Contains the path to the game data folder (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.genuine">
<summary>
<para>Returns false if application is altered in any way after it was built.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.genuineCheckAvailable">
<summary>
<para>Returns true if application integrity can be confirmed.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.installMode">
<summary>
<para>Returns application install mode (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.internetReachability">
<summary>
<para>Returns the type of Internet reachability currently possible on the device.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isConsolePlatform">
<summary>
<para>Is the current Runtime platform a known console platform.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isEditor">
<summary>
<para>Are we running inside the Unity editor? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isLoadingLevel">
<summary>
<para>Is some level being loaded? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isMobilePlatform">
<summary>
<para>Is the current Runtime platform a known mobile platform.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isPlaying">
<summary>
<para>Returns true when in any kind of player (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.isWebPlayer">
<summary>
<para>Are we running inside a web player? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Application.levelCount">
<summary>
<para>The total number of levels available (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.loadedLevel">
<summary>
<para>The level index that was last loaded (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.loadedLevelName">
<summary>
<para>The name of the level that was last loaded (RO).</para>
</summary>
</member>
<member name="?:UnityEngine.Application.logMessageReceived(UnityEngine.Application/LogCallback)">
<summary>
<para>Event that is fired if a log message is received.</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Application.logMessageReceivedThreaded(UnityEngine.Application/LogCallback)">
<summary>
<para>Event that is fired if a log message is received.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Application.persistentDataPath">
<summary>
<para>Contains the path to a persistent data directory (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.platform">
<summary>
<para>Returns the platform the game is running (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.productName">
<summary>
<para>Returns application product name (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.runInBackground">
<summary>
<para>Should the player be running when the application is in the background?</para>
</summary>
</member>
<member name="P:UnityEngine.Application.sandboxType">
<summary>
<para>Returns application running in sandbox (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.srcValue">
<summary>
<para>The path to the web player data file relative to the html file (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.streamedBytes">
<summary>
<para>How many bytes have we downloaded from the main unity web stream (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.streamingAssetsPath">
<summary>
<para>Contains the path to the StreamingAssets folder (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.systemLanguage">
<summary>
<para>The language the user's operating system is running in.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.targetFrameRate">
<summary>
<para>Instructs game to try to render at a specified frame rate.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.temporaryCachePath">
<summary>
<para>Contains the path to a temporary data / cache directory (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.unityVersion">
<summary>
<para>The version of the Unity runtime used to play the content.</para>
</summary>
</member>
<member name="P:UnityEngine.Application.version">
<summary>
<para>Returns application version number (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Application.webSecurityEnabled">
<summary>
<para>Indicates whether Unity's webplayer security model is enabled.</para>
</summary>
</member>
<member name="M:UnityEngine.Application.CancelQuit">
<summary>
<para>Cancels quitting the application. This is useful for showing a splash screen at the end of a game.</para>
</summary>
</member>
<member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.Int32)">
<summary>
<para>Can the streamed level be loaded?</para>
</summary>
<param name="levelIndex"></param>
</member>
<member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.String)">
<summary>
<para>Can the streamed level be loaded?</para>
</summary>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.CaptureScreenshot">
<summary>
<para>Captures a screenshot at path /filename/ as a PNG file.</para>
</summary>
<param name="filename">Pathname to save the screenshot file to.</param>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
<member name="M:UnityEngine.Application.CaptureScreenshot(System.String,System.Int32)">
<summary>
<para>Captures a screenshot at path /filename/ as a PNG file.</para>
</summary>
<param name="filename">Pathname to save the screenshot file to.</param>
<param name="superSize">Factor by which to increase resolution.</param>
</member>
<member name="M:UnityEngine.Application.ExternalCall(System.String,System.Object[])">
<summary>
<para>Calls a function in the containing web page __(Web Player only)__.</para>
</summary>
<param name="functionName"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.Application.ExternalEval(System.String)">
<summary>
<para>Evaluates script snippet in the containing web page __(Web Player only)__.</para>
</summary>
<param name="script"></param>
</member>
<member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.Int32)">
<summary>
<para>How far has the download progressed? [0...1].</para>
</summary>
<param name="levelIndex"></param>
</member>
<member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.String)">
<summary>
<para>How far has the download progressed? [0...1].</para>
</summary>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.HasProLicense">
<summary>
<para>Is Unity activated with the Pro license?</para>
</summary>
</member>
<member name="M:UnityEngine.Application.HasUserAuthorization(UnityEngine.UserAuthorization)">
<summary>
<para>Check if the user has authorized use of the webcam or microphone in the Web Player.</para>
</summary>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevel(System.Int32)">
<summary>
<para>Loads the level by its name or index.</para>
</summary>
<param name="index">The level to load.</param>
<param name="name">The name of the level to load.</param>
</member>
<member name="M:UnityEngine.Application.LoadLevel(System.String)">
<summary>
<para>Loads the level by its name or index.</para>
</summary>
<param name="index">The level to load.</param>
<param name="name">The name of the level to load.</param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAdditive(System.Int32)">
<summary>
<para>Loads a level additively.</para>
</summary>
<param name="index"></param>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAdditive(System.String)">
<summary>
<para>Loads a level additively.</para>
</summary>
<param name="index"></param>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.Int32)">
<summary>
<para>Loads the level additively and asynchronously in the background.</para>
</summary>
<param name="index"></param>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.String)">
<summary>
<para>Loads the level additively and asynchronously in the background.</para>
</summary>
<param name="index"></param>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAsync(System.Int32)">
<summary>
<para>Loads the level asynchronously in the background.</para>
</summary>
<param name="index"></param>
<param name="levelName"></param>
</member>
<member name="M:UnityEngine.Application.LoadLevelAsync(System.String)">
<summary>
<para>Loads the level asynchronously in the background.</para>
</summary>
<param name="index"></param>
<param name="levelName"></param>
</member>
<member name="T:UnityEngine.Application.LogCallback">
<summary>
<para>Use this delegate type with [[Application.logMessageReceived]] or [[Application.logMessageReceivedThreaded]] to monitor what gets logged.</para>
</summary>
<param name="condition"></param>
<param name="stackTrace"></param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Application.OpenURL(System.String)">
<summary>
<para>Opens the /url/ in a browser.</para>
</summary>
<param name="url"></param>
</member>
<member name="M:UnityEngine.Application.Quit">
<summary>
<para>Quits the player application.</para>
</summary>
</member>
<member name="M:UnityEngine.Application.RequestUserAuthorization(UnityEngine.UserAuthorization)">
<summary>
<para>Request authorization to use the webcam or microphone in the Web Player.</para>
</summary>
<param name="mode"></param>
</member>
<member name="T:UnityEngine.ApplicationInstallMode">
<summary>
<para>Application installation mode (Read Only).</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Adhoc">
<summary>
<para>Application installed via ad hoc distribution.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.DeveloperBuild">
<summary>
<para>Application installed via developer build.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Editor">
<summary>
<para>Application running in editor.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Enterprise">
<summary>
<para>Application installed via enterprise distribution.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Store">
<summary>
<para>Application installed via online store.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationInstallMode.Unknown">
<summary>
<para>Application install mode unknown.</para>
</summary>
</member>
<member name="T:UnityEngine.ApplicationSandboxType">
<summary>
<para>Application sandbox type.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationSandboxType.NotSandboxed">
<summary>
<para>Application not running in a sandbox.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationSandboxType.SandboxBroken">
<summary>
<para>Application is running in broken sandbox.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationSandboxType.Sandboxed">
<summary>
<para>Application is running in a sandbox.</para>
</summary>
</member>
<member name="F:UnityEngine.ApplicationSandboxType.Unknown">
<summary>
<para>Application sandbox type is unknown.</para>
</summary>
</member>
<member name="T:UnityEngine.AreaEffector2D">
<summary>
<para>Applies forces within an area.</para>
</summary>
</member>
<member name="P:UnityEngine.AreaEffector2D.angularDrag">
<summary>
<para>The angular drag to apply to rigid-bodies.</para>
</summary>
</member>
<member name="P:UnityEngine.AreaEffector2D.drag">
<summary>
<para>The linear drag to apply to rigid-bodies.</para>
</summary>
</member>
<member name="P:UnityEngine.AreaEffector2D.forceAngle">
<summary>
<para>The angle of the force to be applied.</para>
</summary>
</member>
<member name="P:UnityEngine.AreaEffector2D.forceMagnitude">
<summary>
<para>The magnitude of the force to be applied.</para>
</summary>
</member>
<member name="P:UnityEngine.AreaEffector2D.forceTarget">
<summary>
<para>The target for where the effector applies any force.</para>
</summary>
</member>
<member name="P:UnityEngine.AreaEffector2D.forceVariation">
<summary>
<para>The variation of the magnitude of the force to be applied.</para>
</summary>
</member>
<member name="P:UnityEngine.AreaEffector2D.useGlobalAngle">
<summary>
<para>Should the /forceAngle/ use global space?</para>
</summary>
</member>
<member name="T:UnityEngine.AssemblyIsEditorAssembly">
<summary>
<para>Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.</para>
</summary>
</member>
<member name="M:UnityEngine.AssemblyIsEditorAssembly.#ctor">
<summary>
<para>Constructor.</para>
</summary>
</member>
<member name="T:UnityEngine.Assertions.Assert">
<summary>
<para>The Assert class contains assertion methods for setting invariants in the code.</para>
</summary>
</member>
<member name="F:UnityEngine.Assertions.Assert.raiseExceptions">
<summary>
<para>Should an exception be thrown on a failure.</para>
</summary>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single)">
<summary>
<para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; 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.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.String)">
<summary>
<para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; 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.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.Single)">
<summary>
<para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; 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.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreApproximatelyEqual(System.Single,System.Single,System.Single,System.String)">
<summary>
<para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| &lt; 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.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T)">
<summary>
<para>Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.</para>
</summary>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
<param name="comparer"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T,System.String)">
<summary>
<para>Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.</para>
</summary>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
<param name="comparer"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreEqual(T,T,System.String,System.Collections.Generic.IEqualityComparer`1&lt;T&gt;)">
<summary>
<para>Asserts that the values are equal. If no comparer is specified, EqualityComparer&lt;T&gt;.Default is used.</para>
</summary>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
<param name="comparer"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single)">
<summary>
<para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.String)">
<summary>
<para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.Single)">
<summary>
<para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotApproximatelyEqual(System.Single,System.Single,System.Single,System.String)">
<summary>
<para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| &lt; tolerance). Default tolerance is 0.00001f.</para>
</summary>
<param name="tolerance">Tolerance of approximation.</param>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T)">
<summary>
<para>Asserts that the values are not equal.</para>
</summary>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
<param name="comparer"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T,System.String)">
<summary>
<para>Asserts that the values are not equal.</para>
</summary>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
<param name="comparer"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.AreNotEqual(T,T,System.String,System.Collections.Generic.IEqualityComparer`1&lt;T&gt;)">
<summary>
<para>Asserts that the values are not equal.</para>
</summary>
<param name="expected"></param>
<param name="actual"></param>
<param name="message"></param>
<param name="comparer"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsFalse(System.Boolean)">
<summary>
<para>Asserts that the condition is false.</para>
</summary>
<param name="condition"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsFalse(System.Boolean,System.String)">
<summary>
<para>Asserts that the condition is false.</para>
</summary>
<param name="condition"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNotNull(T)">
<summary>
<para>Asserts that the value is not null.</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNotNull(T,System.String)">
<summary>
<para>Asserts that the value is not null.</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNull(T)">
<summary>
<para>Asserts that the value is null.</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsNull(T,System.String)">
<summary>
<para>Asserts that the value is null.</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsTrue(System.Boolean)">
<summary>
<para>Asserts that the condition is true.</para>
</summary>
<param name="condition"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Assert.IsTrue(System.Boolean,System.String)">
<summary>
<para>Asserts that the condition is true.</para>
</summary>
<param name="condition"></param>
<param name="message"></param>
</member>
<member name="T:UnityEngine.Assertions.AssertionException">
<summary>
<para>An exception that is thrown on a failure. [[Assertions.Assert._raiseExceptions]] needs to be set to true.</para>
</summary>
</member>
<member name="T:UnityEngine.Assertions.Comparers.FloatComparer">
<summary>
<para>A float comparer used by [[Assertions.Assert]] performing approximate comparison.</para>
</summary>
</member>
<member name="F:UnityEngine.Assertions.Comparers.FloatComparer.kEpsilon">
<summary>
<para>Default epsilon used by the comparer.</para>
</summary>
</member>
<member name="F:UnityEngine.Assertions.Comparers.FloatComparer.s_ComparerWithDefaultTolerance">
<summary>
<para>Default instance of a comparer class with deafult error epsilon and absolute error check.</para>
</summary>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.AreEqual(System.Single,System.Single,System.Single)">
<summary>
<para>Performs equality check with absolute error check.</para>
</summary>
<param name="expected">Expected value.</param>
<param name="actual">Actual value.</param>
<param name="error">Comparison error.</param>
<returns>
<para>Result of the comparison.</para>
</returns>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.AreEqualRelative(System.Single,System.Single,System.Single)">
<summary>
<para>Performs equality check with relative error check.</para>
</summary>
<param name="expected">Expected value.</param>
<param name="actual">Actual value.</param>
<param name="error">Comparison error.</param>
<returns>
<para>Result of the comparison.</para>
</returns>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor">
<summary>
<para>Creates an instance of the comparer.</para>
</summary>
<param name="relative">Should use relative check when comparing values. By default, and absolute check will be used.</param>
<param name="error">Allowed comparison error. By default, the [[FloatComparer.kEpsilon]] is used.</param>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Boolean)">
<summary>
<para>Creates an instance of the comparer.</para>
</summary>
<param name="relative">Should use relative check when comparing values. By default, and absolute check will be used.</param>
<param name="error">Allowed comparison error. By default, the [[FloatComparer.kEpsilon]] is used.</param>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Single)">
<summary>
<para>Creates an instance of the comparer.</para>
</summary>
<param name="relative">Should use relative check when comparing values. By default, and absolute check will be used.</param>
<param name="error">Allowed comparison error. By default, the [[FloatComparer.kEpsilon]] is used.</param>
</member>
<member name="M:UnityEngine.Assertions.Comparers.FloatComparer.#ctor(System.Single,System.Boolean)">
<summary>
<para>Creates an instance of the comparer.</para>
</summary>
<param name="relative">Should use relative check when comparing values. By default, and absolute check will be used.</param>
<param name="error">Allowed comparison error. By default, the [[FloatComparer.kEpsilon]] is used.</param>
</member>
<member name="T:UnityEngine.Assertions.Must.MustExtensions">
<summary>
<para>An extension class that serves as a wrapper for the Assert class.</para>
</summary>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single)">
<summary>
<para>An extension method for [[Assertions.Assert.AreApproximatelyEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.AreApproximatelyEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.Single)">
<summary>
<para>An extension method for [[Assertions.Assert.AreApproximatelyEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeApproximatelyEqual(System.Single,System.Single,System.Single,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.AreApproximatelyEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeEqual(T,T)">
<summary>
<para>An extension method for [[Assertions.Assert.AreEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeEqual(T,T,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.AreEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeFalse(System.Boolean)">
<summary>
<para>An extension method for [[Assertions.Assert.IsFalse]].</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeFalse(System.Boolean,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.IsFalse]].</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeNull(T)">
<summary>
<para>An extension method for [[Assertions.Assert.IsNull]].</para>
</summary>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeNull(T,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.IsNull]].</para>
</summary>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeTrue(System.Boolean)">
<summary>
<para>An extension method for [[Assertions.Assert.IsTrue]].</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustBeTrue(System.Boolean,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.IsTrue]].</para>
</summary>
<param name="value"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single)">
<summary>
<para>An extension method for [[Assertions.Assert.AreNotApproximatelyEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.AreNotApproximatelyEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.Single)">
<summary>
<para>An extension method for [[Assertions.Assert.AreNotApproximatelyEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeApproximatelyEqual(System.Single,System.Single,System.Single,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.AreNotApproximatelyEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
<param name="tolerance"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeEqual(T,T)">
<summary>
<para>An extension method for [[Assertions.Assert.AreNotEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeEqual(T,T,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.AreNotEqual]].</para>
</summary>
<param name="actual"></param>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeNull(T)">
<summary>
<para>An extension method for [[Assertions.Assert.AreNotNull]].</para>
</summary>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="M:UnityEngine.Assertions.Must.MustExtensions.MustNotBeNull(T,System.String)">
<summary>
<para>An extension method for [[Assertions.Assert.AreNotNull]].</para>
</summary>
<param name="expected"></param>
<param name="message"></param>
</member>
<member name="T:UnityEngine.AssetBundle">
<summary>
<para>AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</para>
</summary>
</member>
<member name="P:UnityEngine.AssetBundle.mainAsset">
<summary>
<para>Main asset that was supplied when building the asset bundle (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.AssetBundle.Contains(System.String)">
<summary>
<para>Check if an AssetBundle contains a specific object.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.CreateFromFile(System.String)">
<summary>
<para>Loads an asset bundle from a disk.</para>
</summary>
<param name="path">Path of the file on disk
SA: [[WWW.assetBundle]], [[WWW.LoadFromCacheOrDownload]].</param>
</member>
<member name="M:UnityEngine.AssetBundle.CreateFromMemory(System.Byte[])">
<summary>
<para>Asynchronously create an AssetBundle from a memory region.</para>
</summary>
<param name="binary"></param>
</member>
<member name="M:UnityEngine.AssetBundle.CreateFromMemoryImmediate(System.Byte[])">
<summary>
<para>Synchronously create an AssetBundle from a memory region.</para>
</summary>
<param name="binary">Array of bytes with the AssetBundle data.</param>
</member>
<member name="M:UnityEngine.AssetBundle.GetAllAssetNames">
<summary>
<para>Return all asset names in the AssetBundle.</para>
</summary>
</member>
<member name="M:UnityEngine.AssetBundle.GetAllScenePaths">
<summary>
<para>Return all the scene asset paths (paths to *.unity assets) in the AssetBundle.</para>
</summary>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAllAssets(System.Type)">
<summary>
<para>Loads all assets contained in the asset bundle that inherit from /type/.</para>
</summary>
<param name="type"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAllAssets">
<summary>
<para>Loads all assets contained in the asset bundle.</para>
</summary>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAllAssets">
<summary>
<para>Loads all assets contained in the asset bundle that inherit from type /T/.</para>
</summary>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync">
<summary>
<para>Loads all assets contained in the asset bundle asynchronously.</para>
</summary>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync">
<summary>
<para>Loads all assets contained in the asset bundle that inherit from /T/ asynchronously.</para>
</summary>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync(System.Type)">
<summary>
<para>Loads all assets contained in the asset bundle that inherit from /type/ asynchronously.</para>
</summary>
<param name="type"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)">
<summary>
<para>Loads asset with /name/ from the bundle.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String,System.Type)">
<summary>
<para>Loads asset with /name/ of a given /type/ from the bundle.</para>
</summary>
<param name="name"></param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)">
<summary>
<para>Loads asset with /name/ of type /T/ from the bundle.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)">
<summary>
<para>Asynchronously loads asset with /name/ from the bundle.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)">
<summary>
<para>Asynchronously loads asset with /name/ of a given /T/ from the bundle.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String,System.Type)">
<summary>
<para>Asynchronously loads asset with /name/ of a given /type/ from the bundle.</para>
</summary>
<param name="name"></param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)">
<summary>
<para>Loads asset and sub assets with /name/ from the bundle.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String,System.Type)">
<summary>
<para>Loads asset and sub assets with /name/ of a given /type/ from the bundle.</para>
</summary>
<param name="name"></param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)">
<summary>
<para>Loads asset and sub assets with /name/ of type /T/ from the bundle.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)">
<summary>
<para>Loads asset with sub assets with /name/ from the bundle asynchronously.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)">
<summary>
<para>Loads asset with sub assets with /name/ of type /T/ from the bundle asynchronously.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String,System.Type)">
<summary>
<para>Loads asset with sub assets with /name/ of a given /type/ from the bundle asynchronously.</para>
</summary>
<param name="name"></param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.AssetBundle.Unload(System.Boolean)">
<summary>
<para>Unloads all assets in the bundle.</para>
</summary>
<param name="unloadAllLoadedObjects"></param>
</member>
<member name="T:UnityEngine.AssetBundleCreateRequest">
<summary>
<para>Asynchronous create request for an [[AssetBundle]].</para>
</summary>
</member>
<member name="P:UnityEngine.AssetBundleCreateRequest.assetBundle">
<summary>
<para>Asset object being loaded (RO).</para>
</summary>
</member>
<member name="T:UnityEngine.AssetBundleManifest">
<summary>
<para>Manifest for all the assetBundle in the build.</para>
</summary>
</member>
<member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundles">
<summary>
<para>Get all the AssetBundles in the manifest.</para>
</summary>
<returns>
<para>An array of asset bundle names.</para>
</returns>
</member>
<member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundlesWithVariant">
<summary>
<para>Get all the AssetBundles with variant in the manifest.</para>
</summary>
<returns>
<para>An array of asset bundle names.</para>
</returns>
</member>
<member name="M:UnityEngine.AssetBundleManifest.GetAllDependencies(System.String)">
<summary>
<para>Get all the dependent AssetBundles for the given AssetBundle.</para>
</summary>
<param name="assetBundleName">Name of the asset bundle.</param>
</member>
<member name="M:UnityEngine.AssetBundleManifest.GetAssetBundleHash(System.String)">
<summary>
<para>Get the hash for the given AssetBundle.</para>
</summary>
<param name="assetBundleName">Name of the asset bundle.</param>
<returns>
<para>The 128-bit hash for the asset bundle.</para>
</returns>
</member>
<member name="M:UnityEngine.AssetBundleManifest.GetDirectDependencies(System.String)">
<summary>
<para>Get the direct dependent AssetBundles for the given AssetBundle.</para>
</summary>
<param name="assetBundleName">Name of the asset bundle.</param>
<returns>
<para>Array of asset bundle names this asset bundle depends on.</para>
</returns>
</member>
<member name="T:UnityEngine.AssetBundleRequest">
<summary>
<para>Asynchronous load request from an [[AssetBundle]].</para>
</summary>
</member>
<member name="P:UnityEngine.AssetBundleRequest.allAssets">
<summary>
<para>Asset objects with sub assets being loaded. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AssetBundleRequest.asset">
<summary>
<para>Asset object being loaded (RO).</para>
</summary>
</member>
<member name="T:UnityEngine.AsyncOperation">
<summary>
<para>Asynchronous operation coroutine.</para>
</summary>
</member>
<member name="P:UnityEngine.AsyncOperation.allowSceneActivation">
<summary>
<para>Allow scenes to be activated as soon as it is ready.</para>
</summary>
</member>
<member name="P:UnityEngine.AsyncOperation.isDone">
<summary>
<para>Has the operation finished? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AsyncOperation.priority">
<summary>
<para>Priority lets you tweak in which order async operation calls will be performed.</para>
</summary>
</member>
<member name="P:UnityEngine.AsyncOperation.progress">
<summary>
<para>What's the operation's progress. (RO)</para>
</summary>
</member>
<member name="T:UnityEngine.Audio.AudioMixer">
<summary>
<para>AudioMixer asset.</para>
</summary>
</member>
<member name="P:UnityEngine.Audio.AudioMixer.outputAudioMixerGroup">
<summary>
<para>Routing target.</para>
</summary>
</member>
<member name="M:UnityEngine.Audio.AudioMixer.ClearFloat(System.String)">
<summary>
<para>Resets an exposed parameter to its initial value.</para>
</summary>
<param name="name">Exposed parameter.</param>
<returns>
<para>Returns false if the parameter was not found or could not be set.</para>
</returns>
</member>
<member name="M:UnityEngine.Audio.AudioMixer.FindMatchingGroups(System.String)">
<summary>
<para>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.</para>
</summary>
<param name="subPath">Sub-string of the paths to be matched.</param>
<returns>
<para>Groups in the mixer whose paths match the specified search path.</para>
</returns>
</member>
<member name="M:UnityEngine.Audio.AudioMixer.FindSnapshot(System.String)">
<summary>
<para>The name must be an exact match.</para>
</summary>
<param name="name">Name of snapshot object to be returned.</param>
<returns>
<para>The snapshot identified by the name.</para>
</returns>
</member>
<member name="M:UnityEngine.Audio.AudioMixer.GetFloat(System.String,System.Single&amp;)">
<summary>
<para>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.</para>
</summary>
<param name="name">Name of exposed parameter.</param>
<param name="value">Return value of exposed parameter.</param>
<returns>
<para>Returns false if the exposed parameter specified doesn't exist.</para>
</returns>
</member>
<member name="M:UnityEngine.Audio.AudioMixer.SetFloat(System.String,System.Single)">
<summary>
<para>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.</para>
</summary>
<param name="name">Name of exposed parameter.</param>
<param name="value">New value of exposed parameter.</param>
<returns>
<para>Returns false if the exposed parameter was not found or snapshots are currently being edited.</para>
</returns>
</member>
<member name="M:UnityEngine.Audio.AudioMixer.TransitionToSnapshots(UnityEngine.Audio.AudioMixerSnapshot[],System.Single[],System.Single)">
<summary>
<para>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.</para>
</summary>
<param name="snapshots">The set of snapshots to be mixed.</param>
<param name="weights">The mix weights for the snapshots specified.</param>
<param name="timeToReach">Relative time after which the mixture should be reached from any current state.</param>
</member>
<member name="T:UnityEngine.Audio.AudioMixerGroup">
<summary>
<para>Object representing a group in the mixer.</para>
</summary>
</member>
<member name="T:UnityEngine.Audio.AudioMixerSnapshot">
<summary>
<para>Object representing a snapshot in the mixer.</para>
</summary>
</member>
<member name="M:UnityEngine.Audio.AudioMixerSnapshot.TransitionTo(System.Single)">
<summary>
<para>Performs an interpolated transition towards this snapshot over the time interval specified.</para>
</summary>
<param name="timeToReach">Relative time after which this snapshot should be reached from any current state.</param>
</member>
<member name="T:UnityEngine.AudioChorusFilter">
<summary>
<para>The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioChorusFilter.delay">
<summary>
<para>Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioChorusFilter.depth">
<summary>
<para>Chorus modulation depth. 0.0 to 1.0. Default = 0.03.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioChorusFilter.dryMix">
<summary>
<para>Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioChorusFilter.feedback">
<summary>
<para>Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioChorusFilter.rate">
<summary>
<para>Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioChorusFilter.wetMix1">
<summary>
<para>Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioChorusFilter.wetMix2">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioChorusFilter.wetMix3">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioClip">
<summary>
<para>A container for audio data.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.channels">
<summary>
<para>The number of channels in the audio clip. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.frequency">
<summary>
<para>The sample frequency of the clip in Hertz. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.isReadyToPlay">
<summary>
<para>Returns true if the AudioClip is ready to play (read-only).</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.length">
<summary>
<para>The length of the audio clip in seconds. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.loadInBackground">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.loadState">
<summary>
<para>Returns the current load state of the audio data associated with an AudioClip.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.loadType">
<summary>
<para>The load type of the clip (read-only).</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.preloadAudioData">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioClip.samples">
<summary>
<para>The length of the audio clip in samples. (RO)</para>
</summary>
</member>
<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para>
</summary>
<param name="name">Name of clip.</param>
<param name="lengthSamples">Number of sample frames.</param>
<param name="channels">Number of channels per frame.</param>
<param name="frequency">Sample frequency of clip.</param>
<param name="_3D">Audio clip is played back in 3D.</param>
<param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param>
<param name="pcmreadercallback">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.</param>
<param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param>
<returns>
<para>A reference to the created AudioClip.</para>
</returns>
</member>
<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback)">
<summary>
<para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para>
</summary>
<param name="name">Name of clip.</param>
<param name="lengthSamples">Number of sample frames.</param>
<param name="channels">Number of channels per frame.</param>
<param name="frequency">Sample frequency of clip.</param>
<param name="_3D">Audio clip is played back in 3D.</param>
<param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param>
<param name="pcmreadercallback">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.</param>
<param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param>
<returns>
<para>A reference to the created AudioClip.</para>
</returns>
</member>
<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback,UnityEngine.AudioClip/PCMSetPositionCallback)">
<summary>
<para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para>
</summary>
<param name="name">Name of clip.</param>
<param name="lengthSamples">Number of sample frames.</param>
<param name="channels">Number of channels per frame.</param>
<param name="frequency">Sample frequency of clip.</param>
<param name="_3D">Audio clip is played back in 3D.</param>
<param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param>
<param name="pcmreadercallback">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.</param>
<param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param>
<returns>
<para>A reference to the created AudioClip.</para>
</returns>
</member>
<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
<para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para>
</summary>
<param name="name">Name of clip.</param>
<param name="lengthSamples">Number of sample frames.</param>
<param name="channels">Number of channels per frame.</param>
<param name="frequency">Sample frequency of clip.</param>
<param name="_3D">Audio clip is played back in 3D.</param>
<param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param>
<param name="pcmreadercallback">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.</param>
<param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param>
<returns>
<para>A reference to the created AudioClip.</para>
</returns>
</member>
<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback)">
<summary>
<para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para>
</summary>
<param name="name">Name of clip.</param>
<param name="lengthSamples">Number of sample frames.</param>
<param name="channels">Number of channels per frame.</param>
<param name="frequency">Sample frequency of clip.</param>
<param name="_3D">Audio clip is played back in 3D.</param>
<param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param>
<param name="pcmreadercallback">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.</param>
<param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param>
<returns>
<para>A reference to the created AudioClip.</para>
</returns>
</member>
<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback,UnityEngine.AudioClip/PCMSetPositionCallback)">
<summary>
<para>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</para>
</summary>
<param name="name">Name of clip.</param>
<param name="lengthSamples">Number of sample frames.</param>
<param name="channels">Number of channels per frame.</param>
<param name="frequency">Sample frequency of clip.</param>
<param name="_3D">Audio clip is played back in 3D.</param>
<param name="stream">True if clip is streamed, that is if the pcmreadercallback generates data on the fly.</param>
<param name="pcmreadercallback">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.</param>
<param name="pcmsetpositioncallback">This callback is invoked whenever the clip loops or changes playback position.</param>
<returns>
<para>A reference to the created AudioClip.</para>
</returns>
</member>
<member name="M:UnityEngine.AudioClip.GetData(System.Single[],System.Int32)">
<summary>
<para>Fills an array with sample data from the clip.</para>
</summary>
<param name="data"></param>
<param name="offsetSamples"></param>
</member>
<member name="M:UnityEngine.AudioClip.LoadAudioData">
<summary>
<para>Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically.</para>
</summary>
<returns>
<para>Returns true if loading succeeded.</para>
</returns>
</member>
<member name="T:UnityEngine.AudioClip.PCMReaderCallback">
<summary>
<para>Delegate called each time [[AudioClip]] reads data.</para>
</summary>
<param name="data">Array of floats containing data read from the clip.</param>
</member>
<member name="T:UnityEngine.AudioClip.PCMSetPositionCallback">
<summary>
<para>Delegate called each time [[AudioClip]] changes read position.</para>
</summary>
<param name="position">New position in the audio clip.</param>
</member>
<member name="M:UnityEngine.AudioClip.SetData(System.Single[],System.Int32)">
<summary>
<para>Set sample data in a clip.</para>
</summary>
<param name="data"></param>
<param name="offsetSamples"></param>
</member>
<member name="M:UnityEngine.AudioClip.UnloadAudioData">
<summary>
<para>Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.</para>
</summary>
<returns>
<para>Returns false if unloading failed.</para>
</returns>
</member>
<member name="T:UnityEngine.AudioClipLoadType">
<summary>
<para>Determines how the audio clip is loaded in.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioClipLoadType.CompressedInMemory">
<summary>
<para>The audio data of the clip will be kept in memory in compressed form.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioClipLoadType.DecompressOnLoad">
<summary>
<para>The audio data is decompressed when the audio clip is loaded.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioClipLoadType.Streaming">
<summary>
<para>Streams audio data from disk.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioCompressionFormat">
<summary>
<para>An enum containing different compression types.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioCompressionFormat.AAC">
<summary>
<para>AAC Audio Compression.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioCompressionFormat.ADPCM">
<summary>
<para>Adaptive differential pulse-code modulation.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioCompressionFormat.HEVAG">
<summary>
<para>Sony proprietory hardware codec.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioCompressionFormat.MP3">
<summary>
<para>MPEG Audio Layer III.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioCompressionFormat.PCM">
<summary>
<para>Uncompressed pulse-code modulation.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioCompressionFormat.VAG">
<summary>
<para>Sony proprietary hardware format.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioCompressionFormat.Vorbis">
<summary>
<para>Vorbis compression format.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioCompressionFormat.XMA">
<summary>
<para>Xbox One proprietary hardware format.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioConfiguration">
<summary>
<para>Specifies the current properties or desired properties to be set for the audio system.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioConfiguration.dspBufferSize">
<summary>
<para>The length of the DSP buffer in samples determining the latency of sounds by the audio output device.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioConfiguration.numRealVoices">
<summary>
<para>The current maximum number of simultaneously audible sounds in the game.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioConfiguration.numVirtualVoices">
<summary>
<para>The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioConfiguration.sampleRate">
<summary>
<para>The current sample rate of the audio output device used.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioConfiguration.speakerMode">
<summary>
<para>The current speaker mode used by the audio output device.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioDataLoadState">
<summary>
<para>Value describing the current load state of the audio data associated with an AudioClip.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioDataLoadState.Failed">
<summary>
<para>Value returned by AudioClip.loadState for an AudioClip that has failed loading its audio data.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioDataLoadState.Loaded">
<summary>
<para>Value returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioDataLoadState.Loading">
<summary>
<para>Value returned by AudioClip.loadState for an AudioClip that is currently loading audio data.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioDataLoadState.Unloaded">
<summary>
<para>Value returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioDistortionFilter">
<summary>
<para>The Audio Distortion Filter distorts the sound from an AudioSource or.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioDistortionFilter.distortionLevel">
<summary>
<para>Distortion value. 0.0 to 1.0. Default = 0.5.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioEchoFilter">
<summary>
<para>The Audio Echo Filter repeats a sound after a given Delay, attenuating.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioEchoFilter.decayRatio">
<summary>
<para>Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioEchoFilter.delay">
<summary>
<para>Echo delay in ms. 10 to 5000. Default = 500.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioEchoFilter.dryMix">
<summary>
<para>Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioEchoFilter.wetMix">
<summary>
<para>Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioHighPassFilter">
<summary>
<para>The Audio High Pass Filter passes high frequencies of an AudioSource and.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioHighPassFilter.cutoffFrequency">
<summary>
<para>Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioHighPassFilter.highpassResonanceQ">
<summary>
<para>Determines how much the filter's self-resonance isdampened.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioListener">
<summary>
<para>Representation of a listener in 3D space.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioListener.pause">
<summary>
<para>The paused state of the audio system.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioListener.velocityUpdateMode">
<summary>
<para>This lets you set whether the Audio Listener should be updated in the fixed or dynamic update.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioListener.volume">
<summary>
<para>Controls the game sound volume (0.0 to 1.0).</para>
</summary>
</member>
<member name="M:UnityEngine.AudioListener.GetOutputData(System.Int32,System.Int32)">
<summary>
<para>Returns a block of the listener (master)'s output data.</para>
</summary>
<param name="numSamples"></param>
<param name="channel"></param>
</member>
<member name="M:UnityEngine.AudioListener.GetOutputData(System.Single[],System.Int32)">
<summary>
<para>Returns a block of the listener (master)'s output data.</para>
</summary>
<param name="samples"></param>
<param name="channel"></param>
</member>
<member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)">
<summary>
<para>Returns a block of the listener (master)'s spectrum data.</para>
</summary>
<param name="numSamples"></param>
<param name="channel"></param>
<param name="window"></param>
</member>
<member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)">
<summary>
<para>Returns a block of the listener (master)'s spectrum data.</para>
</summary>
<param name="samples"></param>
<param name="channel"></param>
<param name="window"></param>
</member>
<member name="T:UnityEngine.AudioLowPassFilter">
<summary>
<para>The Audio Low Pass Filter filter passes low frequencies of an.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioLowPassFilter.cutoffFrequency">
<summary>
<para>Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioLowPassFilter.lowpassResonanceQ">
<summary>
<para>Determines how much the filter's self-resonance is dampened.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioReverbFilter">
<summary>
<para>The Audio Reverb Filter takes an Audio Clip and distortionates it in a.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.decayHFRatio">
<summary>
<para>Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.decayTime">
<summary>
<para>Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.density">
<summary>
<para>Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.diffusion">
<summary>
<para>Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.dryLevel">
<summary>
<para>Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.hfReference">
<summary>
<para>Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.lfReference">
<summary>
<para>Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.reflectionsDelay">
<summary>
<para>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.reflectionsLevel">
<summary>
<para>Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.reverbDelay">
<summary>
<para>Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.reverbLevel">
<summary>
<para>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.reverbPreset">
<summary>
<para>Set/Get reverb preset properties.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.room">
<summary>
<para>Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.roomHF">
<summary>
<para>Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.roomLF">
<summary>
<para>Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbFilter.roomRolloff">
<summary>
<para>Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioReverbPreset">
<summary>
<para>Reverb presets used by the Reverb Zone class and the audio reverb filter.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Alley">
<summary>
<para>Alley preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Arena">
<summary>
<para>Arena preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Auditorium">
<summary>
<para>Auditorium preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Bathroom">
<summary>
<para>Bathroom preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.CarpetedHallway">
<summary>
<para>Carpeted hallway preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Cave">
<summary>
<para>Cave preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.City">
<summary>
<para>City preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Concerthall">
<summary>
<para>Concert hall preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Dizzy">
<summary>
<para>Dizzy preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Drugged">
<summary>
<para>Drugged preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Forest">
<summary>
<para>Forest preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Generic">
<summary>
<para>Generic preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Hallway">
<summary>
<para>Hallway preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Hangar">
<summary>
<para>Hangar preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Livingroom">
<summary>
<para>Livingroom preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Mountains">
<summary>
<para>Mountains preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Off">
<summary>
<para>No reverb preset selected.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.PaddedCell">
<summary>
<para>Padded cell preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.ParkingLot">
<summary>
<para>Parking Lot preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Plain">
<summary>
<para>Plain preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Psychotic">
<summary>
<para>Psychotic preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Quarry">
<summary>
<para>Quarry preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Room">
<summary>
<para>Room preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.SewerPipe">
<summary>
<para>Sewer pipe preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.StoneCorridor">
<summary>
<para>Stone corridor preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Stoneroom">
<summary>
<para>Stoneroom preset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.Underwater">
<summary>
<para>Underwater presset.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioReverbPreset.User">
<summary>
<para>User defined preset.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioReverbZone">
<summary>
<para>Reverb Zones are used when you want to create location based ambient effects in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.decayHFRatio">
<summary>
<para>High-frequency to mid-frequency decay time ratio.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.decayTime">
<summary>
<para>Reverberation decay time at mid frequencies.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.density">
<summary>
<para>Value that controls the modal density in the late reverberation decay.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.diffusion">
<summary>
<para>Value that controls the echo density in the late reverberation decay.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.maxDistance">
<summary>
<para>The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.minDistance">
<summary>
<para>The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.reflections">
<summary>
<para>Early reflections level relative to room effect.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.reflectionsDelay">
<summary>
<para>Initial reflection delay time.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.reverb">
<summary>
<para>Late reverberation level relative to room effect.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.reverbDelay">
<summary>
<para>Late reverberation delay time relative to initial reflection.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.reverbPreset">
<summary>
<para>Set/Get reverb preset properties.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.room">
<summary>
<para>Room effect level (at mid frequencies).</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.roomHF">
<summary>
<para>Relative room effect level at high frequencies.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.roomLF">
<summary>
<para>Relative room effect level at low frequencies.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.roomRolloffFactor">
<summary>
<para>Like rolloffscale in global settings, but for reverb room size effect.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.HFReference">
<summary>
<para>Reference high frequency (hz).</para>
</summary>
</member>
<member name="P:UnityEngine.AudioReverbZone.LFReference">
<summary>
<para>Reference low frequency (hz).</para>
</summary>
</member>
<member name="T:UnityEngine.AudioRolloffMode">
<summary>
<para>Rolloff modes that a 3D sound can have in an audio source.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioRolloffMode.Custom">
<summary>
<para>Use this when you want to use a custom rolloff.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioRolloffMode.Linear">
<summary>
<para>Use this mode when you want to lower the volume of your sound over the distance.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioRolloffMode.Logarithmic">
<summary>
<para>Use this mode when you want a real-world rolloff.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioSettings">
<summary>
<para>Controls the global audio settings from script.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSettings.driverCapabilities">
<summary>
<para>Returns the speaker mode capability of the current audio driver. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSettings.dspTime">
<summary>
<para>Returns the current time of the audio system.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSettings.outputSampleRate">
<summary>
<para>Get the mixer's current output rate.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSettings.speakerMode">
<summary>
<para>Gets the current speaker mode. Default is 2 channel stereo.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioSettings.AudioConfigurationChangeHandler">
<summary>
<para>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.</para>
</summary>
<param name="deviceWasChanged">True if the change was caused by an device change.</param>
</member>
<member name="M:UnityEngine.AudioSettings.GetConfiguration">
<summary>
<para>Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via [[AudioSettings.Reset]].</para>
</summary>
<returns>
<para>The new configuration to be applied.</para>
</returns>
</member>
<member name="M:UnityEngine.AudioSettings.GetDSPBufferSize(System.Int32&amp;,System.Int32&amp;)">
<summary>
<para>Get the mixer's buffer size in samples.</para>
</summary>
<param name="bufferLength">Is the length of each buffer in the ringbuffer.</param>
<param name="numBuffers">Is number of buffers.</param>
</member>
<member name="?:UnityEngine.AudioSettings.OnAudioConfigurationChanged(UnityEngine.AudioSettings/AudioConfigurationChangeHandler)">
<summary>
<para>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.</para>
</summary>
<param name="value">True if the change was caused by an device change.</param>
</member>
<member name="M:UnityEngine.AudioSettings.Reset(UnityEngine.AudioConfiguration)">
<summary>
<para>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.</para>
</summary>
<param name="config">The new configuration to be used.</param>
<returns>
<para>True if all settings could be successfully applied.</para>
</returns>
</member>
<member name="T:UnityEngine.AudioSource">
<summary>
<para>A representation of audio sources in 3D.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.bypassEffects">
<summary>
<para>Bypass effects (Applied from filter components or global listener filters).</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.bypassListenerEffects">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.bypassReverbZones">
<summary>
<para>When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.clip">
<summary>
<para>The default [[AudioClip]] to play.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.dopplerLevel">
<summary>
<para>Sets the Doppler scale for this AudioSource.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.ignoreListenerPause">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.ignoreListenerVolume">
<summary>
<para>This makes the audio source not take into account the volume of the audio listener.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.isPlaying">
<summary>
<para>Is the ::ref::clip playing right now (RO)?</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.loop">
<summary>
<para>Is the audio clip looping?</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.maxDistance">
<summary>
<para>(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.minDistance">
<summary>
<para>Within the Min distance the AudioSource will cease to grow louder in volume.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.mute">
<summary>
<para>Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.outputAudioMixerGroup">
<summary>
<para>The target group to which the AudioSource should route its signal.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.panStereo">
<summary>
<para>Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.pitch">
<summary>
<para>The pitch of the audio source.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.playOnAwake">
<summary>
<para>If set to true, the audio source will automatically start playing on awake.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.priority">
<summary>
<para>Sets the priority of the [[AudioSource]].</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.reverbZoneMix">
<summary>
<para>The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.rolloffMode">
<summary>
<para>Sets/Gets how the AudioSource attenuates over distance.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.spatialBlend">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.spread">
<summary>
<para>Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.time">
<summary>
<para>Playback position in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.timeSamples">
<summary>
<para>Playback position in PCM samples.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.velocityUpdateMode">
<summary>
<para>Whether the Audio Source should be updated in the fixed or dynamic update.</para>
</summary>
</member>
<member name="P:UnityEngine.AudioSource.volume">
<summary>
<para>The volume of the audio source (0.0 to 1.0).</para>
</summary>
</member>
<member name="M:UnityEngine.AudioSource.GetOutputData(System.Int32,System.Int32)">
<summary>
<para>Returns a block of the currently playing source's output data.</para>
</summary>
<param name="numSamples"></param>
<param name="channel"></param>
</member>
<member name="M:UnityEngine.AudioSource.GetOutputData(System.Single[],System.Int32)">
<summary>
<para>Returns a block of the currently playing source's output data.</para>
</summary>
<param name="samples"></param>
<param name="channel"></param>
</member>
<member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)">
<summary>
<para>Returns a block of the currently playing source's spectrum data.</para>
</summary>
<param name="numSamples"></param>
<param name="channel"></param>
<param name="window"></param>
</member>
<member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)">
<summary>
<para>Returns a block of the currently playing source's spectrum data.</para>
</summary>
<param name="samples"></param>
<param name="channel"></param>
<param name="window"></param>
</member>
<member name="M:UnityEngine.AudioSource.Pause">
<summary>
<para>Pauses playing the ::ref::clip.</para>
</summary>
</member>
<member name="M:UnityEngine.AudioSource.Play">
<summary>
<para>Plays the ::ref::clip with an optional certain delay.</para>
</summary>
<param name="delay">Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec).</param>
</member>
<member name="M:UnityEngine.AudioSource.Play(System.UInt64)">
<summary>
<para>Plays the ::ref::clip with an optional certain delay.</para>
</summary>
<param name="delay">Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec).</param>
</member>
<member name="M:UnityEngine.AudioSource.PlayClipAtPoint">
<summary>
<para>Plays an AudioClip at a given position in world space.</para>
</summary>
<param name="clip">Audio data to play.</param>
<param name="position">Position in world space from which sound originates.</param>
<param name="volume">Playback volume.</param>
</member>
<member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3,System.Single)">
<summary>
<para>Plays an AudioClip at a given position in world space.</para>
</summary>
<param name="clip">Audio data to play.</param>
<param name="position">Position in world space from which sound originates.</param>
<param name="volume">Playback volume.</param>
</member>
<member name="M:UnityEngine.AudioSource.PlayDelayed(System.Single)">
<summary>
<para>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.</para>
</summary>
<param name="delay">Delay time specified in seconds.</param>
</member>
<member name="M:UnityEngine.AudioSource.PlayOneShot">
<summary>
<para>Plays an [[AudioClip]], and scales the [[AudioSource]] volume by volumeScale.</para>
</summary>
<param name="clip">The clip being played.</param>
<param name="volumeScale">The scale of the volume (0-1).</param>
</member>
<member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip,System.Single)">
<summary>
<para>Plays an [[AudioClip]], and scales the [[AudioSource]] volume by volumeScale.</para>
</summary>
<param name="clip">The clip being played.</param>
<param name="volumeScale">The scale of the volume (0-1).</param>
</member>
<member name="M:UnityEngine.AudioSource.PlayScheduled(System.Double)">
<summary>
<para>Plays the ::ref::clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.</para>
</summary>
<param name="time">Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing.</param>
</member>
<member name="M:UnityEngine.AudioSource.SetScheduledEndTime(System.Double)">
<summary>
<para>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.</para>
</summary>
<param name="time">Time in seconds.</param>
</member>
<member name="M:UnityEngine.AudioSource.SetScheduledStartTime(System.Double)">
<summary>
<para>Changes the time at which a sound that has already been scheduled to play will start.</para>
</summary>
<param name="time">Time in seconds.</param>
</member>
<member name="M:UnityEngine.AudioSource.Stop">
<summary>
<para>Stops playing the ::ref::clip.</para>
</summary>
</member>
<member name="M:UnityEngine.AudioSource.UnPause">
<summary>
<para>Unpause the paused playback of this AudioSource.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioSpeakerMode">
<summary>
<para>These are speaker types defined for use with [[AudioSettings.speakerMode]].</para>
</summary>
</member>
<member name="F:UnityEngine.AudioSpeakerMode.Mode5point1">
<summary>
<para>Channel count is set to 6. 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioSpeakerMode.Mode7point1">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioSpeakerMode.Mono">
<summary>
<para>Channel count is set to 1. The speakers are monaural.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioSpeakerMode.Prologic">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioSpeakerMode.Quad">
<summary>
<para>Channel count is set to 4. 4 speaker setup. This includes front left, front right, rear left, rear right.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioSpeakerMode.Raw">
<summary>
<para>Channel count is unaffected.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioSpeakerMode.Stereo">
<summary>
<para>Channel count is set to 2. The speakers are stereo. This is the editor default.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioSpeakerMode.Surround">
<summary>
<para>Channel count is set to 5. 5 speaker setup. This includes front left, front right, center, rear left, rear right.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioType">
<summary>
<para>Type of the imported(native) data.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.ACC">
<summary>
<para>Acc - not supported.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.AIFF">
<summary>
<para>Aiff.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.AUDIOQUEUE">
<summary>
<para>iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.IT">
<summary>
<para>Impulse tracker.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.MOD">
<summary>
<para>Protracker / Fasttracker MOD.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.MPEG">
<summary>
<para>MP2/MP3 MPEG.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.OGGVORBIS">
<summary>
<para>Ogg vorbis.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.S3M">
<summary>
<para>ScreamTracker 3.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.UNKNOWN">
<summary>
<para>3rd party / unknown plugin format.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.VAG">
<summary>
<para>VAG.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.WAV">
<summary>
<para>Microsoft WAV.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.XM">
<summary>
<para>FastTracker 2 XM.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioType.XMA">
<summary>
<para>Xbox360 XMA.</para>
</summary>
</member>
<member name="T:UnityEngine.AudioVelocityUpdateMode">
<summary>
<para>Describes when an [[AudioSource]] or [[AudioListener]] is updated.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioVelocityUpdateMode.Auto">
<summary>
<para>Updates the source or listener in the fixed update loop if it is attached to a [[Rigidbody]], dynamic otherwise.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioVelocityUpdateMode.Dynamic">
<summary>
<para>Updates the source or listener in the dynamic update loop.</para>
</summary>
</member>
<member name="F:UnityEngine.AudioVelocityUpdateMode.Fixed">
<summary>
<para>Updates the source or listener in the fixed update loop.</para>
</summary>
</member>
<member name="T:UnityEngine.Avatar">
<summary>
<para>Avatar definition.</para>
</summary>
</member>
<member name="P:UnityEngine.Avatar.isHuman">
<summary>
<para>Return true if this avatar is a valid human avatar.</para>
</summary>
</member>
<member name="P:UnityEngine.Avatar.isValid">
<summary>
<para>Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.</para>
</summary>
</member>
<member name="T:UnityEngine.AvatarBuilder">
<summary>
<para>Class to build avatars from user scripts.</para>
</summary>
</member>
<member name="M:UnityEngine.AvatarBuilder.BuildGenericAvatar(UnityEngine.GameObject,System.String)">
<summary>
<para>Create a new generic avatar.</para>
</summary>
<param name="go">Root object of your transform hierarchy.</param>
<param name="rootMotionTransformName">Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself.</param>
</member>
<member name="M:UnityEngine.AvatarBuilder.BuildHumanAvatar(UnityEngine.GameObject,UnityEngine.HumanDescription)">
<summary>
<para>Create a humanoid avatar.</para>
</summary>
<param name="go">Root object of your transform hierachy.</param>
<param name="monoHumanDescription">Description of the avatar.</param>
</member>
<member name="T:UnityEngine.AvatarIKGoal">
<summary>
<para>IK Goal.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarIKGoal.LeftFoot">
<summary>
<para>The left foot.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarIKGoal.LeftHand">
<summary>
<para>The left hand.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarIKGoal.RightFoot">
<summary>
<para>The right foot.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarIKGoal.RightHand">
<summary>
<para>The right hand.</para>
</summary>
</member>
<member name="T:UnityEngine.AvatarIKHint">
<summary>
<para>IK Hint.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarIKHint.LeftElbow">
<summary>
<para>The left elbow IK hint.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarIKHint.LeftKnee">
<summary>
<para>The left knee IK hint.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarIKHint.RightElbow">
<summary>
<para>The right elbow IK hint.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarIKHint.RightKnee">
<summary>
<para>The right knee IK hint.</para>
</summary>
</member>
<member name="T:UnityEngine.AvatarTarget">
<summary>
<para>Target.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarTarget.Body">
<summary>
<para>The body, center of mass.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarTarget.LeftFoot">
<summary>
<para>The left foot.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarTarget.LeftHand">
<summary>
<para>The left hand.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarTarget.RightFoot">
<summary>
<para>The right foot.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarTarget.RightHand">
<summary>
<para>The right hand.</para>
</summary>
</member>
<member name="F:UnityEngine.AvatarTarget.Root">
<summary>
<para>The root, the position of the game object.</para>
</summary>
</member>
<member name="T:UnityEngine.Behaviour">
<summary>
<para>Behaviours are Components that can be enabled or disabled.</para>
</summary>
</member>
<member name="P:UnityEngine.Behaviour.enabled">
<summary>
<para>Enabled Behaviours are Updated, disabled Behaviours are not.</para>
</summary>
</member>
<member name="P:UnityEngine.Behaviour.isActiveAndEnabled">
<summary>
<para>Has the Behaviour had enabled called.</para>
</summary>
</member>
<member name="T:UnityEngine.BillboardAsset">
<summary>
<para>BillboardAsset describes how a billboard is rendered.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.bottom">
<summary>
<para>Height of the billboard that is below ground.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.height">
<summary>
<para>Height of the billboard.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.imageCount">
<summary>
<para>Number of pre-baked images that can be switched when the billboard is viewed from different angles.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.indexCount">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.material">
<summary>
<para>The material used for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.vertexCount">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardAsset.width">
<summary>
<para>Width of the billboard.</para>
</summary>
</member>
<member name="M:UnityEngine.BillboardAsset.#ctor">
<summary>
<para>Constructs a new BillboardAsset.</para>
</summary>
</member>
<member name="T:UnityEngine.BillboardRenderer">
<summary>
<para>Renders a billboard.</para>
</summary>
</member>
<member name="P:UnityEngine.BillboardRenderer.billboard">
<summary>
<para>The BillboardAsset to render.</para>
</summary>
</member>
<member name="M:UnityEngine.BillboardRenderer.#ctor">
<summary>
<para>Constructor.</para>
</summary>
</member>
<member name="T:UnityEngine.BitStream">
<summary>
<para>The BitStream class represents seralized variables, packed into a stream.</para>
</summary>
</member>
<member name="P:UnityEngine.BitStream.isReading">
<summary>
<para>Is the BitStream currently being read? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.BitStream.isWriting">
<summary>
<para>Is the BitStream currently being written? (RO)</para>
</summary>
</member>
<member name="M:UnityEngine.BitStream.Serialize(System.Boolean&amp;)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize(System.Char&amp;)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize(System.Int16&amp;)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize(System.Int32&amp;)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize(System.Single&amp;,System.Single)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&amp;,System.Single)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&amp;,System.Single)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkPlayer&amp;)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkViewID&amp;)">
<summary>
<para>Serializes different types of variables.</para>
</summary>
<param name="value"></param>
<param name="maxDelta"></param>
<param name="viewID"></param>
</member>
<member name="T:UnityEngine.BlendWeights">
<summary>
<para>Blend weights.</para>
</summary>
</member>
<member name="F:UnityEngine.BlendWeights.FourBones">
<summary>
<para>Four bones affect each vertex.</para>
</summary>
</member>
<member name="F:UnityEngine.BlendWeights.OneBone">
<summary>
<para>One bone affects each vertex.</para>
</summary>
</member>
<member name="F:UnityEngine.BlendWeights.TwoBones">
<summary>
<para>Two bones affect each vertex.</para>
</summary>
</member>
<member name="T:UnityEngine.BoneWeight">
<summary>
<para>Skinning bone weights of a vertex in the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.boneIndex0">
<summary>
<para>Index of first bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.boneIndex1">
<summary>
<para>Index of second bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.boneIndex2">
<summary>
<para>Index of third bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.boneIndex3">
<summary>
<para>Index of fourth bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.weight0">
<summary>
<para>Skinning weight for first bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.weight1">
<summary>
<para>Skinning weight for second bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.weight2">
<summary>
<para>Skinning weight for third bone.</para>
</summary>
</member>
<member name="P:UnityEngine.BoneWeight.weight3">
<summary>
<para>Skinning weight for fourth bone.</para>
</summary>
</member>
<member name="T:UnityEngine.Bounds">
<summary>
<para>Represents an axis aligned bounding box.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.center">
<summary>
<para>The center of the bounding box.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.extents">
<summary>
<para>The extents of the box. This is always half of the ::ref::size.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.max">
<summary>
<para>The maximal point of the box. This is always equal to ''center+extents''.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.min">
<summary>
<para>The minimal point of the box. This is always equal to ''center-extents''.</para>
</summary>
</member>
<member name="P:UnityEngine.Bounds.size">
<summary>
<para>The total size of the box. This is always twice as large as the ::ref::extents.</para>
</summary>
</member>
<member name="M:UnityEngine.Bounds.ClosestPoint(UnityEngine.Vector3)">
<summary>
<para>The closest point on the bounding box.</para>
</summary>
<param name="point">Arbitrary point.</param>
<returns>
<para>The point on the bounding box or inside the bounding box.</para>
</returns>
</member>
<member name="M:UnityEngine.Bounds.Contains(UnityEngine.Vector3)">
<summary>
<para>Is /point/ contained in the bounding box?</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Bounds.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates new Bounds with a given /center/ and total /size/. Bound ::ref::extents will be half the given size.</para>
</summary>
<param name="center"></param>
<param name="size"></param>
</member>
<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Vector3)">
<summary>
<para>Grows the Bounds to include the /point/.</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Bounds)">
<summary>
<para>Grow the bounds to encapsulate the bounds.</para>
</summary>
<param name="bounds"></param>
</member>
<member name="M:UnityEngine.Bounds.Expand(System.Single)">
<summary>
<para>Expand the bounds by increasing its /size/ by /amount/ along each side.</para>
</summary>
<param name="amount"></param>
</member>
<member name="M:UnityEngine.Bounds.Expand(UnityEngine.Vector3)">
<summary>
<para>Expand the bounds by increasing its /size/ by /amount/ along each side.</para>
</summary>
<param name="amount"></param>
</member>
<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray)">
<summary>
<para>Does /ray/ intersect this bounding box?</para>
</summary>
<param name="ray"></param>
</member>
<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray,System.Single&amp;)">
<summary>
<para>Does /ray/ intersect this bounding box?</para>
</summary>
<param name="ray"></param>
<param name="distance"></param>
</member>
<member name="M:UnityEngine.Bounds.Intersects(UnityEngine.Bounds)">
<summary>
<para>Does another bounding box intersect with this bounding box?</para>
</summary>
<param name="bounds"></param>
</member>
<member name="M:UnityEngine.Bounds.SetMinMax(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Sets the bounds to the /min/ and /max/ value of the box.</para>
</summary>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="M:UnityEngine.Bounds.SqrDistance(UnityEngine.Vector3)">
<summary>
<para>The smallest squared distance between the point and this bounding box.</para>
</summary>
<param name="point"></param>
</member>
<member name="M:UnityEngine.Bounds.ToString">
<summary>
<para>Returns a nicely formatted string for the bounds.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Bounds.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for the bounds.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.BoxCollider">
<summary>
<para>A box-shaped primitive collider.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxCollider.center">
<summary>
<para>The center of the box, measured in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxCollider.size">
<summary>
<para>The size of the box, measured in the object's local space.</para>
</summary>
</member>
<member name="T:UnityEngine.BoxCollider2D">
<summary>
<para>Collider for 2D physics representing an axis-aligned rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.BoxCollider2D.size">
<summary>
<para>The width and height of the rectangle.</para>
</summary>
</member>
<member name="T:UnityEngine.Caching">
<summary>
<para>The Caching class lets you manage cached AssetBundles, downloaded using WWW::ref::LoadFromCacheOrDownload.</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.enabled">
<summary>
<para>Is Caching enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.expirationDelay">
<summary>
<para>The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted.</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.maximumAvailableDiskSpace">
<summary>
<para>The total number of bytes that can potentially be allocated for caching.</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.ready">
<summary>
<para>Is caching ready?</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.spaceFree">
<summary>
<para>The number of currently unused bytes in the cache.</para>
</summary>
</member>
<member name="P:UnityEngine.Caching.spaceOccupied">
<summary>
<para>Used disk space in bytes.</para>
</summary>
</member>
<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int64,System.String)">
<summary>
<para>(This is a WebPlayer-only function).</para>
</summary>
<param name="string">Signature The authentification signature provided by Unity.</param>
<param name="int">Size The number of bytes allocated to this cache.</param>
<param name="name"></param>
<param name="domain"></param>
<param name="size"></param>
<param name="signature"></param>
<param name="expiration"></param>
</member>
<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int64,System.Int32,System.String)">
<summary>
<para>(This is a WebPlayer-only function).</para>
</summary>
<param name="string">Signature The authentification signature provided by Unity.</param>
<param name="int">Size The number of bytes allocated to this cache.</param>
<param name="name"></param>
<param name="domain"></param>
<param name="size"></param>
<param name="signature"></param>
<param name="expiration"></param>
</member>
<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int32,System.String)">
<summary>
<para>TODO.</para>
</summary>
<param name="name"></param>
<param name="domain"></param>
<param name="size"></param>
<param name="signature"></param>
<param name="expiration"></param>
</member>
<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int32,System.Int32,System.String)">
<summary>
<para>TODO.</para>
</summary>
<param name="name"></param>
<param name="domain"></param>
<param name="size"></param>
<param name="signature"></param>
<param name="expiration"></param>
</member>
<member name="M:UnityEngine.Caching.CleanCache">
<summary>
<para>Delete all AssetBundle content that has been cached by the current application.</para>
</summary>
<returns>
<para>True when cache cleaning succeeded, false if cache was in use.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.IsVersionCached(System.String,System.Int32)">
<summary>
<para>Checks if an AssetBundle is cached.</para>
</summary>
<param name="string">Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically.</param>
<param name="int">Version The version number of the AssetBundle to check for. Negative values are not allowed.</param>
<param name="url"></param>
<param name="version"></param>
<returns>
<para>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.</para>
</returns>
</member>
<member name="M:UnityEngine.Caching.MarkAsUsed(System.String,System.Int32)">
<summary>
<para>Bumps the timestamp of a cached file to be the current time.</para>
</summary>
<param name="url"></param>
<param name="version"></param>
</member>
<member name="T:UnityEngine.Camera">
<summary>
<para>A Camera is a device through which the player views the world.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.actualRenderingPath">
<summary>
<para>Actually used rendering path (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.allCameras">
<summary>
<para>Returns all enabled cameras in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.allCamerasCount">
<summary>
<para>The number of cameras in the current scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.aspect">
<summary>
<para>The aspect ratio (width divided by height).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.backgroundColor">
<summary>
<para>The color with which the screen will be cleared.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.cameraToWorldMatrix">
<summary>
<para>Matrix that transforms from camera space to world space (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.clearFlags">
<summary>
<para>How the camera clears the background.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.clearStencilAfterLightingPass">
<summary>
<para>Should the camera clear the stencil buffer after the deferred light pass?</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.commandBufferCount">
<summary>
<para>Number of command buffers set up on this camera (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.cullingMask">
<summary>
<para>This is used to render parts of the scene selectively.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.current">
<summary>
<para>The camera we are currently rendering with, for low-level render control only (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.depth">
<summary>
<para>Camera's depth in the camera rendering order.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.depthTextureMode">
<summary>
<para>How and if camera generates a depth texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.eventMask">
<summary>
<para>Mask to select which layers can trigger events on the camera.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.farClipPlane">
<summary>
<para>The far clipping plane distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.fieldOfView">
<summary>
<para>The field of view of the camera in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.hdr">
<summary>
<para>High dynamic range rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.layerCullDistances">
<summary>
<para>Per-layer culling distances.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.layerCullSpherical">
<summary>
<para>How to perform per-layer culling for a Camera.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.main">
<summary>
<para>The first enabled camera tagged "MainCamera" (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.nearClipPlane">
<summary>
<para>The near clipping plane distance.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.onPostRender">
<summary>
<para>Event that is fired after any camera finishes rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.onPreCull">
<summary>
<para>Event that is fired before any camera starts culling.</para>
</summary>
</member>
<member name="F:UnityEngine.Camera.onPreRender">
<summary>
<para>Event that is fired before any camera starts rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.opaqueSortMode">
<summary>
<para>Opaque object sorting mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.orthographic">
<summary>
<para>Is the camera orthographic (''true'') or perspective (''false'')?</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.orthographicSize">
<summary>
<para>Camera's half-size when in orthographic mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.pixelHeight">
<summary>
<para>How tall is the camera in pixels (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.pixelRect">
<summary>
<para>Where on the screen is the camera rendered in pixel coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.pixelWidth">
<summary>
<para>How wide is the camera in pixels (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.projectionMatrix">
<summary>
<para>Set a custom projection matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.rect">
<summary>
<para>Where on the screen is the camera rendered in normalized coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.renderingPath">
<summary>
<para>Rendering path.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoConvergence">
<summary>
<para>Distance to a point where virtual eyes converge.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoEnabled">
<summary>
<para>Stereoscopic rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoMirrorMode">
<summary>
<para>Render only once and use resulting image for both eyes.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.stereoSeparation">
<summary>
<para>Distance between the virtual eyes.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.targetDisplay">
<summary>
<para>Set the target display for this Camera.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.targetTexture">
<summary>
<para>Destination render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.transparencySortMode">
<summary>
<para>Transparent object sorting mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.useOcclusionCulling">
<summary>
<para>Whether or not the Camera will use occlusion culling during rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.velocity">
<summary>
<para>Get the world-space speed of the camera (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Camera.worldToCameraMatrix">
<summary>
<para>Matrix that transforms from world to camera space.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.AddCommandBuffer(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Add a command buffer to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Camera.CalculateObliqueMatrix(UnityEngine.Vector4)">
<summary>
<para>Calculates and returns oblique near-plane projection matrix.</para>
</summary>
<param name="clipPlane">Vector4 that describes a clip plane.</param>
<returns>
<para>Oblique near-plane projection matrix.</para>
</returns>
</member>
<member name="T:UnityEngine.Camera.CameraCallback">
<summary>
<para>Delegate type for camera callbacks.</para>
</summary>
<param name="cam"></param>
</member>
<member name="M:UnityEngine.Camera.CopyFrom(UnityEngine.Camera)">
<summary>
<para>Makes this camera's settings match other camera.</para>
</summary>
<param name="other"></param>
</member>
<member name="M:UnityEngine.Camera.GetAllCameras(UnityEngine.Camera[])">
<summary>
<para>Fills an array of Camera with the current cameras in the scene, without allocating a new array.</para>
</summary>
<param name="cameras">An array to be filled up with cameras currently in the scene.</param>
</member>
<member name="M:UnityEngine.Camera.GetCommandBuffers(UnityEngine.Rendering.CameraEvent)">
<summary>
<para>Get command buffers to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<returns>
<para>Array of command buffers.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.RemoveAllCommandBuffers">
<summary>
<para>Remove all command buffers set on this camera.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.RemoveCommandBuffer(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Remove command buffer from execution at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Camera.RemoveCommandBuffers(UnityEngine.Rendering.CameraEvent)">
<summary>
<para>Remove command buffers from execution at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
</member>
<member name="M:UnityEngine.Camera.Render">
<summary>
<para>Render the camera manually.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.Cubemap,System.Int32)">
<summary>
<para>Render into a static cubemap from this camera.</para>
</summary>
<param name="cubemap">The cube map to render to.</param>
<param name="faceMask">A bitmask which determines which of the six faces are rendered to.</param>
<returns>
<para>False is rendering fails, else true.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.RenderTexture,System.Int32)">
<summary>
<para>Render into a cubemap from this camera.</para>
</summary>
<param name="faceMask">A bitfield indicating which cubemap faces should be rendered into.</param>
<param name="cubemap">The texture to render to.</param>
<returns>
<para>False is rendering fails, else true.</para>
</returns>
</member>
<member name="M:UnityEngine.Camera.RenderWithShader(UnityEngine.Shader,System.String)">
<summary>
<para>Render the camera with shader replacement.</para>
</summary>
<param name="shader"></param>
<param name="replacementTag"></param>
</member>
<member name="M:UnityEngine.Camera.ResetAspect">
<summary>
<para>Revert the aspect ratio to the screen's aspect ratio.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetProjectionMatrix">
<summary>
<para>Make the projection reflect normal camera's parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetReplacementShader">
<summary>
<para>Remove shader replacement from camera.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ResetWorldToCameraMatrix">
<summary>
<para>Make the rendering position reflect the camera's position in the scene.</para>
</summary>
</member>
<member name="M:UnityEngine.Camera.ScreenPointToRay(UnityEngine.Vector3)">
<summary>
<para>Returns a ray going from camera through a screen point.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.ScreenToViewportPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms /position/ from screen space into viewport space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.ScreenToWorldPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms /position/ from screen space into world space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.SetReplacementShader(UnityEngine.Shader,System.String)">
<summary>
<para>Make the camera render with shader replacement.</para>
</summary>
<param name="shader"></param>
<param name="replacementTag"></param>
</member>
<member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
<summary>
<para>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</para>
</summary>
<param name="colorBuffer">The RenderBuffer(s) to which color information will be rendered.</param>
<param name="depthBuffer">The RenderBuffer to which depth information will be rendered.</param>
</member>
<member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
<summary>
<para>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</para>
</summary>
<param name="colorBuffer">The RenderBuffer(s) to which color information will be rendered.</param>
<param name="depthBuffer">The RenderBuffer to which depth information will be rendered.</param>
</member>
<member name="M:UnityEngine.Camera.ViewportPointToRay(UnityEngine.Vector3)">
<summary>
<para>Returns a ray going from camera through a viewport point.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.ViewportToScreenPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms /position/ from viewport space into screen space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.ViewportToWorldPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms /position/ from viewport space into world space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.WorldToScreenPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms /position/ from world space into screen space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Camera.WorldToViewportPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms /position/ from world space into viewport space.</para>
</summary>
<param name="position"></param>
</member>
<member name="T:UnityEngine.CameraClearFlags">
<summary>
<para>Values for Camera.clearFlags, determining what to clear when rendering a [[Camera]].</para>
</summary>
</member>
<member name="F:UnityEngine.CameraClearFlags.Depth">
<summary>
<para>Clear only the depth buffer.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraClearFlags.Nothing">
<summary>
<para>Don't clear anything.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraClearFlags.Skybox">
<summary>
<para>Clear with the skybox.</para>
</summary>
</member>
<member name="F:UnityEngine.CameraClearFlags.SolidColor">
<summary>
<para>Clear with a background color.</para>
</summary>
</member>
<member name="T:UnityEngine.Canvas">
<summary>
<para>Element that can be used for screen rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.cachedSortingLayerValue">
<summary>
<para>Cached calculated value based upon SortingLayerID.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.isRootCanvas">
<summary>
<para>Is this the root [[Canvas]]?</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.overridePixelPerfect">
<summary>
<para>Allows for nested canvases to override pixelPerfect settings inherited from parent canvases.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.overrideSorting">
<summary>
<para>Override the sorting of canvas.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.pixelPerfect">
<summary>
<para>Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.pixelRect">
<summary>
<para>Get the render rect for the [[Canvas]].</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.planeDistance">
<summary>
<para>How far away from the camera is the Canvas generated.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.referencePixelsPerUnit">
<summary>
<para>The number of pixels per unit that is considered the default.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.renderMode">
<summary>
<para>Is the [[Canvas]] in World or Overlay mode?</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.renderOrder">
<summary>
<para>The render order in which the canvas is being emitted to the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.scaleFactor">
<summary>
<para>Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingLayerID">
<summary>
<para>Unique ID of the Canvas' sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingLayerName">
<summary>
<para>Name of the Canvas' sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Canvas.sortingOrder">
<summary>
<para>Canvas' order within a sorting layer.</para>
</summary>
</member>
<member name="?:UnityEngine.Canvas.willRenderCanvases(UnityEngine.Canvas/WillRenderCanvases)">
<summary>
<para>Event that is called just before [[Canvas]] rendering happens.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Canvas.worldCamera">
<summary>
<para>[[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].</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.ForceUpdateCanvases">
<summary>
<para>Force all canvases to update their content.</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.GetDefaultCanvasMaterial">
<summary>
<para>Returns the default material that can be used for rendering normal elements on the Canvas.</para>
</summary>
</member>
<member name="M:UnityEngine.Canvas.GetDefaultCanvasTextMaterial">
<summary>
<para>Returns the default material that can be used for rendering text elements on the Canvas.</para>
</summary>
</member>
<member name="T:UnityEngine.CanvasGroup">
<summary>
<para>A [[Canvas]] placable element that can be used to modify children Alpha, Raycasting, Enabled state.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.alpha">
<summary>
<para>Set the alpha of the group.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.blocksRaycasts">
<summary>
<para>Does this group block raycasting (allow collision).</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.ignoreParentGroups">
<summary>
<para>Should the group ignore parent groups?</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasGroup.interactable">
<summary>
<para>Is the group interactable (are the elements beneath the group enabled).</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasGroup.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Returns true if the Group allows raycasts.</para>
</summary>
<param name="sp"></param>
<param name="eventCamera"></param>
</member>
<member name="T:UnityEngine.CanvasRenderer">
<summary>
<para>A component that will render to the screen after all normal rendering has completed when attached to a [[Canvas]]. Designed for GUI application.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.absoluteDepth">
<summary>
<para>Depth of the renderer realitive to the root canvas.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.isMask">
<summary>
<para>Is the UIRenderer a mask component.</para>
</summary>
</member>
<member name="P:UnityEngine.CanvasRenderer.relativeDepth">
<summary>
<para>Depth of the renderer realative to the parent canvas.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.Clear">
<summary>
<para>Remove all cached vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetAlpha">
<summary>
<para>Get the current alpha of the renderer.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetColor">
<summary>
<para>Get the current color of the renderer.</para>
</summary>
</member>
<member name="M:UnityEngine.CanvasRenderer.GetMaterial">
<summary>
<para>Gets the current [[Material]] assigned to the UIRenderer.</para>
</summary>
<returns>
<para>Result.</para>
</returns>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetAlpha(System.Single)">
<summary>
<para>Set the alpha of the renderer. Will be multiplied with the [[UIVertex]] alpha and the [[Canvas]] alpha.</para>
</summary>
<param name="alpha">Alpha.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetColor(UnityEngine.Color)">
<summary>
<para>Set the color of the renderer. Will be multiplied with the [[UIVertex]] color and the [[Canvas]] color.</para>
</summary>
<param name="color">Renderer multiply color.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetMaterial(UnityEngine.Material,UnityEngine.Texture)">
<summary>
<para>Set the material for [[UIRenderer]]. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'.</para>
</summary>
<param name="material">Material for rendering.</param>
<param name="texture">Material texture overide.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetVertices(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)">
<summary>
<para>Set the vertices for the [[UIRenderer]].</para>
</summary>
<param name="vertices">Array of vertices to set.</param>
<param name="size">Number of vertices to set.</param>
</member>
<member name="M:UnityEngine.CanvasRenderer.SetVertices(UnityEngine.UIVertex[],System.Int32)">
<summary>
<para>Set the vertices for the [[UIRenderer]].</para>
</summary>
<param name="vertices">Array of vertices to set.</param>
<param name="size">Number of vertices to set.</param>
</member>
<member name="T:UnityEngine.CapsuleCollider">
<summary>
<para>A capsule-shaped primitive collider.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsuleCollider.center">
<summary>
<para>The center of the capsule, measured in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsuleCollider.direction">
<summary>
<para>The direction of the capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsuleCollider.height">
<summary>
<para>The height of the capsule meased in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.CapsuleCollider.radius">
<summary>
<para>The radius of the sphere, measured in the object's local space.</para>
</summary>
</member>
<member name="T:UnityEngine.CharacterController">
<summary>
<para>A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.center">
<summary>
<para>The center of the character's capsule relative to the transform's position.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.collisionFlags">
<summary>
<para>What part of the capsule collided with the environment during the last CharacterController.Move call.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.detectCollisions">
<summary>
<para>Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.height">
<summary>
<para>The height of the character's capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.isGrounded">
<summary>
<para>Was the CharacterController touching the ground during the last move?</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.radius">
<summary>
<para>The radius of the character's capsule.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.slopeLimit">
<summary>
<para>The character controllers slope limit in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.stepOffset">
<summary>
<para>The character controllers step offset in meters.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterController.velocity">
<summary>
<para>The current relative velocity of the Character (see notes).</para>
</summary>
</member>
<member name="M:UnityEngine.CharacterController.Move(UnityEngine.Vector3)">
<summary>
<para>A more complex move function taking absolute movement deltas.</para>
</summary>
<param name="motion"></param>
</member>
<member name="M:UnityEngine.CharacterController.SimpleMove(UnityEngine.Vector3)">
<summary>
<para>Moves the character with /speed/.</para>
</summary>
<param name="speed"></param>
</member>
<member name="T:UnityEngine.CharacterInfo">
<summary>
<para>Specification for how to render a character from the font texture. See [[Font.characterInfo]].</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.advance">
<summary>
<para>The horizontal distance from the origin of this character to the origin of the next character.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.bearing">
<summary>
<para>The horizontal distance from the origin of this glyph to the begining of the glyph image.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.flipped">
<summary>
<para>Is the character flipped?</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.glyphHeight">
<summary>
<para>The height of the glyph image.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.glyphWidth">
<summary>
<para>The width of the glyph image.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.index">
<summary>
<para>Unicode value of the character.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.maxX">
<summary>
<para>The maximum extend of the glyph image in the x-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.maxY">
<summary>
<para>The maximum extend of the glyph image in the y-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.minX">
<summary>
<para>The minium extend of the glyph image in the x-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.minY">
<summary>
<para>The minimum extend of the glyph image in the y-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.size">
<summary>
<para>The size of the character or 0 if it is the default font size.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.style">
<summary>
<para>The style of the character.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.uv">
<summary>
<para>UV coordinates for the character in the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.uvBottomLeft">
<summary>
<para>The uv coordinate matching the bottom left of the glyph image in the font texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.uvBottomRight">
<summary>
<para>The uv coordinate matching the bottom right of the glyph image in the font texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.uvTopLeft">
<summary>
<para>The uv coordinate matching the top left of the glyph image in the font texture.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterInfo.uvTopRight">
<summary>
<para>The uv coordinate matching the top right of the glyph image in the font texture.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.vert">
<summary>
<para>Screen coordinates for the character in generated text meshes.</para>
</summary>
</member>
<member name="F:UnityEngine.CharacterInfo.width">
<summary>
<para>How far to advance between the beginning of this charcater and the next.</para>
</summary>
</member>
<member name="T:UnityEngine.CharacterJoint">
<summary>
<para>Character Joints are mainly used for Ragdoll effects.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.enableProjection">
<summary>
<para>Brings violated constraints back into alignment even when the solver fails.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.highTwistLimit">
<summary>
<para>The upper limit around the primary axis of the character joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.lowTwistLimit">
<summary>
<para>The lower limit around the primary axis of the character joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.projectionAngle">
<summary>
<para>Set the angular tolerance threshold (in degrees) for projection.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.projectionDistance">
<summary>
<para>Set the linear tolerance threshold for projection.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.swing1Limit">
<summary>
<para>The angular limit of rotation (in degrees) around the primary axis of the character joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.swing2Limit">
<summary>
<para>The angular limit of rotation (in degrees) around the primary axis of the character joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.swingAxis">
<summary>
<para>The secondary axis around which the joint can rotate.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.swingLimitSpring">
<summary>
<para>The configuration of the spring attached to the swing limits of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.CharacterJoint.twistLimitSpring">
<summary>
<para>The configuration of the spring attached to the twist limits of the joint.</para>
</summary>
</member>
<member name="T:UnityEngine.CircleCollider2D">
<summary>
<para>Collider for 2D physics representing an circle.</para>
</summary>
</member>
<member name="P:UnityEngine.CircleCollider2D.radius">
<summary>
<para>Radius of the circle.</para>
</summary>
</member>
<member name="T:UnityEngine.Cloth">
<summary>
<para>The Cloth class provides an interface to cloth simulation physics.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.bendingStiffness">
<summary>
<para>Bending stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.capsuleColliders">
<summary>
<para>An array of CapsuleColliders which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.coefficients">
<summary>
<para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.collisionMassScale">
<summary>
<para>How much to increase mass of colliding particles.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.damping">
<summary>
<para>Damp cloth motion.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enabled">
<summary>
<para>Is this cloth enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.externalAcceleration">
<summary>
<para>A constant, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.friction">
<summary>
<para>The friction of the cloth when colliding with the character.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.normals">
<summary>
<para>The current normals of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.randomAcceleration">
<summary>
<para>A random, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sleepThreshold">
<summary>
<para>Cloth's sleep threshold.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.solverFrequency">
<summary>
<para>Number of solver iterations per second.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sphereColliders">
<summary>
<para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.stretchingStiffness">
<summary>
<para>Stretching stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useContinuousCollision">
<summary>
<para>Enable continuous collision to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useGravity">
<summary>
<para>Should gravity affect the cloth simulation?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useVirtualParticles">
<summary>
<para>Add one virtual particle per triangle to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.vertices">
<summary>
<para>The current vertex positions of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldAccelerationScale">
<summary>
<para>How much world-space acceleration of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldVelocityScale">
<summary>
<para>How much world-space movement of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.ClearTransformMotion">
<summary>
<para>Clear the pending transform changes from affecting the cloth simulation.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)">
<summary>
<para>Fade the cloth simulation in or out.</para>
</summary>
<param name="enabled">Fading enabled or not.</param>
<param name="interpolationTime"></param>
</member>
<member name="T:UnityEngine.ClothSkinningCoefficient">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
<summary>
<para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
<summary>
<para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para>
</summary>
</member>
<member name="T:UnityEngine.ClothSphereColliderPair">
<summary>
<para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.first">
<summary>
<para>The first SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.second">
<summary>
<para>The second SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)">
<summary>
<para>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.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)">
<summary>
<para>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.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
<member name="T:UnityEngine.Collider">
<summary>
<para>A base class of all colliders.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.attachedRigidbody">
<summary>
<para>The rigidbody the collider is attached to.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.bounds">
<summary>
<para>The world space bounding volume of the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.contactOffset">
<summary>
<para>Contact offset value of this collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.enabled">
<summary>
<para>Enabled Colliders will collide with other colliders, disabled Colliders won't.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.isTrigger">
<summary>
<para>Is the collider a trigger?</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.material">
<summary>
<para>The material used by the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider.sharedMaterial">
<summary>
<para>The shared physic material of this collider.</para>
</summary>
</member>
<member name="M:UnityEngine.Collider.ClosestPointOnBounds(UnityEngine.Vector3)">
<summary>
<para>The closest point to the bounding box of the attached collider.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Collider.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&amp;,System.Single)">
<summary>
<para>Casts a [[Ray]] that ignores all Colliders except this one.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="T:UnityEngine.Collider2D">
<summary>
<para>Parent class for collider types used with 2D gameplay.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider2D.attachedRigidbody">
<summary>
<para>The Rigidbody2D attached to the Collider2D's GameObject.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider2D.bounds">
<summary>
<para>The world space bounding area of the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider2D.isTrigger">
<summary>
<para>Is this collider configured as a trigger?</para>
</summary>
</member>
<member name="P:UnityEngine.Collider2D.offset">
<summary>
<para>The local offset of the collider geometry.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider2D.shapeCount">
<summary>
<para>The number of separate shaped regions in the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider2D.sharedMaterial">
<summary>
<para>The PhysicsMaterial2D that is applied to this collider.</para>
</summary>
</member>
<member name="P:UnityEngine.Collider2D.usedByEffector">
<summary>
<para>Whether the collider is used by an attached effector or not.</para>
</summary>
</member>
<member name="M:UnityEngine.Collider2D.IsTouching(UnityEngine.Collider2D)">
<summary>
<para>Check whether this collider is touching the /collider/ or not.</para>
</summary>
<param name="collider">The collider to check if it is touching this collider.</param>
<returns>
<para>Whether the /collider/ is touching this collider or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Collider2D.IsTouchingLayers(System.Int32)">
<summary>
<para>Checks whether this collider is touching any colliders on the specified /layerMask/ or not.</para>
</summary>
<param name="layerMask">Any colliders on any of these layers count as touching.</param>
<returns>
<para>Whether this collider is touching any collider on the specified /layerMask/ or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Collider2D.OverlapPoint(UnityEngine.Vector2)">
<summary>
<para>Check if a collider overlaps a point in space.</para>
</summary>
<param name="point">A point in world space.</param>
</member>
<member name="T:UnityEngine.Collision">
<summary>
<para>Describes a collision.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.collider">
<summary>
<para>The [[Collider]] we hit (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.contacts">
<summary>
<para>The contact points generated by the physics engine.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.gameObject">
<summary>
<para>The [[GameObject]] whose collider we are colliding with. (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.relativeVelocity">
<summary>
<para>The relative linear velocity of the two colliding objects (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.rigidbody">
<summary>
<para>The [[Rigidbody]] we hit (RO). This is /null/ if the object we hit is a collider with no rigidbody attached.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision.transform">
<summary>
<para>The [[Transform]] of the object we hit (RO).</para>
</summary>
</member>
<member name="T:UnityEngine.Collision2D">
<summary>
<para>Information returned by a collision in 2D physics.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision2D.collider">
<summary>
<para>The incoming Collider2D involved in the collision.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision2D.contacts">
<summary>
<para>The specific points of contact with the incoming Collider2D.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision2D.enabled">
<summary>
<para>Whether the collision was disabled or not.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision2D.gameObject">
<summary>
<para>The incoming GameObject involved in the collision.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision2D.relativeVelocity">
<summary>
<para>The relative linear velocity of the two colliding objects (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Collision2D.rigidbody">
<summary>
<para>The incoming Rigidbody2D involved in the collision.</para>
</summary>
</member>
<member name="P:UnityEngine.Collision2D.transform">
<summary>
<para>The Transform of the incoming object involved in the collision.</para>
</summary>
</member>
<member name="T:UnityEngine.CollisionDetectionMode">
<summary>
<para>The collision detection mode constants used for [[Rigidbody.collisionDetectionMode]].</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode.Continuous">
<summary>
<para>Continuous collision detection is on for colliding with static mesh geometry.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode.ContinuousDynamic">
<summary>
<para>Continuous collision detection is on for colliding with static and dynamic geometry.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode.Discrete">
<summary>
<para>Continuous collision detection is off for this Rigidbody.</para>
</summary>
</member>
<member name="T:UnityEngine.CollisionDetectionMode2D">
<summary>
<para>Options for the detection mode used by a Rigidbody2D.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode2D.Continuous">
<summary>
<para>The Rigidbody2D estimates its position between physics updates.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionDetectionMode2D.None">
<summary>
<para>No collision detection is used on the Rigidbody2D.</para>
</summary>
</member>
<member name="T:UnityEngine.CollisionFlags">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionFlags.Above">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionFlags.Below">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionFlags.None">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="F:UnityEngine.CollisionFlags.Sides">
<summary>
<para>CollisionFlags is a bitmask returned by CharacterController.Move.</para>
</summary>
</member>
<member name="T:UnityEngine.Color">
<summary>
<para>Representation of RGBA colors.</para>
</summary>
</member>
<member name="F:UnityEngine.Color.a">
<summary>
<para>Alpha component of the color.</para>
</summary>
</member>
<member name="F:UnityEngine.Color.b">
<summary>
<para>Blue component of the color.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.black">
<summary>
<para>Solid black. RGBA is (0, 0, 0, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.blue">
<summary>
<para>Solid blue. RGBA is (0, 0, 1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.clear">
<summary>
<para>Completely transparent. RGBA is (0, 0, 0, 0).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.cyan">
<summary>
<para>Cyan. RGBA is (0, 1, 1, 1).</para>
</summary>
</member>
<member name="F:UnityEngine.Color.g">
<summary>
<para>Green component of the color.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.gamma">
<summary>
<para>A version of the color that has had the gamma curve applied.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.gray">
<summary>
<para>Gray. RGBA is (0.5, 0.5, 0.5, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.grayscale">
<summary>
<para>The grayscale value of the color. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Color.green">
<summary>
<para>Solid green. RGBA is (0, 1, 0, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.grey">
<summary>
<para>English spelling for ::ref::gray. RGBA is the same (0.5, 0.5, 0.5, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.linear">
<summary>
<para>A version of the color that has had the inverse gamma curve applied.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.magenta">
<summary>
<para>Magenta. RGBA is (1, 0, 1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.maxColorComponent">
<summary>
<para>Returns the maximum color component value: Max(r,g,b).</para>
</summary>
</member>
<member name="F:UnityEngine.Color.r">
<summary>
<para>Red component of the color.</para>
</summary>
</member>
<member name="P:UnityEngine.Color.red">
<summary>
<para>Solid red. RGBA is (1, 0, 0, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.white">
<summary>
<para>Solid white. RGBA is (1, 1, 1, 1).</para>
</summary>
</member>
<member name="P:UnityEngine.Color.yellow">
<summary>
<para>Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!</para>
</summary>
</member>
<member name="M:UnityEngine.Color.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Constructs a new Color with given r,g,b,a components.</para>
</summary>
<param name="r">Red component.</param>
<param name="g">Green component.</param>
<param name="b">Blue component.</param>
<param name="a">Alpha component.</param>
</member>
<member name="M:UnityEngine.Color.#ctor(System.Single,System.Single,System.Single)">
<summary>
<para>Constructs a new Color with given r,g,b components and sets /a/ to 1.</para>
</summary>
<param name="r">Red component.</param>
<param name="g">Green component.</param>
<param name="b">Blue component.</param>
</member>
<member name="?:UnityEngine.Color.implop_Color(Vector4)(UnityEngine.Vector4)">
<summary>
<para>Colors can be implicitly converted to and from [[Vector4]].</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Color.implop_Vector4(Color)(UnityEngine.Color)">
<summary>
<para>Colors can be implicitly converted to and from [[Vector4]].</para>
</summary>
<param name="c"></param>
</member>
<member name="M:UnityEngine.Color.Lerp(UnityEngine.Color,UnityEngine.Color,System.Single)">
<summary>
<para>Interpolates between colors /a/ and /b/ by /t/.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="?:UnityEngine.Color.op_Divide(UnityEngine.Color,System.Single)">
<summary>
<para>Divides color /a/ by the float /b/. Each color component is scaled separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Color.op_Minus(UnityEngine.Color,UnityEngine.Color)">
<summary>
<para>Subtracts color /b/ from color /a/. Each component is subtracted separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Color.op_Multiply(UnityEngine.Color,UnityEngine.Color)">
<summary>
<para>Multiplies two colors together. Each component is multiplied separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Color.op_Multiply(UnityEngine.Color,System.Single)">
<summary>
<para>Multiplies color /a/ by the float /b/. Each color component is scaled separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Color.op_Multiply(System.Single,UnityEngine.Color)">
<summary>
<para>Multiplies color /a/ by the float /b/. Each color component is scaled separately.</para>
</summary>
<param name="b"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Color.op_Plus(UnityEngine.Color,UnityEngine.Color)">
<summary>
<para>Adds two colors together. Each component is added separately.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="P:UnityEngine.Color.this">
<summary>
<para>Access the r, g, b,a components using [0], [1], [2], [3] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Color.ToHexStringRGB">
<summary>
<para>Returns the color as a hexadecimal string in the format RRGGBB.</para>
</summary>
<returns>
<para>Hexadecimal string representing the color.</para>
</returns>
</member>
<member name="M:UnityEngine.Color.ToHexStringRGBA">
<summary>
<para>Returns the color as a hexadecimal string in the format RRGGBBAA.</para>
</summary>
<returns>
<para>Hexadecimal string representing the color.</para>
</returns>
</member>
<member name="M:UnityEngine.Color.ToString">
<summary>
<para>Returns a nicely formatted string of this color.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Color.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string of this color.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Color.TryParseHexString(System.String,UnityEngine.Color&amp;)">
<summary>
<para>Converts a hexadecimal string into a color.</para>
</summary>
<param name="hexString">Hexadecimal string to be converted into a color.</param>
<param name="color">The converted color.</param>
<returns>
<para>Returns true if the operation was successful.</para>
</returns>
</member>
<member name="T:UnityEngine.Color32">
<summary>
<para>Representation of RGBA colors in 32 bit format.</para>
</summary>
</member>
<member name="F:UnityEngine.Color32.a">
<summary>
<para>Alpha component of the color.</para>
</summary>
</member>
<member name="F:UnityEngine.Color32.b">
<summary>
<para>Blue component of the color.</para>
</summary>
</member>
<member name="F:UnityEngine.Color32.g">
<summary>
<para>Green component of the color.</para>
</summary>
</member>
<member name="F:UnityEngine.Color32.r">
<summary>
<para>Red component of the color.</para>
</summary>
</member>
<member name="M:UnityEngine.Color32.#ctor(System.Byte,System.Byte,System.Byte,System.Byte)">
<summary>
<para>Constructs a new Color with given r, g, b, a components.</para>
</summary>
<param name="r"></param>
<param name="g"></param>
<param name="b"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Color32.implop_Color(Color32)(UnityEngine.Color32)">
<summary>
<para>Color32 can be implicitly converted to and from [[Color]].</para>
</summary>
<param name="c"></param>
</member>
<member name="?:UnityEngine.Color32.implop_Color32(Color)(UnityEngine.Color)">
<summary>
<para>Color32 can be implicitly converted to and from [[Color]].</para>
</summary>
<param name="c"></param>
</member>
<member name="M:UnityEngine.Color32.Lerp(UnityEngine.Color32,UnityEngine.Color32,System.Single)">
<summary>
<para>Interpolates between colors /a/ and /b/ by /t/.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Color32.ToString">
<summary>
<para>Returns a nicely formatted string of this color.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Color32.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string of this color.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.ColorSpace">
<summary>
<para>Valid color spaces.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorSpace.Gamma">
<summary>
<para>Lightmap has been baked for gamma rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorSpace.Linear">
<summary>
<para>Lightmap has been baked for linear rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorSpace.Uninitialized">
<summary>
<para>Uninitialized colorspace.</para>
</summary>
</member>
<member name="T:UnityEngine.ColorUsageAttribute">
<summary>
<para>Attribute used to configure the usage of the ColorField and Color Picker for a color.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.hdr">
<summary>
<para>If set to true the Color is treated as a HDR color.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.maxBrightness">
<summary>
<para>Maximum allowed HDR color component value when using the HDR Color Picker.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.maxExposureValue">
<summary>
<para>Maximum exposure value allowed in the HDR Color Picker.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.minBrightness">
<summary>
<para>Minimum allowed HDR color component value when using the Color Picker.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.minExposureValue">
<summary>
<para>Minimum exposure value allowed in the HDR Color Picker.</para>
</summary>
</member>
<member name="F:UnityEngine.ColorUsageAttribute.showAlpha">
<summary>
<para>If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker.</para>
</summary>
</member>
<member name="M:UnityEngine.ColorUsageAttribute.#ctor(System.Boolean)">
<summary>
<para>Attribute for Color fields. Used for configuring the GUI for the color.</para>
</summary>
<param name="showAlpha">If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.</param>
<param name="hdr">Set to true if the color should be treated as a HDR color (default value: false).</param>
<param name="minBrightness">Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).</param>
<param name="maxBrightness">Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).</param>
<param name="minExposureValue">Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).</param>
<param name="maxExposureValue">Maximum exposure value allowed in the HDR Color Picker (default value: 3).</param>
</member>
<member name="M:UnityEngine.ColorUsageAttribute.#ctor(System.Boolean,System.Boolean,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Attribute for Color fields. Used for configuring the GUI for the color.</para>
</summary>
<param name="showAlpha">If false then the alpha channel info is hidden both in the ColorField and in the Color Picker.</param>
<param name="hdr">Set to true if the color should be treated as a HDR color (default value: false).</param>
<param name="minBrightness">Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0).</param>
<param name="maxBrightness">Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8).</param>
<param name="minExposureValue">Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125).</param>
<param name="maxExposureValue">Maximum exposure value allowed in the HDR Color Picker (default value: 3).</param>
</member>
<member name="T:UnityEngine.CombineInstance">
<summary>
<para>Struct used to describe meshes to be combined using Mesh.CombineMeshes.</para>
</summary>
</member>
<member name="P:UnityEngine.CombineInstance.mesh">
<summary>
<para>[[Mesh]] to combine.</para>
</summary>
</member>
<member name="P:UnityEngine.CombineInstance.subMeshIndex">
<summary>
<para>Submesh index of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.CombineInstance.transform">
<summary>
<para>Matrix to transform the mesh with before combining.</para>
</summary>
</member>
<member name="T:UnityEngine.Compass">
<summary>
<para>Interface into compass functionality.</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.enabled">
<summary>
<para>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()@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.headingAccuracy">
<summary>
<para>Accuracy of heading reading in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.magneticHeading">
<summary>
<para>The heading in degrees relative to the magnetic North Pole. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.rawVector">
<summary>
<para>The raw geomagnetic data measured in microteslas. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.timestamp">
<summary>
<para>Timestamp (in seconds since 1970) when the heading was last time updated. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Compass.trueHeading">
<summary>
<para>The heading in degrees relative to the geographic North Pole. (RO)</para>
</summary>
</member>
<member name="T:UnityEngine.Component">
<summary>
<para>Base class for everything attached to [[GameObject]]s.</para>
</summary>
</member>
<member name="P:UnityEngine.Component.gameObject">
<summary>
<para>The game object this component is attached to. A component is always attached to a game object.</para>
</summary>
</member>
<member name="P:UnityEngine.Component.tag">
<summary>
<para>The tag of this game object.</para>
</summary>
</member>
<member name="P:UnityEngine.Component.transform">
<summary>
<para>The [[Transform]] attached to this [[GameObject]] (null if there is none attached).</para>
</summary>
</member>
<member name="M:UnityEngine.Component.BroadcastMessage">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object or any of its children.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="parameter">Optional parameter to pass to the method (can be any value).</param>
<param name="options">Should an error be raised if the method does not exist for a given target object?</param>
</member>
<member name="M:UnityEngine.Component.BroadcastMessage">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object or any of its children.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="parameter">Optional parameter to pass to the method (can be any value).</param>
<param name="options">Should an error be raised if the method does not exist for a given target object?</param>
</member>
<member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object or any of its children.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="parameter">Optional parameter to pass to the method (can be any value).</param>
<param name="options">Should an error be raised if the method does not exist for a given target object?</param>
</member>
<member name="M:UnityEngine.Component.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object or any of its children.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="parameter">Optional parameter to pass to the method (can be any value).</param>
<param name="options">Should an error be raised if the method does not exist for a given target object?</param>
</member>
<member name="M:UnityEngine.Component.CompareTag(System.String)">
<summary>
<para>Is this game object tagged with /tag/ ?</para>
</summary>
<param name="tag">The tag to compare.</param>
</member>
<member name="M:UnityEngine.Component.GetComponent(System.Type)">
<summary>
<para>Returns the component of Type /type/ if the game object has one attached, null if it doesn't.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.Component.GetComponent">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.Component.GetComponent(System.String)">
<summary>
<para>Returns the component with name /type/ if the game object has one attached, null if it doesn't.</para>
</summary>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Component.GetComponentInChildren(System.Type)">
<summary>
<para>Returns the component of Type /type/ in the [[GameObject]] or any of its children using depth first search.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.Component.GetComponentInChildren">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.Component.GetComponentInParent(System.Type)">
<summary>
<para>Returns the component of Type /type/ in the [[GameObject]] or any of its parents.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.Component.GetComponentInParent">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.Component.GetComponents(System.Type)">
<summary>
<para>Returns all components of Type /type/ in the [[GameObject]].</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.Component.GetComponents">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.Component.GetComponentsInChildren">
<summary>
<para>Returns all components of Type /type/ in the [[GameObject]] or any of its children.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Type,System.Boolean)">
<summary>
<para>Returns all components of Type /type/ in the [[GameObject]] or any of its children.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Boolean)">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInChildren">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.Component.GetComponentsInParent(System.Type,System.Boolean)">
<summary>
<para>Returns all components of Type /type/ in the [[GameObject]] or any of its parents.</para>
</summary>
<param name="t">The type of Component to retrieve.</param>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInParent(System.Boolean)">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.GetComponentsInParent">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.Component.SendMessage">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="value">Optional parameter for the method.</param>
<param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param>
</member>
<member name="M:UnityEngine.Component.SendMessage">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="value">Optional parameter for the method.</param>
<param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param>
</member>
<member name="M:UnityEngine.Component.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="value">Optional parameter for the method.</param>
<param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param>
</member>
<member name="M:UnityEngine.Component.SendMessage(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object.</para>
</summary>
<param name="methodName">Name of the method to call.</param>
<param name="value">Optional parameter for the method.</param>
<param name="options">Should an error be raised if the target object doesn't implement the method for the message?</param>
</member>
<member name="M:UnityEngine.Component.SendMessageUpwards">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">Name of method to call.</param>
<param name="value">Optional parameter value for the method.</param>
<param name="options">Should an error be raised if the method does not exist on the target object?</param>
</member>
<member name="M:UnityEngine.Component.SendMessageUpwards">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">Name of method to call.</param>
<param name="value">Optional parameter value for the method.</param>
<param name="options">Should an error be raised if the method does not exist on the target object?</param>
</member>
<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">Name of method to call.</param>
<param name="value">Optional parameter value for the method.</param>
<param name="options">Should an error be raised if the method does not exist on the target object?</param>
</member>
<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">Name of method to call.</param>
<param name="value">Optional parameter value for the method.</param>
<param name="options">Should an error be raised if the method does not exist on the target object?</param>
</member>
<member name="T:UnityEngine.ComputeBuffer">
<summary>
<para>Data buffer to hold data for compute shaders.</para>
</summary>
</member>
<member name="P:UnityEngine.ComputeBuffer.count">
<summary>
<para>Number of elements in the buffer (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.ComputeBuffer.stride">
<summary>
<para>Size of one element in the buffer (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.ComputeBuffer.CopyCount(UnityEngine.ComputeBuffer,UnityEngine.ComputeBuffer,System.Int32)">
<summary>
<para>Copy counter value of append/consume buffer into another buffer.</para>
</summary>
<param name="src">Append/consume buffer to copy the counter from.</param>
<param name="dst">A buffer to copy the counter to.</param>
<param name="dstOffset">Target byte offset in /dst/.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.#ctor(System.Int32,System.Int32)">
<summary>
<para>Create a Compute Buffer.</para>
</summary>
<param name="count">Number of elements in the buffer.</param>
<param name="stride">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.</param>
<param name="type">Type of the buffer, default is ComputeBufferType.Default.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.#ctor(System.Int32,System.Int32,UnityEngine.ComputeBufferType)">
<summary>
<para>Create a Compute Buffer.</para>
</summary>
<param name="count">Number of elements in the buffer.</param>
<param name="stride">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.</param>
<param name="type">Type of the buffer, default is ComputeBufferType.Default.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.GetData(System.Array)">
<summary>
<para>Read data values from the buffer into an array.</para>
</summary>
<param name="data">An array to receive the data.</param>
</member>
<member name="M:UnityEngine.ComputeBuffer.Release">
<summary>
<para>Release a Compute Buffer.</para>
</summary>
</member>
<member name="M:UnityEngine.ComputeBuffer.SetData(System.Array)">
<summary>
<para>Set the buffer with values from an array.</para>
</summary>
<param name="data">Array of values to fill the buffer.</param>
</member>
<member name="T:UnityEngine.ComputeBufferType">
<summary>
<para>[[ComputeBuffer]] type.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.Append">
<summary>
<para>Append-consume [[ComputeBuffer]] type.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.Counter">
<summary>
<para>[[ComputeBuffer]] with a counter.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.Default">
<summary>
<para>Default [[ComputeBuffer]] type.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.DrawIndirect">
<summary>
<para>[[ComputeBuffer]] used for Graphics.DrawProceduralIndirect.</para>
</summary>
</member>
<member name="F:UnityEngine.ComputeBufferType.Raw">
<summary>
<para>Raw [[ComputeBuffer]] type.</para>
</summary>
</member>
<member name="T:UnityEngine.ComputeShader">
<summary>
<para>Compute Shader asset.</para>
</summary>
</member>
<member name="M:UnityEngine.ComputeShader.Dispatch(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Execute a compute shader.</para>
</summary>
<param name="kernelIndex">Which kernel to execute. A single compute shader asset can have multiple kernel entry points.</param>
<param name="threadsX">Work size in X dimension.</param>
<param name="threadsY">Work size in Y dimension.</param>
<param name="threadsZ">Work size in Z dimension.</param>
</member>
<member name="M:UnityEngine.ComputeShader.FindKernel(System.String)">
<summary>
<para>Find [[ComputeShader]] kernel index.</para>
</summary>
<param name="name">Name of kernel function.</param>
<returns>
<para>Kernel index, or -1 if not found.</para>
</returns>
</member>
<member name="M:UnityEngine.ComputeShader.SetBuffer(System.Int32,System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Sets an input or output compute buffer.</para>
</summary>
<param name="kernelIndex">For which kernel the buffer is being set. See ::ref::FindKernel.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="buffer">Buffer to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetFloat(System.String,System.Single)">
<summary>
<para>Set a float parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetFloats(System.String,System.Single[])">
<summary>
<para>Set multiple consecutive float parameters at once.</para>
</summary>
<param name="name">Array variable name in the shader code.</param>
<param name="values">Value array to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetInt(System.String,System.Int32)">
<summary>
<para>Set an integer parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="val">Value to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetInts(System.String,System.Int32[])">
<summary>
<para>Set multiple consecutive integer parameters at once.</para>
</summary>
<param name="name">Array variable name in the shader code.</param>
<param name="values">Value array to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.String,UnityEngine.Texture)">
<summary>
<para>Set a texture parameter.</para>
</summary>
<param name="kernelIndex">For which kernel the texture is being set. See ::ref::FindKernel.</param>
<param name="name">Name of the buffer variable in shader code.</param>
<param name="texture">Texture to set.</param>
</member>
<member name="M:UnityEngine.ComputeShader.SetVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Set a vector parameter.</para>
</summary>
<param name="name">Variable name in shader code.</param>
<param name="val">Value to set.</param>
</member>
<member name="T:UnityEngine.ConfigurableJoint">
<summary>
<para>The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularXDrive">
<summary>
<para>Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing &amp; Twist.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularXLimitSpring">
<summary>
<para>The configuration of the spring attached to the angular X limit of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularXMotion">
<summary>
<para>Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularYLimit">
<summary>
<para>Boundary defining rotation restriction, based on delta from original rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularYMotion">
<summary>
<para>Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularYZDrive">
<summary>
<para>Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing &amp; Twist.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularYZLimitSpring">
<summary>
<para>The configuration of the spring attached to the angular Y and angular Z limits of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularZLimit">
<summary>
<para>Boundary defining rotation restriction, based on delta from original rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.angularZMotion">
<summary>
<para>Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.configuredInWorldSpace">
<summary>
<para>If enabled, all Target values will be calculated in world space instead of the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.highAngularXLimit">
<summary>
<para>Boundary defining upper rotation restriction, based on delta from original rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.linearLimit">
<summary>
<para>Boundary defining movement restriction, based on distance from the joint's origin.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.linearLimitSpring">
<summary>
<para>The configuration of the spring attached to the linear limit of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.lowAngularXLimit">
<summary>
<para>Boundary defining lower rotation restriction, based on delta from original rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.projectionAngle">
<summary>
<para>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).</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.projectionDistance">
<summary>
<para>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).</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.projectionMode">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.rotationDriveMode">
<summary>
<para>Control the object's rotation with either X &amp; YZ or Slerp Drive by itself.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.secondaryAxis">
<summary>
<para>The joint's secondary axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.slerpDrive">
<summary>
<para>Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.swapBodies">
<summary>
<para>If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.targetAngularVelocity">
<summary>
<para>This is a [[Vector3]]. It defines the desired angular velocity that the joint should rotate into.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.targetPosition">
<summary>
<para>The desired position that the joint should move into.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.targetRotation">
<summary>
<para>This is a [[Quaternion]]. It defines the desired rotation that the joint should rotate into.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.targetVelocity">
<summary>
<para>The desired velocity that the joint should move along.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.xDrive">
<summary>
<para>Definition of how the joint's movement will behave along its local X axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.xMotion">
<summary>
<para>Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.yDrive">
<summary>
<para>Definition of how the joint's movement will behave along its local Y axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.yMotion">
<summary>
<para>Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.zDrive">
<summary>
<para>Definition of how the joint's movement will behave along its local Z axis.</para>
</summary>
</member>
<member name="P:UnityEngine.ConfigurableJoint.zMotion">
<summary>
<para>Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.</para>
</summary>
</member>
<member name="T:UnityEngine.ConfigurableJointMotion">
<summary>
<para>Constrains movement for a [[ConfigurableJoint]] along the 6 axes.</para>
</summary>
</member>
<member name="F:UnityEngine.ConfigurableJointMotion.Free">
<summary>
<para>Motion along the axis will be completely free and completely unconstrained.</para>
</summary>
</member>
<member name="F:UnityEngine.ConfigurableJointMotion.Limited">
<summary>
<para>Motion along the axis will be limited by the respective limit.</para>
</summary>
</member>
<member name="F:UnityEngine.ConfigurableJointMotion.Locked">
<summary>
<para>Motion along the axis will be locked.</para>
</summary>
</member>
<member name="T:UnityEngine.ConnectionTesterStatus">
<summary>
<para>The various test results the connection tester may return with.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.Error">
<summary>
<para>Some unknown error occurred.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.LimitedNATPunchthroughPortRestricted">
<summary>
<para>Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.LimitedNATPunchthroughSymmetric">
<summary>
<para>Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.NATpunchthroughAddressRestrictedCone">
<summary>
<para>Address-restricted cone type, NAT punchthrough fully supported.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.NATpunchthroughFullCone">
<summary>
<para>Full cone type, NAT punchthrough fully supported.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.PublicIPIsConnectable">
<summary>
<para>Public IP address detected and game listen port is accessible to the internet.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.PublicIPNoServerStarted">
<summary>
<para>Public IP address detected but server is not initialized and no port is listening.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.PublicIPPortBlocked">
<summary>
<para>Public IP address detected but the port is not connectable from the internet.</para>
</summary>
</member>
<member name="F:UnityEngine.ConnectionTesterStatus.Undetermined">
<summary>
<para>Test result undetermined, still in progress.</para>
</summary>
</member>
<member name="T:UnityEngine.ConstantForce">
<summary>
<para>A force applied constantly.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce.force">
<summary>
<para>The force applied to the rigidbody every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce.relativeForce">
<summary>
<para>The force - relative to the rigid bodies coordinate system - applied every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce.relativeTorque">
<summary>
<para>The torque - relative to the rigid bodies coordinate system - applied every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce.torque">
<summary>
<para>The torque applied to the rigidbody every frame.</para>
</summary>
</member>
<member name="T:UnityEngine.ConstantForce2D">
<summary>
<para>Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce2D.force">
<summary>
<para>The linear force applied to the rigidbody each physics update.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce2D.relativeForce">
<summary>
<para>The linear force, relative to the rigid-body coordinate system, applied each physics update.</para>
</summary>
</member>
<member name="P:UnityEngine.ConstantForce2D.torque">
<summary>
<para>The torque applied to the rigidbody each physics update.</para>
</summary>
</member>
<member name="T:UnityEngine.ContactPoint">
<summary>
<para>Describes a contact point where the collision occurs.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.normal">
<summary>
<para>Normal of the contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.otherCollider">
<summary>
<para>The other collider in contact at the point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.point">
<summary>
<para>The point of contact.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint.thisCollider">
<summary>
<para>The first collider in contact at the point.</para>
</summary>
</member>
<member name="T:UnityEngine.ContactPoint2D">
<summary>
<para>Details about a specific point of contact involved in a 2D physics collision.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint2D.collider">
<summary>
<para>The collider attached to the object receiving the collision message.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint2D.normal">
<summary>
<para>Surface normal at the contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint2D.otherCollider">
<summary>
<para>The incoming collider involved in the collision at this contact point.</para>
</summary>
</member>
<member name="P:UnityEngine.ContactPoint2D.point">
<summary>
<para>The point of contact between the two colliders in world space.</para>
</summary>
</member>
<member name="T:UnityEngine.ContextMenu">
<summary>
<para>The ContextMenu attribute allows you to add commands to the context menu.</para>
</summary>
</member>
<member name="M:UnityEngine.ContextMenu.#ctor(System.String)">
<summary>
<para>Adds the function to the context menu of the component.</para>
</summary>
<param name="name"></param>
</member>
<member name="T:UnityEngine.ContextMenuItemAttribute">
<summary>
<para>Use this attribute to add a context menu to a field that calls a named method.</para>
</summary>
</member>
<member name="F:UnityEngine.ContextMenuItemAttribute.function">
<summary>
<para>The name of the function that should be called.</para>
</summary>
</member>
<member name="F:UnityEngine.ContextMenuItemAttribute.name">
<summary>
<para>The name of the context menu item.</para>
</summary>
</member>
<member name="M:UnityEngine.ContextMenuItemAttribute.#ctor(System.String,System.String)">
<summary>
<para>Use this attribute to add a context menu to a field that calls a named method.</para>
</summary>
<param name="name">The name of the context menu item.</param>
<param name="function">The name of the function that should be called.</param>
</member>
<member name="T:UnityEngine.ControllerColliderHit">
<summary>
<para>ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.collider">
<summary>
<para>The collider that was hit by the controller.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.controller">
<summary>
<para>The controller that hit the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.gameObject">
<summary>
<para>The game object that was hit by the controller.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.moveDirection">
<summary>
<para>The direction the CharacterController was moving in when the collision occured.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.moveLength">
<summary>
<para>How far the character has travelled until it hit the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.normal">
<summary>
<para>The normal of the surface we collided with in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.point">
<summary>
<para>The impact point in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.rigidbody">
<summary>
<para>The rigidbody that was hit by the controller.</para>
</summary>
</member>
<member name="P:UnityEngine.ControllerColliderHit.transform">
<summary>
<para>The transform that was hit by the controller.</para>
</summary>
</member>
<member name="T:UnityEngine.Coroutine">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.CrashReport">
<summary>
<para>Holds data for a single application crash event and provides access to all gathered crash reports.</para>
</summary>
</member>
<member name="P:UnityEngine.CrashReport.lastReport">
<summary>
<para>Returns last crash report, or null if no reports are available.</para>
</summary>
</member>
<member name="P:UnityEngine.CrashReport.reports">
<summary>
<para>Returns all currently available reports in a new array.</para>
</summary>
</member>
<member name="F:UnityEngine.CrashReport.text">
<summary>
<para>Crash report data as formatted text.</para>
</summary>
</member>
<member name="F:UnityEngine.CrashReport.time">
<summary>
<para>Time, when the crash occured.</para>
</summary>
</member>
<member name="M:UnityEngine.CrashReport.Remove">
<summary>
<para>Remove report from available reports list.</para>
</summary>
</member>
<member name="M:UnityEngine.CrashReport.RemoveAll">
<summary>
<para>Remove all reports from available reports list.</para>
</summary>
</member>
<member name="T:UnityEngine.CreateAssetMenuAttribute">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.CreateAssetMenuAttribute.fileName">
<summary>
<para>The default file name used by newly created instances of this type.</para>
</summary>
</member>
<member name="P:UnityEngine.CreateAssetMenuAttribute.menuName">
<summary>
<para>The display name for this type shown in the Assets/Create menu.</para>
</summary>
</member>
<member name="P:UnityEngine.CreateAssetMenuAttribute.order">
<summary>
<para>The position of the menu item within the Assets/Create menu.</para>
</summary>
</member>
<member name="T:UnityEngine.Cubemap">
<summary>
<para>Class for handling cube maps, Use this to create or modify existing [[wiki:class-Cubemap|cube map assets]].</para>
</summary>
</member>
<member name="P:UnityEngine.Cubemap.format">
<summary>
<para>The format of the pixel data in the texture (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Cubemap.Apply(System.Boolean,System.Boolean)">
<summary>
<para>Actually apply all previous ::ref::SetPixel and ::ref::SetPixels changes.</para>
</summary>
<param name="updateMipmaps">Should all mipmap levels be updated?</param>
<param name="makeNoLongerReadable">Should the Cubemap texture data be readable/modifiable after changes are applied?</param>
</member>
<member name="M:UnityEngine.Cubemap.#ctor(System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Create a new empty cubemap texture.</para>
</summary>
<param name="size">Width/height of a cube face in pixels.</param>
<param name="format">Pixel data format to be used for the Cubemap.</param>
<param name="mipmap">Should mipmaps be created?</param>
</member>
<member name="M:UnityEngine.Cubemap.GetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32)">
<summary>
<para>Returns pixel color at coordinates (face, x, y).</para>
</summary>
<param name="face"></param>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Returns pixel colors of a cubemap face.</para>
</summary>
<param name="face">The face from which pixel data is taken.</param>
<param name="miplevel">Mipmap level for the chosen face.</param>
</member>
<member name="M:UnityEngine.Cubemap.SetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32,UnityEngine.Color)">
<summary>
<para>Sets pixel color at coordinates (face, x, y).</para>
</summary>
<param name="face"></param>
<param name="x"></param>
<param name="y"></param>
<param name="color"></param>
</member>
<member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace,System.Int32)">
<summary>
<para>Sets pixel colors of a cubemap face.</para>
</summary>
<param name="colors">Pixel data for the Cubemap face.</param>
<param name="face">The face to which the new data should be applied.</param>
<param name="miplevel">The mipmap level for the face.</param>
</member>
<member name="M:UnityEngine.Cubemap.SmoothEdges(System.Int32)">
<summary>
<para>Performs smoothing of near edge regions.</para>
</summary>
<param name="smoothRegionWidthInPixels">Pixel distance at edges over which to apply smoothing.</param>
</member>
<member name="T:UnityEngine.CubemapFace">
<summary>
<para>[[Cubemap]] face.</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.NegativeX">
<summary>
<para>Left facing side (-x).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.NegativeY">
<summary>
<para>Downward facing side (-y).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.NegativeZ">
<summary>
<para>Backward facing side (-z).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.PositiveX">
<summary>
<para>Right facing side (+x).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.PositiveY">
<summary>
<para>Upwards facing side (+y).</para>
</summary>
</member>
<member name="F:UnityEngine.CubemapFace.PositiveZ">
<summary>
<para>Forward facing side (+z).</para>
</summary>
</member>
<member name="T:UnityEngine.Cursor">
<summary>
<para>Cursor API for setting the cursor that is used for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Cursor.lockState">
<summary>
<para>How should the cursor be handled?</para>
</summary>
</member>
<member name="P:UnityEngine.Cursor.visible">
<summary>
<para>Should the cursor be visible?</para>
</summary>
</member>
<member name="M:UnityEngine.Cursor.SetCursor">
<summary>
<para>Change the mouse cursor to the set texture OnMouseEnter.</para>
</summary>
</member>
<member name="M:UnityEngine.Cursor.SetCursor(UnityEngine.Texture2D,UnityEngine.Vector2,UnityEngine.CursorMode)">
<summary>
<para>Specify a custom cursor that you wish to use as a cursor.</para>
</summary>
<param name="texture">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.</param>
<param name="hotspot">The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor).</param>
<param name="cursorMode">Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor.</param>
</member>
<member name="T:UnityEngine.CursorLockMode">
<summary>
<para>How the cursor should behave.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorLockMode.Confined">
<summary>
<para>Confine cursor to the game window.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorLockMode.Locked">
<summary>
<para>Lock cursor to the center of the game window.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorLockMode.None">
<summary>
<para>Cursor behavior is unmodified.</para>
</summary>
</member>
<member name="T:UnityEngine.CursorMode">
<summary>
<para>How should the custom cursor be rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorMode.Auto">
<summary>
<para>Use hardware cursors on supported platforms.</para>
</summary>
</member>
<member name="F:UnityEngine.CursorMode.ForceSoftware">
<summary>
<para>Force the use of software cursors.</para>
</summary>
</member>
<member name="T:UnityEngine.Debug">
<summary>
<para>Class containing methods to ease debugging while developing a game.</para>
</summary>
</member>
<member name="P:UnityEngine.Debug.developerConsoleVisible">
<summary>
<para>Opens or closes developer console.</para>
</summary>
</member>
<member name="P:UnityEngine.Debug.isDebugBuild">
<summary>
<para>In the Build Settings dialog there is a check box called "Development Build".</para>
</summary>
</member>
<member name="M:UnityEngine.Debug.Assert(System.Boolean)">
<summary>
<para>Assert the condition.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="format">Formatted string for display.</param>
<param name="args">Arguments for the formatted string.</param>
</member>
<member name="M:UnityEngine.Debug.Assert(System.Boolean,System.String)">
<summary>
<para>Assert the condition.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="format">Formatted string for display.</param>
<param name="args">Arguments for the formatted string.</param>
</member>
<member name="M:UnityEngine.Debug.Assert(System.Boolean,System.String,System.Object[])">
<summary>
<para>Assert the condition.</para>
</summary>
<param name="condition">Condition you expect to be true.</param>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="format">Formatted string for display.</param>
<param name="args">Arguments for the formatted string.</param>
</member>
<member name="M:UnityEngine.Debug.Break">
<summary>
<para>Pauses the editor.</para>
</summary>
</member>
<member name="M:UnityEngine.Debug.ClearDeveloperConsole">
<summary>
<para>Clears errors from the developer console.</para>
</summary>
</member>
<member name="M:UnityEngine.Debug.DrawLine">
<summary>
<para>Draws a line between specified start and end points.</para>
</summary>
<param name="start">Point in world space where the line should start.</param>
<param name="end">Point in world space where the line should end.</param>
<param name="color">Color of the line.</param>
<param name="duration">How long the line should be visible for.</param>
<param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawLine">
<summary>
<para>Draws a line between specified start and end points.</para>
</summary>
<param name="start">Point in world space where the line should start.</param>
<param name="end">Point in world space where the line should end.</param>
<param name="color">Color of the line.</param>
<param name="duration">How long the line should be visible for.</param>
<param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawLine">
<summary>
<para>Draws a line between specified start and end points.</para>
</summary>
<param name="start">Point in world space where the line should start.</param>
<param name="end">Point in world space where the line should end.</param>
<param name="color">Color of the line.</param>
<param name="duration">How long the line should be visible for.</param>
<param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
<summary>
<para>Draws a line between specified start and end points.</para>
</summary>
<param name="start">Point in world space where the line should start.</param>
<param name="end">Point in world space where the line should end.</param>
<param name="color">Color of the line.</param>
<param name="duration">How long the line should be visible for.</param>
<param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawRay">
<summary>
<para>Draws a line from /start/ to /start/ + /dir/ in world coordinates.</para>
</summary>
<param name="start">Point in world space where the ray should start.</param>
<param name="dir">Direction and length of the ray.</param>
<param name="color">Color of the drawn line.</param>
<param name="duration">How long the line will be visible for (in seconds).</param>
<param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawRay">
<summary>
<para>Draws a line from /start/ to /start/ + /dir/ in world coordinates.</para>
</summary>
<param name="start">Point in world space where the ray should start.</param>
<param name="dir">Direction and length of the ray.</param>
<param name="color">Color of the drawn line.</param>
<param name="duration">How long the line will be visible for (in seconds).</param>
<param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawRay">
<summary>
<para>Draws a line from /start/ to /start/ + /dir/ in world coordinates.</para>
</summary>
<param name="start">Point in world space where the ray should start.</param>
<param name="dir">Direction and length of the ray.</param>
<param name="color">Color of the drawn line.</param>
<param name="duration">How long the line will be visible for (in seconds).</param>
<param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
<summary>
<para>Draws a line from /start/ to /start/ + /dir/ in world coordinates.</para>
</summary>
<param name="start">Point in world space where the ray should start.</param>
<param name="dir">Direction and length of the ray.</param>
<param name="color">Color of the drawn line.</param>
<param name="duration">How long the line will be visible for (in seconds).</param>
<param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
</member>
<member name="M:UnityEngine.Debug.Log(System.Object)">
<summary>
<para>Logs /message/ to the Unity Console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.Log(System.Object,UnityEngine.Object)">
<summary>
<para>Logs /message/ to the Unity Console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogError(System.Object)">
<summary>
<para>A variant of Debug.Log that logs an error message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogError(System.Object,UnityEngine.Object)">
<summary>
<para>A variant of Debug.Log that logs an error message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogErrorFormat(System.String,System.Object[])">
<summary>
<para>Logs a formatted error message to the Unity console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogErrorFormat(UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted error message to the Unity console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogException(System.Exception)">
<summary>
<para>A variant of Debug.Log that logs an error message to the console.</para>
</summary>
<param name="exception"></param>
<param name="context"></param>
</member>
<member name="M:UnityEngine.Debug.LogException(System.Exception,UnityEngine.Object)">
<summary>
<para>A variant of Debug.Log that logs an error message to the console.</para>
</summary>
<param name="exception"></param>
<param name="context"></param>
</member>
<member name="M:UnityEngine.Debug.LogFormat(System.String,System.Object[])">
<summary>
<para>Logs a formatted message to the Unity Console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogFormat(UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted message to the Unity Console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogWarning(System.Object)">
<summary>
<para>A variant of Debug.Log that logs a warning message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogWarning(System.Object,UnityEngine.Object)">
<summary>
<para>A variant of Debug.Log that logs a warning message to the console.</para>
</summary>
<param name="message">String or object to be converted to string representation for display.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogWarningFormat(System.String,System.Object[])">
<summary>
<para>Logs a formatted warning message to the Unity Console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="M:UnityEngine.Debug.LogWarningFormat(UnityEngine.Object,System.String,System.Object[])">
<summary>
<para>Logs a formatted warning message to the Unity Console.</para>
</summary>
<param name="format">A composite format string.</param>
<param name="args">Format arguments.</param>
<param name="context">Object to which the message applies.</param>
</member>
<member name="T:UnityEngine.DepthTextureMode">
<summary>
<para>Depth texture generation mode for [[Camera]].</para>
</summary>
</member>
<member name="F:UnityEngine.DepthTextureMode.Depth">
<summary>
<para>Generate a depth texture.</para>
</summary>
</member>
<member name="F:UnityEngine.DepthTextureMode.DepthNormals">
<summary>
<para>Generate a depth + normals texture.</para>
</summary>
</member>
<member name="F:UnityEngine.DepthTextureMode.None">
<summary>
<para>Do not generate depth texture (Default).</para>
</summary>
</member>
<member name="T:UnityEngine.DetailPrototype">
<summary>
<para>Detail prototype used by the Terrain GameObject.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.bendFactor">
<summary>
<para>Bend factor of the detailPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.dryColor">
<summary>
<para>Color when the DetailPrototypes are "dry".</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.healthyColor">
<summary>
<para>Color when the DetailPrototypes are "healthy".</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.maxHeight">
<summary>
<para>Maximum height of the grass billboards (if render mode is GrassBillboard).</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.maxWidth">
<summary>
<para>Maximum width of the grass billboards (if render mode is GrassBillboard).</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.minHeight">
<summary>
<para>Minimum height of the grass billboards (if render mode is GrassBillboard).</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.minWidth">
<summary>
<para>Minimum width of the grass billboards (if render mode is GrassBillboard).</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.noiseSpread">
<summary>
<para>How spread out is the noise for the DetailPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.prototype">
<summary>
<para>GameObject used by the DetailPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.prototypeTexture">
<summary>
<para>Texture used by the DetailPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.DetailPrototype.renderMode">
<summary>
<para>Render mode for the DetailPrototype.</para>
</summary>
</member>
<member name="T:UnityEngine.DetailRenderMode">
<summary>
<para>Render mode for detail prototypes.</para>
</summary>
</member>
<member name="F:UnityEngine.DetailRenderMode.Grass">
<summary>
<para>The detail prototype will use the grass shader.</para>
</summary>
</member>
<member name="F:UnityEngine.DetailRenderMode.GrassBillboard">
<summary>
<para>The detail prototype will be rendered as billboards that are always facing the camera.</para>
</summary>
</member>
<member name="F:UnityEngine.DetailRenderMode.VertexLit">
<summary>
<para>Will show the prototype using diffuse shading.</para>
</summary>
</member>
<member name="T:UnityEngine.DeviceOrientation">
<summary>
<para>Describes physical orientation of the device as determined by the OS.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.FaceDown">
<summary>
<para>The device is held parallel to the ground with the screen facing downwards.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.FaceUp">
<summary>
<para>The device is held parallel to the ground with the screen facing upwards.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.LandscapeLeft">
<summary>
<para>The device is in landscape mode, with the device held upright and the home button on the right side.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.LandscapeRight">
<summary>
<para>The device is in landscape mode, with the device held upright and the home button on the left side.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.Portrait">
<summary>
<para>The device is in portrait mode, with the device held upright and the home button at the bottom.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.PortraitUpsideDown">
<summary>
<para>The device is in portrait mode but upside down, with the device held upright and the home button at the top.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceOrientation.Unknown">
<summary>
<para>The orientation of the device cannot be determined.</para>
</summary>
</member>
<member name="T:UnityEngine.DeviceType">
<summary>
<para>Enumeration for [[SystemInfo.deviceType]], denotes a coarse grouping of kinds of devices.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceType.Console">
<summary>
<para>A stationary gaming console.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceType.Desktop">
<summary>
<para>Desktop or laptop computer.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceType.Handheld">
<summary>
<para>A handheld device like mobile phone or a tablet.</para>
</summary>
</member>
<member name="F:UnityEngine.DeviceType.Unknown">
<summary>
<para>Device type is unknown. You should never see this in practice.</para>
</summary>
</member>
<member name="T:UnityEngine.DisallowMultipleComponent">
<summary>
<para>Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.</para>
</summary>
</member>
<member name="T:UnityEngine.Display">
<summary>
<para>Provides access to a display / screen for rendering operations. </para>
</summary>
</member>
<member name="P:UnityEngine.Display.colorBuffer">
<summary>
<para>Color RenderBuffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.depthBuffer">
<summary>
<para>Depth RenderBuffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Display.displays">
<summary>
<para>The list of currently connected Displays. Contains at least one (main) display.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.main">
<summary>
<para>Main Display.
</para>
</summary>
</member>
<member name="P:UnityEngine.Display.renderingHeight">
<summary>
<para>Rendering Height.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.renderingWidth">
<summary>
<para>Rendering Width.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.systemHeight">
<summary>
<para>System Height.</para>
</summary>
</member>
<member name="P:UnityEngine.Display.systemWidth">
<summary>
<para>System Width.</para>
</summary>
</member>
<member name="M:UnityEngine.Display.Activate">
<summary>
<para>Activate an external display. Eg. Secondary Monitors connected to the System.</para>
</summary>
</member>
<member name="M:UnityEngine.Display.Activate(System.Int32,System.Int32,System.Int32)">
<summary>
<para>This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate.</para>
</summary>
<param name="width">Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width).</param>
<param name="height">Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height).</param>
<param name="refreshRate">Desired Refresh Rate.</param>
</member>
<member name="M:UnityEngine.Display.MultiDisplayLicense">
<summary>
<para>Check if MultiDisplayLicense is enabled.</para>
</summary>
</member>
<member name="M:UnityEngine.Display.RelativeMouseAt(UnityEngine.Vector3)">
<summary>
<para>Query relative mouse coordinates.</para>
</summary>
<param name="inputMouseCoordinates">Mouse Input Position as Coordinates.</param>
</member>
<member name="M:UnityEngine.Display.SetParams(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>This Windows only function can be used to set Size and Position of the Screen when Multi-Display is enabled.</para>
</summary>
<param name="width">Change Window Width (Windows Only).</param>
<param name="height">Change Window Height (Windows Only).</param>
<param name="x">Change Window Position X (Windows Only).</param>
<param name="y">Change Window Position Y (Windows Only).</param>
</member>
<member name="M:UnityEngine.Display.SetRenderingResolution(System.Int32,System.Int32)">
<summary>
<para>Sets Rendering resolution for the display.</para>
</summary>
<param name="w">Rendering width.</param>
<param name="h">Rendering height.</param>
</member>
<member name="T:UnityEngine.DistanceJoint2D">
<summary>
<para>Joint that keeps two Rigidbody2D objects a fixed distance apart.</para>
</summary>
</member>
<member name="P:UnityEngine.DistanceJoint2D.distance">
<summary>
<para>The distance separating the two ends of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.DistanceJoint2D.maxDistanceOnly">
<summary>
<para>Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead.</para>
</summary>
</member>
<member name="M:UnityEngine.DistanceJoint2D.GetReactionForce(System.Single)">
<summary>
<para>Gets the reaction force of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the reaction force for.</param>
</member>
<member name="M:UnityEngine.DistanceJoint2D.GetReactionTorque(System.Single)">
<summary>
<para>Gets the reaction torque of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the reaction torque for.</param>
</member>
<member name="T:UnityEngine.DrivenRectTransformTracker">
<summary>
<para>A component can be designed drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving.</para>
</summary>
</member>
<member name="M:UnityEngine.DrivenRectTransformTracker.Add(UnityEngine.Object,UnityEngine.RectTransform,UnityEngine.DrivenTransformProperties)">
<summary>
<para>Add a RectTransform to be driven.</para>
</summary>
<param name="driver">The object to drive properties.</param>
<param name="rectTransform">The RectTransform to be driven.</param>
<param name="drivenProperties">The properties to be driven.</param>
</member>
<member name="M:UnityEngine.DrivenRectTransformTracker.Clear">
<summary>
<para>Clear the list of RectTransforms being driven.</para>
</summary>
</member>
<member name="T:UnityEngine.DrivenTransformProperties">
<summary>
<para>An enumeration of transform properties that can be driven on a RectTransform by an object.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.All">
<summary>
<para>Selects all driven properties.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPosition">
<summary>
<para>Selects driven property [[RectTransform.anchoredPosition]].</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPosition3D">
<summary>
<para>Selects driven property [[RectTransform.anchoredPosition3D]].</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionX">
<summary>
<para>Selects driven property [[RectTransform.anchoredPosition]].x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionY">
<summary>
<para>Selects driven property [[RectTransform.anchoredPosition]].y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchoredPositionZ">
<summary>
<para>Selects driven property [[RectTransform.anchoredPosition3D]].z.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMax">
<summary>
<para>Selects driven property combining ::ref::AnchorMaxX and ::ref::AnchorMaxY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMaxX">
<summary>
<para>Selects driven property [[RectTransform.anchorMax]].x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMaxY">
<summary>
<para>Selects driven property [[RectTransform.anchorMax]].y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMin">
<summary>
<para>Selects driven property combining ::ref::AnchorMinX and ::ref::AnchorMinY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMinX">
<summary>
<para>Selects driven property [[RectTransform.anchorMin]].x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.AnchorMinY">
<summary>
<para>Selects driven property [[RectTransform.anchorMin]].y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.Anchors">
<summary>
<para>Selects driven property combining ::ref::AnchorMinX, ::ref::AnchorMinY, ::ref::AnchorMaxX and ::ref::AnchorMaxY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.None">
<summary>
<para>Deselects all driven properties.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.Pivot">
<summary>
<para>Selects driven property combining ::ref::PivotX and ::ref::PivotY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.PivotX">
<summary>
<para>Selects driven property [[RectTransform.pivot]].x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.PivotY">
<summary>
<para>Selects driven property [[RectTransform.pivot]].y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.Rotation">
<summary>
<para>Selects driven property [[Transform.localRotation]].</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.Scale">
<summary>
<para>Selects driven property combining ::ref::ScaleX, ::ref::ScaleY &amp;&amp; ::ref::ScaleZ.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.ScaleX">
<summary>
<para>Selects driven property [[Transform.localScale]].x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.ScaleY">
<summary>
<para>Selects driven property [[Transform.localScale]].y.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.ScaleZ">
<summary>
<para>Selects driven property [[Transform.localScale]].z.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.SizeDelta">
<summary>
<para>Selects driven property combining ::ref::SizeDeltaX and ::ref::SizeDeltaY.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.SizeDeltaX">
<summary>
<para>Selects driven property [[RectTransform.sizeDelta]].x.</para>
</summary>
</member>
<member name="F:UnityEngine.DrivenTransformProperties.SizeDeltaY">
<summary>
<para>Selects driven property [[RectTransform.sizeDelta]].y.</para>
</summary>
</member>
<member name="T:UnityEngine.DynamicGI">
<summary>
<para>Allows to control the dynamic Global Illumination.</para>
</summary>
</member>
<member name="P:UnityEngine.DynamicGI.indirectScale">
<summary>
<para>Allows for scaling the contribution coming from realtime &amp; static lightmaps.</para>
</summary>
</member>
<member name="P:UnityEngine.DynamicGI.synchronousMode">
<summary>
<para>When enabled, new dynamic Global Illumination output is shown in each frame.</para>
</summary>
</member>
<member name="P:UnityEngine.DynamicGI.updateThreshold">
<summary>
<para>Threshold for limiting updates of realtime GI.</para>
</summary>
</member>
<member name="M:UnityEngine.DynamicGI.SetEmissive">
<summary>
<para>Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.</para>
</summary>
<param name="renderer">The [[Renderer]] that should get a new color.</param>
<param name="color">The emissive [[Color]].</param>
<param name="subMeshIndex">The index of the submesh that should use the color.</param>
</member>
<member name="M:UnityEngine.DynamicGI.UpdateEnvironment">
<summary>
<para>Schedules an update of the environment texture.</para>
</summary>
</member>
<member name="M:UnityEngine.DynamicGI.UpdateMaterials(UnityEngine.Renderer)">
<summary>
<para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
</summary>
<param name="renderer">The [[Renderer]] to use when searching for a system to update.</param>
<param name="terrain">The [[Terrain]] to use when searching for systems to update.</param>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.DynamicGI.UpdateMaterials(UnityEngine.Terrain)">
<summary>
<para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
</summary>
<param name="renderer">The [[Renderer]] to use when searching for a system to update.</param>
<param name="terrain">The [[Terrain]] to use when searching for systems to update.</param>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.DynamicGI.UpdateMaterials(UnityEngine.Terrain,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
</summary>
<param name="renderer">The [[Renderer]] to use when searching for a system to update.</param>
<param name="terrain">The [[Terrain]] to use when searching for systems to update.</param>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="T:UnityEngine.EdgeCollider2D">
<summary>
<para>Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.</para>
</summary>
</member>
<member name="P:UnityEngine.EdgeCollider2D.edgeCount">
<summary>
<para>Gets the number of edges.</para>
</summary>
</member>
<member name="P:UnityEngine.EdgeCollider2D.pointCount">
<summary>
<para>Gets the number of points.</para>
</summary>
</member>
<member name="P:UnityEngine.EdgeCollider2D.points">
<summary>
<para>Get or set the points defining multiple continuous edges.</para>
</summary>
</member>
<member name="M:UnityEngine.EdgeCollider2D.Reset">
<summary>
<para>Reset to a single edge consisting of two points.</para>
</summary>
</member>
<member name="T:UnityEngine.Effector2D">
<summary>
<para>A base class for all 2D effectors.</para>
</summary>
</member>
<member name="P:UnityEngine.Effector2D.colliderMask">
<summary>
<para>The mask used to select specific layers allowed to interact with the effector.</para>
</summary>
</member>
<member name="P:UnityEngine.Effector2D.useColliderMask">
<summary>
<para>Should the collider-mask be used or the global collision matrix?</para>
</summary>
</member>
<member name="T:UnityEngine.EffectorForceMode2D">
<summary>
<para>The mode used to apply [[Effector2D]] forces.</para>
</summary>
</member>
<member name="F:UnityEngine.EffectorForceMode2D.Constant">
<summary>
<para>The force is applied at a constant rate.</para>
</summary>
</member>
<member name="F:UnityEngine.EffectorForceMode2D.InverseLinear">
<summary>
<para>The force is applied inverse-linear relative to a point.</para>
</summary>
</member>
<member name="F:UnityEngine.EffectorForceMode2D.InverseSquared">
<summary>
<para>The force is applied inverse-squared relative to a point.</para>
</summary>
</member>
<member name="T:UnityEngine.EffectorSelection2D">
<summary>
<para>Selects the source and/or target to be used by an [[Effector2D]].</para>
</summary>
</member>
<member name="F:UnityEngine.EffectorSelection2D.Collider">
<summary>
<para>The source/target is defined by the [[Collider2D]].</para>
</summary>
</member>
<member name="F:UnityEngine.EffectorSelection2D.Rigidbody">
<summary>
<para>The source/target is defined by the [[Rigidbody2D]].</para>
</summary>
</member>
<member name="T:UnityEngine.EllipsoidParticleEmitter">
<summary>
<para>Class used to allow [[GameObject.AddComponent]] / [[GameObject.GetComponent]] to be used.</para>
</summary>
</member>
<member name="T:UnityEngine.Event">
<summary>
<para>A UnityGUI event.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.alt">
<summary>
<para>Is Alt/Option key held down? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.button">
<summary>
<para>Which mouse button was pressed.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.capsLock">
<summary>
<para>Is Caps Lock on? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.character">
<summary>
<para>The character typed.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.clickCount">
<summary>
<para>How many consecutive mouse clicks have we received.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.command">
<summary>
<para>Is Command/Windows key held down? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.commandName">
<summary>
<para>The name of an ExecuteCommand or ValidateCommand Event.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.control">
<summary>
<para>Is Control key held down? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.current">
<summary>
<para>The current event that's being processed right now.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.delta">
<summary>
<para>The relative movement of the mouse compared to last event.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.functionKey">
<summary>
<para>Is the current keypress a function key? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.isKey">
<summary>
<para>Is this event a keyboard event? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.isMouse">
<summary>
<para>Is this event a mouse event? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.keyCode">
<summary>
<para>The raw key code for keyboard events.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.modifiers">
<summary>
<para>Which modifier keys are held down.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.mousePosition">
<summary>
<para>The mouse position.</para>
</summary>
</member>
<member name="P:UnityEngine.Event.numeric">
<summary>
<para>Is the current keypress on the numeric keyboard? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.shift">
<summary>
<para>Is Shift held down? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Event.type">
<summary>
<para>The type of event.</para>
</summary>
</member>
<member name="M:UnityEngine.Event.GetEventCount">
<summary>
<para>Returns the current number of events that are stored in the event queue.</para>
</summary>
<returns>
<para>Current number of events currently in the event queue.</para>
</returns>
</member>
<member name="M:UnityEngine.Event.GetTypeForControl(System.Int32)">
<summary>
<para>Get a filtered event type for a given control ID.</para>
</summary>
<param name="controlID">The ID of the control you are querying from.</param>
</member>
<member name="M:UnityEngine.Event.KeyboardEvent(System.String)">
<summary>
<para>Create a keyboard event.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.Event.PopEvent(UnityEngine.Event)">
<summary>
<para>Get the next queued [Event] from the event system.</para>
</summary>
<param name="outEvent">Next Event.</param>
</member>
<member name="M:UnityEngine.Event.Use">
<summary>
<para>Use this event.</para>
</summary>
</member>
<member name="T:UnityEngine.EventModifiers">
<summary>
<para>Types of modifier key that can be active during a keystroke event.</para>
</summary>
</member>
<member name="F:UnityEngine.EventModifiers.Alt">
<summary>
<para>Alt key.</para>
</summary>
</member>
<member name="F:UnityEngine.EventModifiers.CapsLock">
<summary>
<para>Caps lock key.</para>
</summary>
</member>
<member name="F:UnityEngine.EventModifiers.Command">
<summary>
<para>Command key (Mac).</para>
</summary>
</member>
<member name="F:UnityEngine.EventModifiers.Control">
<summary>
<para>Control key.</para>
</summary>
</member>
<member name="F:UnityEngine.EventModifiers.FunctionKey">
<summary>
<para>Function key.</para>
</summary>
</member>
<member name="F:UnityEngine.EventModifiers.None">
<summary>
<para>No modifier key pressed during a keystroke event.</para>
</summary>
</member>
<member name="F:UnityEngine.EventModifiers.Numeric">
<summary>
<para>Num lock key.</para>
</summary>
</member>
<member name="F:UnityEngine.EventModifiers.Shift">
<summary>
<para>Shift key.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.PersistentListenerMode">
<summary>
<para>THe mode that a listener is operating in.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Bool">
<summary>
<para>The listener will bind to one argument bool functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.EventDefined">
<summary>
<para>The listener will use the function binding specified by the even.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Float">
<summary>
<para>The listener will bind to one argument float functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Int">
<summary>
<para>The listener will bind to one argument int functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Object">
<summary>
<para>The listener will bind to one argument [[Object]] functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.String">
<summary>
<para>The listener will bind to one argument string functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.PersistentListenerMode.Void">
<summary>
<para>The listener will bind to zero argument functions.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityAction">
<summary>
<para>Zero argument delegate used by UnityEvents.</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityAction_1">
<summary>
<para>One argument delegate used by UnityEvents.</para>
</summary>
<param name="arg0"></param>
</member>
<member name="T:UnityEngine.Events.UnityAction_2">
<summary>
<para>Two argument delegate used by UnityEvents.</para>
</summary>
<param name="arg0"></param>
<param name="arg1"></param>
</member>
<member name="T:UnityEngine.Events.UnityAction_3">
<summary>
<para>Three argument delegate used by UnityEvents.</para>
</summary>
<param name="arg0"></param>
<param name="arg1"></param>
<param name="arg2"></param>
</member>
<member name="T:UnityEngine.Events.UnityAction_4">
<summary>
<para>Four argument delegate used by UnityEvents.</para>
</summary>
<param name="arg0"></param>
<param name="arg1"></param>
<param name="arg2"></param>
<param name="arg3"></param>
</member>
<member name="T:UnityEngine.Events.UnityEvent">
<summary>
<para>A zero argument persistent callback that can be saved with the scene.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEvent.AddListener(UnityEngine.Events.UnityAction)">
<summary>
<para>Add a non persistent listener to the UnityEvent.</para>
</summary>
<param name="call">Callback function.</param>
</member>
<member name="M:UnityEngine.Events.UnityEvent.#ctor">
<summary>
<para>Constructor.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEvent.Invoke">
<summary>
<para>Invoke all registered callbacks (runtime and peristent).</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEvent.RemoveListener(UnityEngine.Events.UnityAction)">
<summary>
<para>Remove a non persistent listener from the UnityEvent.</para>
</summary>
<param name="call">Callback function.</param>
</member>
<member name="T:UnityEngine.Events.UnityEvent`1">
<summary>
<para>One argument version of [[UnityEvent]].</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityEvent`2">
<summary>
<para>Two argument version of [[UnityEvent]].</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityEvent`3">
<summary>
<para>Three argument version of [[UnityEvent]].</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityEvent`4">
<summary>
<para>Four argument version of [[UnityEvent]].</para>
</summary>
</member>
<member name="T:UnityEngine.Events.UnityEventBase">
<summary>
<para>Abstract base class for UnityEvents.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.GetPersistentEventCount">
<summary>
<para>Get the number of registered persistent listeners.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.GetPersistentMethodName(System.Int32)">
<summary>
<para>Get the target method name of the listener at index index.</para>
</summary>
<param name="index">Index of the listener to query.</param>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.GetPersistentTarget(System.Int32)">
<summary>
<para>Get the target component of the listener at index index.</para>
</summary>
<param name="index">Index of the listener to query.</param>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.GetValidMethodInfo(System.Object,System.String,System.Type[])">
<summary>
<para>Given an object, function name, and a list of argument types; find the method that matches.</para>
</summary>
<param name="obj">Object to search for the method.</param>
<param name="functionName">Function name to search for.</param>
<param name="argumentTypes">Argument types for the function.</param>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.RemoveAllListeners">
<summary>
<para>Remove all listeners from the event.</para>
</summary>
</member>
<member name="M:UnityEngine.Events.UnityEventBase.SetPersistentListenerState(System.Int32,UnityEngine.Events.UnityEventCallState)">
<summary>
<para>Modify the execution state of a persistent listener.</para>
</summary>
<param name="index">Index of the listener to query.</param>
<param name="state">State to set.</param>
</member>
<member name="T:UnityEngine.Events.UnityEventCallState">
<summary>
<para>Controls the scope of UnityEvent callbacks.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.UnityEventCallState.EditorAndRuntime">
<summary>
<para>Callback is always issued.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.UnityEventCallState.Off">
<summary>
<para>Callback is not issued.</para>
</summary>
</member>
<member name="F:UnityEngine.Events.UnityEventCallState.RuntimeOnly">
<summary>
<para>Callback is only issued in the Runtime and Editor playmode.</para>
</summary>
</member>
<member name="T:UnityEngine.EventType">
<summary>
<para>Types of UnityGUI input and processing events.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.ContextClick">
<summary>
<para>User has right-clicked (or control-clicked on the mac).</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.DragExited">
<summary>
<para>Editor only: drag &amp; drop operation exited.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.DragPerform">
<summary>
<para>Editor only: drag &amp; drop operation performed.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.DragUpdated">
<summary>
<para>Editor only: drag &amp; drop operation updated.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.ExecuteCommand">
<summary>
<para>Execute a special command (eg. copy &amp; paste).</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.Ignore">
<summary>
<para>[[Event]] should be ignored.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.KeyDown">
<summary>
<para>A keyboard key was pressed.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.KeyUp">
<summary>
<para>A keyboard key was released.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.Layout">
<summary>
<para>A layout event.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.MouseDown">
<summary>
<para>Mouse button was pressed.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.MouseDrag">
<summary>
<para>Mouse was dragged.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.MouseMove">
<summary>
<para>Mouse was moved (editor views only).</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.MouseUp">
<summary>
<para>Mouse button was released.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.Repaint">
<summary>
<para>A repaint event. One is sent every frame.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.ScrollWheel">
<summary>
<para>The scroll wheel was moved.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.Used">
<summary>
<para>Already processed event.</para>
</summary>
</member>
<member name="F:UnityEngine.EventType.ValidateCommand">
<summary>
<para>Validates a special command (e.g. copy &amp; paste).</para>
</summary>
</member>
<member name="T:UnityEngine.ExecuteInEditMode">
<summary>
<para>Makes a script execute in edit mode.</para>
</summary>
</member>
<member name="T:UnityEngine.FFTWindow">
<summary>
<para>Spectrum analysis windowing types.</para>
</summary>
</member>
<member name="F:UnityEngine.FFTWindow.Blackman">
<summary>
<para>W[n] = 0.42 - (0.5 * COS(n/N) ) + (0.08 * COS(2.0 * n/N) ).</para>
</summary>
</member>
<member name="F:UnityEngine.FFTWindow.BlackmanHarris">
<summary>
<para>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)).</para>
</summary>
</member>
<member name="F:UnityEngine.FFTWindow.Hamming">
<summary>
<para>W[n] = 0.54 - (0.46 * COS(n/N) ).</para>
</summary>
</member>
<member name="F:UnityEngine.FFTWindow.Hanning">
<summary>
<para>W[n] = 0.5 * (1.0 - COS(n/N) ).</para>
</summary>
</member>
<member name="F:UnityEngine.FFTWindow.Rectangular">
<summary>
<para>W[n] = 1.0.</para>
</summary>
</member>
<member name="F:UnityEngine.FFTWindow.Triangle">
<summary>
<para>W[n] = TRI(2n/N).</para>
</summary>
</member>
<member name="T:UnityEngine.FilterMode">
<summary>
<para>Filtering mode for textures. Corresponds to the settings in a [[wiki:Textures|texture inspector]].</para>
</summary>
</member>
<member name="F:UnityEngine.FilterMode.Bilinear">
<summary>
<para>Bilinear filtering - texture samples are averaged.</para>
</summary>
</member>
<member name="F:UnityEngine.FilterMode.Point">
<summary>
<para>Point filtering - texture pixels become blocky up close.</para>
</summary>
</member>
<member name="F:UnityEngine.FilterMode.Trilinear">
<summary>
<para>Trilinear filtering - texture samples are averaged and also blended between mipmap levels.</para>
</summary>
</member>
<member name="T:UnityEngine.FixedJoint">
<summary>
<para>The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.</para>
</summary>
</member>
<member name="T:UnityEngine.Flare">
<summary>
<para>A flare asset. Read more about flares in the [[wiki:class-Flare|components reference]].</para>
</summary>
</member>
<member name="T:UnityEngine.FlareLayer">
<summary>
<para>FlareLayer component.</para>
</summary>
</member>
<member name="T:UnityEngine.FocusType">
<summary>
<para>Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus.</para>
</summary>
</member>
<member name="F:UnityEngine.FocusType.Keyboard">
<summary>
<para>This is a proper keyboard control. It can have input focus on all platforms. Used for TextField and TextArea controls.</para>
</summary>
</member>
<member name="F:UnityEngine.FocusType.Native">
<summary>
<para>This control can get keyboard focus on Windows, but not on Mac. Used for buttons, checkboxes and other "pressable" things.</para>
</summary>
</member>
<member name="F:UnityEngine.FocusType.Passive">
<summary>
<para>This control can never recieve keyboard focus.</para>
</summary>
</member>
<member name="T:UnityEngine.FogMode">
<summary>
<para>Fog mode to use.</para>
</summary>
</member>
<member name="F:UnityEngine.FogMode.Exponential">
<summary>
<para>Exponential fog.</para>
</summary>
</member>
<member name="F:UnityEngine.FogMode.ExponentialSquared">
<summary>
<para>Exponential squared fog (default).</para>
</summary>
</member>
<member name="F:UnityEngine.FogMode.Linear">
<summary>
<para>Linear fog.</para>
</summary>
</member>
<member name="T:UnityEngine.Font">
<summary>
<para>Script interface for [[wiki:class-Font|font assets]].</para>
</summary>
</member>
<member name="P:UnityEngine.Font.ascent">
<summary>
<para>The ascent of the font.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.characterInfo">
<summary>
<para>Access an array of all characters contained in the font texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.dynamic">
<summary>
<para>Is the font a dynamic font.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.fontSize">
<summary>
<para>The default size of the font.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.lineHeight">
<summary>
<para>The line height of the font.</para>
</summary>
</member>
<member name="P:UnityEngine.Font.material">
<summary>
<para>The material used for the font display.</para>
</summary>
</member>
<member name="?:UnityEngine.Font.textureRebuilt(System.Action`1&lt;UnityEngine.Font&gt;)">
<summary>
<para>Set a function to be called when the dynamic font texture is rebuilt.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String,System.Int32)">
<summary>
<para>Creates a Font object which lets you render a font installed on the user machine.</para>
</summary>
<param name="fontname">The name of the OS font to use for this font object.</param>
<param name="size">The default character size of the generated font.</param>
<param name="fontnames">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.</param>
<returns>
<para>The generate Font object.</para>
</returns>
</member>
<member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String[],System.Int32)">
<summary>
<para>Creates a Font object which lets you render a font installed on the user machine.</para>
</summary>
<param name="fontname">The name of the OS font to use for this font object.</param>
<param name="size">The default character size of the generated font.</param>
<param name="fontnames">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.</param>
<returns>
<para>The generate Font object.</para>
</returns>
</member>
<member name="M:UnityEngine.Font.#ctor">
<summary>
<para>Create a new Font.</para>
</summary>
<param name="name">The name of the created Font object.</param>
</member>
<member name="M:UnityEngine.Font.#ctor(System.String)">
<summary>
<para>Create a new Font.</para>
</summary>
<param name="name">The name of the created Font object.</param>
</member>
<member name="M:UnityEngine.Font.GetCharacterInfo">
<summary>
<para>Get rendering info for a specific character.</para>
</summary>
<param name="ch">The character you need rendering information for.</param>
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param>
<param name="size">The size of the character (default value of zero will use font default size).</param>
<param name="style">The style of the character.</param>
</member>
<member name="M:UnityEngine.Font.GetCharacterInfo">
<summary>
<para>Get rendering info for a specific character.</para>
</summary>
<param name="ch">The character you need rendering information for.</param>
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param>
<param name="size">The size of the character (default value of zero will use font default size).</param>
<param name="style">The style of the character.</param>
</member>
<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&amp;,System.Int32,UnityEngine.FontStyle)">
<summary>
<para>Get rendering info for a specific character.</para>
</summary>
<param name="ch">The character you need rendering information for.</param>
<param name="info">Returns the CharacterInfo struct with the rendering information for the character (if available).</param>
<param name="size">The size of the character (default value of zero will use font default size).</param>
<param name="style">The style of the character.</param>
</member>
<member name="M:UnityEngine.Font.GetMaxVertsForString(System.String)">
<summary>
<para>Returns the maximum number of verts that the text generator may return for a given string.</para>
</summary>
<param name="str">Input string.</param>
</member>
<member name="M:UnityEngine.Font.GetOSInstalledFontNames">
<summary>
<para>Get names of fonts installed on the machine.</para>
</summary>
<returns>
<para>An array of the names of all fonts installed on the machine.</para>
</returns>
</member>
<member name="M:UnityEngine.Font.HasCharacter(System.Char)">
<summary>
<para>Does this font have a specific character?</para>
</summary>
<param name="c"></param>
</member>
<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32,UnityEngine.FontStyle)">
<summary>
<para>Request characters to be added to the font texture (dynamic fonts only).</para>
</summary>
<param name="characters">The characters which are needed to be in the font texture.</param>
<param name="size">The size of the requested characters (the default value of zero will use the font's default size).</param>
<param name="style">The style of the requested characters.</param>
</member>
<member name="T:UnityEngine.FontStyle">
<summary>
<para>Font Style applied to GUI Texts, Text Meshes or GUIStyles.</para>
</summary>
</member>
<member name="F:UnityEngine.FontStyle.Bold">
<summary>
<para>Bold style applied to your texts.</para>
</summary>
</member>
<member name="F:UnityEngine.FontStyle.BoldAndItalic">
<summary>
<para>Bold and Italic styles applied to your texts.</para>
</summary>
</member>
<member name="F:UnityEngine.FontStyle.Italic">
<summary>
<para>Italic style applied to your texts.</para>
</summary>
</member>
<member name="F:UnityEngine.FontStyle.Normal">
<summary>
<para>No special style is applied.</para>
</summary>
</member>
<member name="T:UnityEngine.ForceMode">
<summary>
<para>Option for how to apply a force using [[Rigidbody.AddForce]].</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode.Acceleration">
<summary>
<para>Add a continuous acceleration to the rigidbody, ignoring its mass.</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode.Force">
<summary>
<para>Add a continuous force to the rigidbody, using its mass.</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode.Impulse">
<summary>
<para>Add an instant force impulse to the rigidbody, using its mass.</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode.VelocityChange">
<summary>
<para>Add an instant velocity change to the rigidbody, ignoring its mass.</para>
</summary>
</member>
<member name="T:UnityEngine.ForceMode2D">
<summary>
<para>Option for how to apply a force using [[Rigidbody2D.AddForce]].</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode2D.Force">
<summary>
<para>Add a force to the Rigidbody2D, using its mass.</para>
</summary>
</member>
<member name="F:UnityEngine.ForceMode2D.Impulse">
<summary>
<para>Add an instant force impulse to the rigidbody2D, using its mass.</para>
</summary>
</member>
<member name="T:UnityEngine.GameObject">
<summary>
<para>Base class for all entities in Unity scenes.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.activeInHierarchy">
<summary>
<para>Is the GameObject active in the scene?</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.activeSelf">
<summary>
<para>The local active state of this GameObject. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.isStatic">
<summary>
<para>Editor only API that specifies if a game object is static.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.layer">
<summary>
<para>The layer the game object is in. A layer is in the range [0...31].</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.tag">
<summary>
<para>The tag of this game object.</para>
</summary>
</member>
<member name="P:UnityEngine.GameObject.transform">
<summary>
<para>The [[Transform]] attached to this GameObject. (null if there is none attached).</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.AddComponent(System.String)">
<summary>
<para>Adds a component class named /className/ to the game object.</para>
</summary>
<param name="className"></param>
</member>
<member name="M:UnityEngine.GameObject.AddComponent(System.Type)">
<summary>
<para>Adds a component class of type /componentType/ to the game object. C# Users can use a generic version.</para>
</summary>
<param name="componentType"></param>
</member>
<member name="M:UnityEngine.GameObject.AddComponent">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.BroadcastMessage">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object or any of its children.</para>
</summary>
<param name="methodName"></param>
<param name="parameter"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.BroadcastMessage">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object or any of its children.</para>
</summary>
<param name="methodName"></param>
<param name="parameter"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object or any of its children.</para>
</summary>
<param name="methodName"></param>
<param name="parameter"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para></para>
</summary>
<param name="methodName"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.CompareTag(System.String)">
<summary>
<para>Is this game object tagged with /tag/ ?</para>
</summary>
<param name="tag">The tag to compare.</param>
</member>
<member name="M:UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType)">
<summary>
<para>Creates a game object with a primitive mesh renderer and appropriate collider.</para>
</summary>
<param name="type">The type of primitive object to create.</param>
</member>
<member name="M:UnityEngine.GameObject.#ctor(System.String)">
<summary>
<para>Creates a new game object, named __name__.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.GameObject.#ctor">
<summary>
<para>Creates a new game object.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.#ctor(System.String,System.Type[])">
<summary>
<para>Creates a game object and attaches the specified components.</para>
</summary>
<param name="name"></param>
<param name="components"></param>
</member>
<member name="M:UnityEngine.GameObject.Find(System.String)">
<summary>
<para>Finds a game object by /name/ and returns it.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.GameObject.FindGameObjectsWithTag(System.String)">
<summary>
<para>Returns a list of active GameObjects tagged /tag/. Returns empty array if no GameObject was found.</para>
</summary>
<param name="tag">The name of the tag to search @@GameObjects@@ for.</param>
</member>
<member name="M:UnityEngine.GameObject.FindWithTag(System.String)">
<summary>
<para>Returns one active [[GameObject]] tagged /tag/. Returns @@null@@ if no GameObject was found.</para>
</summary>
<param name="tag">The tag to search for.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponent(System.Type)">
<summary>
<para>Returns the component of Type /type/ if the game object has one attached, null if it doesn't.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponent">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.GetComponent(System.String)">
<summary>
<para>Returns the component with name /type/ if the game object has one attached, null if it doesn't.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Type)">
<summary>
<para>Returns the component of Type /type/ in the GameObject or any of its children using depth first search.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInChildren">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInParent(System.Type)">
<summary>
<para>Finds component in the parent.</para>
</summary>
<param name="type">Type of component to find.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentInParent">
<summary>
<para>Finds component in the parent.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.GetComponents(System.Type)">
<summary>
<para>Returns all components of Type /type/ in the GameObject.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponents">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren">
<summary>
<para>Returns all components of Type /type/ in the GameObject or any of its children.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type,System.Boolean)">
<summary>
<para>Returns all components of Type /type/ in the GameObject or any of its children.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="includeInactive">Should Components on inactive GameObjects be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean)">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInChildren">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type,System.Boolean)">
<summary>
<para>Returns all components of Type /type/ in the GameObject or any of its parents.</para>
</summary>
<param name="type">The type of Component to retrieve.</param>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean)">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.GetComponentsInParent">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
<param name="includeInactive">Should inactive Components be included in the found set?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessage">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessage">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessage(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para></para>
</summary>
<param name="methodName"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.SendMessageUpwards">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessageUpwards">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
<summary>
<para>Calls the method named /methodName/ on every [[MonoBehaviour]] in this game object and on every ancestor of the behaviour.</para>
</summary>
<param name="methodName">The name of the method to call.</param>
<param name="value">An optional parameter value to pass to the called method.</param>
<param name="options">Should an error be raised if the method doesn't exist on the target object?</param>
</member>
<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
<summary>
<para></para>
</summary>
<param name="methodName"></param>
<param name="options"></param>
</member>
<member name="M:UnityEngine.GameObject.SetActive(System.Boolean)">
<summary>
<para>Activates/Deactivates the GameObject.</para>
</summary>
<param name="value">Activate or deactivation the object.</param>
</member>
<member name="T:UnityEngine.GeometryUtility">
<summary>
<para>Utility class for common geometric functions.</para>
</summary>
</member>
<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Camera)">
<summary>
<para>Calculates frustum planes.</para>
</summary>
<param name="camera"></param>
</member>
<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Matrix4x4)">
<summary>
<para>Calculates frustum planes.</para>
</summary>
<param name="worldToProjectionMatrix"></param>
</member>
<member name="M:UnityEngine.GeometryUtility.TestPlanesAABB(UnityEngine.Plane[],UnityEngine.Bounds)">
<summary>
<para>Returns true if bounds are inside the plane array.</para>
</summary>
<param name="planes"></param>
<param name="bounds"></param>
</member>
<member name="T:UnityEngine.Gizmos">
<summary>
<para>Gizmos are used to give visual debugging or setup aids in the scene view.</para>
</summary>
</member>
<member name="P:UnityEngine.Gizmos.color">
<summary>
<para>Sets the color for the gizmos that will be drawn next.</para>
</summary>
</member>
<member name="P:UnityEngine.Gizmos.matrix">
<summary>
<para>Set the gizmo matrix used to draw all gizmos.</para>
</summary>
</member>
<member name="M:UnityEngine.Gizmos.DrawCube(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draw a solid box with /center/ and /size/.</para>
</summary>
<param name="center"></param>
<param name="size"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawFrustum(UnityEngine.Vector3,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation.</para>
</summary>
<param name="center">The apex of the truncated pyramid.</param>
<param name="fov">Vertical field of view (ie, the angle at the apex in degrees).</param>
<param name="maxRange">Distance of the frustum's far plane.</param>
<param name="minRange">Distance of the frustum's near plane.</param>
<param name="aspect">Width/height ratio.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawGUITexture">
<summary>
<para>Draw a texture in the scene.</para>
</summary>
<param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param>
<param name="texture">The texture to be displayed.</param>
<param name="mat">An optional material to apply the texture.</param>
<param name="leftBorder">Inset from the rectangle's left edge.</param>
<param name="rightBorder">Inset from the rectangle's right edge.</param>
<param name="topBorder">Inset from the rectangle's top edge.</param>
<param name="bottomBorder">Inset from the rectangle's bottom edge.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
<summary>
<para>Draw a texture in the scene.</para>
</summary>
<param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param>
<param name="texture">The texture to be displayed.</param>
<param name="mat">An optional material to apply the texture.</param>
<param name="leftBorder">Inset from the rectangle's left edge.</param>
<param name="rightBorder">Inset from the rectangle's right edge.</param>
<param name="topBorder">Inset from the rectangle's top edge.</param>
<param name="bottomBorder">Inset from the rectangle's bottom edge.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawGUITexture">
<summary>
<para>Draw a texture in the scene.</para>
</summary>
<param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param>
<param name="texture">The texture to be displayed.</param>
<param name="mat">An optional material to apply the texture.</param>
<param name="leftBorder">Inset from the rectangle's left edge.</param>
<param name="rightBorder">Inset from the rectangle's right edge.</param>
<param name="topBorder">Inset from the rectangle's top edge.</param>
<param name="bottomBorder">Inset from the rectangle's bottom edge.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
<summary>
<para>Draw a texture in the scene.</para>
</summary>
<param name="screenRect">The size and position of the texture on the "screen" defined by the XY plane.</param>
<param name="texture">The texture to be displayed.</param>
<param name="mat">An optional material to apply the texture.</param>
<param name="leftBorder">Inset from the rectangle's left edge.</param>
<param name="rightBorder">Inset from the rectangle's right edge.</param>
<param name="topBorder">Inset from the rectangle's top edge.</param>
<param name="bottomBorder">Inset from the rectangle's bottom edge.</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawIcon">
<summary>
<para>Draw an icon at a position in the scene view.</para>
</summary>
<param name="center"></param>
<param name="name"></param>
<param name="allowScaling"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String,System.Boolean)">
<summary>
<para>Draw an icon at a position in the scene view.</para>
</summary>
<param name="center"></param>
<param name="name"></param>
<param name="allowScaling"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draws a line starting at /from/ towards /to/.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Draws a mesh.</para>
</summary>
<param name="mesh">Mesh to draw as a gizmo.</param>
<param name="position">Position (default is zero).</param>
<param name="rotation">Rotation (default is no rotation).</param>
<param name="scale">Scale (default is no scale).</param>
<param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Draws a mesh.</para>
</summary>
<param name="mesh">Mesh to draw as a gizmo.</param>
<param name="position">Position (default is zero).</param>
<param name="rotation">Rotation (default is no rotation).</param>
<param name="scale">Scale (default is no scale).</param>
<param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Ray)">
<summary>
<para>Draws a ray starting at /from/ to /from/ + /direction/.</para>
</summary>
<param name="r"></param>
<param name="from"></param>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draws a ray starting at /from/ to /from/ + /direction/.</para>
</summary>
<param name="r"></param>
<param name="from"></param>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawSphere(UnityEngine.Vector3,System.Single)">
<summary>
<para>Draws a solid sphere with /center/ and /radius/.</para>
</summary>
<param name="center"></param>
<param name="radius"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawWireCube(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Draw a wireframe box with /center/ and /size/.</para>
</summary>
<param name="center"></param>
<param name="size"></param>
</member>
<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Draws a wireframe mesh.</para>
</summary>
<param name="mesh">Mesh to draw as a gizmo.</param>
<param name="position">Position (default is zero).</param>
<param name="rotation">Rotation (default is no rotation).</param>
<param name="scale">Scale (default is no scale).</param>
<param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Draws a wireframe mesh.</para>
</summary>
<param name="mesh">Mesh to draw as a gizmo.</param>
<param name="position">Position (default is zero).</param>
<param name="rotation">Rotation (default is no rotation).</param>
<param name="scale">Scale (default is no scale).</param>
<param name="submeshIndex">Submesh to draw (default is -1, which draws whole mesh).</param>
</member>
<member name="M:UnityEngine.Gizmos.DrawWireSphere(UnityEngine.Vector3,System.Single)">
<summary>
<para>Draws a wireframe sphere with /center/ and /radius/.</para>
</summary>
<param name="center"></param>
<param name="radius"></param>
</member>
<member name="T:UnityEngine.GL">
<summary>
<para>Low-level graphics library.</para>
</summary>
</member>
<member name="P:UnityEngine.GL.invertCulling">
<summary>
<para>Select whether to invert the backface culling (true) or not (false).</para>
</summary>
</member>
<member name="P:UnityEngine.GL.modelview">
<summary>
<para>The current modelview matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.GL.wireframe">
<summary>
<para>Should rendering be done in wireframe?</para>
</summary>
</member>
<member name="M:UnityEngine.GL.Begin(System.Int32)">
<summary>
<para>Begin drawing 3D primitives.</para>
</summary>
<param name="mode">Primitives to draw: can be ::ref::TRIANGLES, ::ref::TRIANGLE_STRIP, ::ref::QUADS or ::ref::LINES.</param>
</member>
<member name="M:UnityEngine.GL.Clear(System.Boolean,System.Boolean,UnityEngine.Color,System.Single)">
<summary>
<para>Clear the current render buffer.</para>
</summary>
<param name="clearDepth">Should the depth buffer be cleared?</param>
<param name="clearColor">Should the color buffer be cleared?</param>
<param name="backgroundColor">The color to clear with, used only if /clearColor/ is /true/.</param>
<param name="depth">The depth to clear Z buffer with, used only if /clearDepth/ is /true/.</param>
</member>
<member name="M:UnityEngine.GL.ClearWithSkybox(System.Boolean,UnityEngine.Camera)">
<summary>
<para>Clear the current render buffer with camera's skybox.</para>
</summary>
<param name="clearDepth">Should the depth buffer be cleared?</param>
<param name="camera">Camera to get projection parameters and skybox from.</param>
</member>
<member name="M:UnityEngine.GL.Color(UnityEngine.Color)">
<summary>
<para>Sets current vertex color.</para>
</summary>
<param name="c"></param>
</member>
<member name="M:UnityEngine.GL.End">
<summary>
<para>End drawing 3D primitives.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.GetGPUProjectionMatrix(UnityEngine.Matrix4x4,System.Boolean)">
<summary>
<para>Compute GPU projection matrix from camera's projection matrix.</para>
</summary>
<param name="proj"></param>
<param name="renderIntoTexture"></param>
</member>
<member name="M:UnityEngine.GL.InvalidateState">
<summary>
<para>Invalidate the internally cached renderstates.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.IssuePluginEvent(System.Int32)">
<summary>
<para>Send a user-defined event to a native code plugin.</para>
</summary>
<param name="eventID"></param>
</member>
<member name="F:UnityEngine.GL.LINES">
<summary>
<para>Mode for ::ref::Begin: draw lines.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.LoadIdentity">
<summary>
<para>Load the identity matrix to the current modelview matrix.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.LoadOrtho">
<summary>
<para>Helper function to set up an ortho perspective transform.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.LoadPixelMatrix">
<summary>
<para>Setup a matrix for pixel-correct rendering.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.LoadPixelMatrix(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Setup a matrix for pixel-correct rendering.</para>
</summary>
<param name="left"></param>
<param name="right"></param>
<param name="bottom"></param>
<param name="top"></param>
</member>
<member name="M:UnityEngine.GL.LoadProjectionMatrix(UnityEngine.Matrix4x4)">
<summary>
<para>Load an arbitrary matrix to the current projection matrix.</para>
</summary>
<param name="mat"></param>
</member>
<member name="M:UnityEngine.GL.MultiTexCoord(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Sets current texture coordinate (v.x,v.y,v.z) to the actual texture /unit/.</para>
</summary>
<param name="unit"></param>
<param name="v"></param>
</member>
<member name="M:UnityEngine.GL.MultiTexCoord2(System.Int32,System.Single,System.Single)">
<summary>
<para>Sets current texture coordinate (x,y) for the actual texture /unit/.</para>
</summary>
<param name="unit"></param>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.GL.MultiTexCoord3(System.Int32,System.Single,System.Single,System.Single)">
<summary>
<para>Sets current texture coordinate (x,y,z) to the actual texture /unit/.</para>
</summary>
<param name="unit"></param>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.GL.MultMatrix(UnityEngine.Matrix4x4)">
<summary>
<para>Multiplies the current modelview matrix with the one specified.</para>
</summary>
<param name="mat"></param>
</member>
<member name="M:UnityEngine.GL.PopMatrix">
<summary>
<para>Restores both projection and modelview matrices off the top of the matrix stack.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.PushMatrix">
<summary>
<para>Saves both projection and modelview matrices to the matrix stack.</para>
</summary>
</member>
<member name="F:UnityEngine.GL.QUADS">
<summary>
<para>Mode for ::ref::Begin: draw quads.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.RenderTargetBarrier">
<summary>
<para>Resolves the render target for subsequent operations sampling from it.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.TexCoord(UnityEngine.Vector3)">
<summary>
<para>Sets current texture coordinate (v.x,v.y,v.z) for all texture units.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.GL.TexCoord2(System.Single,System.Single)">
<summary>
<para>Sets current texture coordinate (x,y) for all texture units.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.GL.TexCoord3(System.Single,System.Single,System.Single)">
<summary>
<para>Sets current texture coordinate (x,y,z) for all texture units.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="F:UnityEngine.GL.TRIANGLE_STRIP">
<summary>
<para>Mode for ::ref::Begin: draw triangle strip.</para>
</summary>
</member>
<member name="F:UnityEngine.GL.TRIANGLES">
<summary>
<para>Mode for ::ref::Begin: draw triangles.</para>
</summary>
</member>
<member name="M:UnityEngine.GL.Vertex(UnityEngine.Vector3)">
<summary>
<para>Submit a vertex.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.GL.Vertex3(System.Single,System.Single,System.Single)">
<summary>
<para>Submit a vertex.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.GL.Viewport(UnityEngine.Rect)">
<summary>
<para>Set the rendering viewport.</para>
</summary>
<param name="pixelRect"></param>
</member>
<member name="T:UnityEngine.Gradient">
<summary>
<para>Gradient used for animating colors.</para>
</summary>
</member>
<member name="P:UnityEngine.Gradient.alphaKeys">
<summary>
<para>All alpha keys defined in the gradient.</para>
</summary>
</member>
<member name="P:UnityEngine.Gradient.colorKeys">
<summary>
<para>All color keys defined in the gradient.</para>
</summary>
</member>
<member name="M:UnityEngine.Gradient.#ctor">
<summary>
<para>Create a new Gradient object.</para>
</summary>
</member>
<member name="M:UnityEngine.Gradient.Evaluate(System.Single)">
<summary>
<para>Calculate color at a given time.</para>
</summary>
<param name="time">Time of the key (0 - 1).</param>
</member>
<member name="M:UnityEngine.Gradient.SetKeys(UnityEngine.GradientColorKey[],UnityEngine.GradientAlphaKey[])">
<summary>
<para>Setup Gradient with an array of color keys and alpha keys.</para>
</summary>
<param name="colorKeys">Color keys of the gradient (maximum 8 color keys).</param>
<param name="alphaKeys">Alpha keys of the gradient (maximum 8 alpha keys).</param>
</member>
<member name="T:UnityEngine.GradientAlphaKey">
<summary>
<para>Alpha key used by Gradient.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientAlphaKey.alpha">
<summary>
<para>Alpha channel of key.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientAlphaKey.time">
<summary>
<para>Time of the key (0 - 1).</para>
</summary>
</member>
<member name="M:UnityEngine.GradientAlphaKey.#ctor(System.Single,System.Single)">
<summary>
<para>Gradient alpha key.</para>
</summary>
<param name="alpha">Alpha of key (0 - 1).</param>
<param name="time">Time of the key (0 - 1).</param>
</member>
<member name="T:UnityEngine.GradientColorKey">
<summary>
<para>Color key used by Gradient.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientColorKey.color">
<summary>
<para>Color of key.</para>
</summary>
</member>
<member name="F:UnityEngine.GradientColorKey.time">
<summary>
<para>Time of the key (0 - 1).</para>
</summary>
</member>
<member name="M:UnityEngine.GradientColorKey.#ctor(UnityEngine.Color,System.Single)">
<summary>
<para>Gradient color key.</para>
</summary>
<param name="color">Color of key.</param>
<param name="time">Time of the key (0 - 1).</param>
<param name="col"></param>
</member>
<member name="T:UnityEngine.Graphics">
<summary>
<para>Raw interface to Unity's drawing functions.</para>
</summary>
</member>
<member name="P:UnityEngine.Graphics.activeColorBuffer">
<summary>
<para>Currently active color buffer (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Graphics.activeDepthBuffer">
<summary>
<para>Currently active depth/stencil buffer (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture)">
<summary>
<para>Copies source texture into destination render texture with a shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">Destination [[RenderTexture]], or /null/ to blit directly to screen.</param>
<param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,System.Int32)">
<summary>
<para>Copies source texture into destination render texture with a shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">Destination [[RenderTexture]], or /null/ to blit directly to screen.</param>
<param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material,System.Int32)">
<summary>
<para>Copies source texture into destination render texture with a shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">Destination [[RenderTexture]], or /null/ to blit directly to screen.</param>
<param name="mat">Material to use. Material's shader could do some post-processing effect, for example.</param>
<param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
</member>
<member name="M:UnityEngine.Graphics.BlitMultiTap(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,UnityEngine.Vector2[])">
<summary>
<para>Copies source texture into destination, for multi-tap shader.</para>
</summary>
<param name="source">Source texture.</param>
<param name="dest">Destination [[RenderTexture]], or /null/ to blit directly to screen.</param>
<param name="mat">Material to use for copying. Material's shader should do some post-processing effect.</param>
<param name="offsets">Variable number of filtering offsets. Offsets are given in pixels.</param>
</member>
<member name="M:UnityEngine.Graphics.ClearRandomWriteTargets">
<summary>
<para>Clear random write targets for Shader Model 5.0 level pixel shaders.</para>
</summary>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">[[Material]] to use.</param>
<param name="layer">[[wiki:Layers|Layer]] to use.</param>
<param name="camera">If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
<param name="castShadows">Should the mesh cast shadows?</param>
<param name="receiveShadows">Should the mesh receive shadows?</param>
<param name="materialIndex"></param>
<param name="probeAnchor"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">[[Material]] to use.</param>
<param name="layer">[[wiki:Layers|Layer]] to use.</param>
<param name="camera">If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
<param name="castShadows">Should the mesh cast shadows?</param>
<param name="receiveShadows">Should the mesh receive shadows?</param>
<param name="materialIndex"></param>
<param name="probeAnchor"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">[[Material]] to use.</param>
<param name="layer">[[wiki:Layers|Layer]] to use.</param>
<param name="camera">If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
<param name="castShadows">Should the mesh cast shadows?</param>
<param name="receiveShadows">Should the mesh receive shadows?</param>
<param name="materialIndex"></param>
<param name="probeAnchor"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,UnityEngine.Transform)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">[[Material]] to use.</param>
<param name="layer">[[wiki:Layers|Layer]] to use.</param>
<param name="camera">If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
<param name="castShadows">Should the mesh cast shadows?</param>
<param name="receiveShadows">Should the mesh receive shadows?</param>
<param name="materialIndex"></param>
<param name="probeAnchor"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">[[Material]] to use.</param>
<param name="layer">[[wiki:Layers|Layer]] to use.</param>
<param name="camera">If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
<param name="castShadows">Should the mesh cast shadows?</param>
<param name="receiveShadows">Should the mesh receive shadows?</param>
<param name="materialIndex"></param>
<param name="probeAnchor"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">[[Material]] to use.</param>
<param name="layer">[[wiki:Layers|Layer]] to use.</param>
<param name="camera">If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
<param name="castShadows">Should the mesh cast shadows?</param>
<param name="receiveShadows">Should the mesh receive shadows?</param>
<param name="materialIndex"></param>
<param name="probeAnchor"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">[[Material]] to use.</param>
<param name="layer">[[wiki:Layers|Layer]] to use.</param>
<param name="camera">If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
<param name="castShadows">Should the mesh cast shadows?</param>
<param name="receiveShadows">Should the mesh receive shadows?</param>
<param name="materialIndex"></param>
<param name="probeAnchor"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMesh">
<summary>
<para>Draw a mesh.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">Transformation matrix of the mesh (combines position, rotation and other transformations).</param>
<param name="material">[[Material]] to use.</param>
<param name="layer">[[wiki:Layers|Layer]] to use.</param>
<param name="camera">If /null/ (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.</param>
<param name="submeshIndex">Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
<param name="castShadows">Should the mesh cast shadows?</param>
<param name="receiveShadows">Should the mesh receive shadows?</param>
<param name="materialIndex"></param>
<param name="probeAnchor"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Draw a mesh immediately.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">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.</param>
<param name="materialIndex">Subset of the mesh to draw.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
<summary>
<para>Draw a mesh immediately.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">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.</param>
<param name="materialIndex">Subset of the mesh to draw.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
<summary>
<para>Draw a mesh immediately.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">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.</param>
<param name="materialIndex">Subset of the mesh to draw.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
<summary>
<para>Draw a mesh immediately.</para>
</summary>
<param name="mesh">The [[Mesh]] to draw.</param>
<param name="position">Position of the mesh.</param>
<param name="rotation">Rotation of the mesh.</param>
<param name="matrix">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.</param>
<param name="materialIndex">Subset of the mesh to draw.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32,System.Int32)">
<summary>
<para>Draws a fully procedural geometry on the GPU.</para>
</summary>
<param name="topology"></param>
<param name="vertexCount"></param>
<param name="instanceCount"></param>
</member>
<member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32)">
<summary>
<para>Draws a fully procedural geometry on the GPU.</para>
</summary>
<param name="topology">Topology of the procedural geometry.</param>
<param name="bufferWithArgs">Buffer with draw arguments.</param>
<param name="argsOffset">Offset where in the buffer the draw arguments are.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">[[Texture]] to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">[[Color]] that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom [[Material]] that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">[[Texture]] to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">[[Color]] that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom [[Material]] that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">[[Texture]] to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">[[Color]] that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom [[Material]] that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
</member>
<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color,UnityEngine.Material)">
<summary>
<para>Draw a texture in screen coordinates.</para>
</summary>
<param name="screenRect">Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.</param>
<param name="texture">[[Texture]] to draw.</param>
<param name="sourceRect">Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.</param>
<param name="leftBorder">Number of pixels from the left that are not affected by scale.</param>
<param name="rightBorder">Number of pixels from the right that are not affected by scale.</param>
<param name="topBorder">Number of pixels from the top that are not affected by scale.</param>
<param name="bottomBorder">Number of pixels from the bottom that are not affected by scale.</param>
<param name="color">[[Color]] that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.</param>
<param name="mat">Custom [[Material]] that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.</param>
</member>
<member name="M:UnityEngine.Graphics.ExecuteCommandBuffer(UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Execute a command buffer.</para>
</summary>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.RenderTexture)">
<summary>
<para>Set random write target for Shader Model 5.0 level pixel shaders.</para>
</summary>
<param name="index">Index of the random write target in the shader.</param>
<param name="uav">RenderTexture/ComputeBuffer to set as write target.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.ComputeBuffer)">
<summary>
<para>Set random write target for Shader Model 5.0 level pixel shaders.</para>
</summary>
<param name="index">Index of the random write target in the shader.</param>
<param name="uav">RenderTexture/ComputeBuffer to set as write target.</param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt"></param>
<param name="mipLevel"></param>
<param name="face"></param>
<param name="colorBuffer"></param>
<param name="depthBuffer"></param>
<param name="colorBuffers"></param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt"></param>
<param name="mipLevel"></param>
<param name="face"></param>
<param name="colorBuffer"></param>
<param name="depthBuffer"></param>
<param name="colorBuffers"></param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32,UnityEngine.CubemapFace)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt"></param>
<param name="mipLevel"></param>
<param name="face"></param>
<param name="colorBuffer"></param>
<param name="depthBuffer"></param>
<param name="colorBuffers"></param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt"></param>
<param name="mipLevel"></param>
<param name="face"></param>
<param name="colorBuffer"></param>
<param name="depthBuffer"></param>
<param name="colorBuffers"></param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt"></param>
<param name="mipLevel"></param>
<param name="face"></param>
<param name="colorBuffer"></param>
<param name="depthBuffer"></param>
<param name="colorBuffers"></param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt"></param>
<param name="mipLevel"></param>
<param name="face"></param>
<param name="colorBuffer"></param>
<param name="depthBuffer"></param>
<param name="colorBuffers"></param>
</member>
<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace)">
<summary>
<para>Sets current render target.</para>
</summary>
<param name="rt"></param>
<param name="mipLevel"></param>
<param name="face"></param>
<param name="colorBuffer"></param>
<param name="depthBuffer"></param>
<param name="colorBuffers"></param>
</member>
<member name="T:UnityEngine.GUI">
<summary>
<para>The GUI class is the interface for Unity's GUI with manual positioning.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.backgroundColor">
<summary>
<para>Global tinting color for all background elements rendered by the GUI.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.changed">
<summary>
<para>Returns true if any controls changed the value of the input data.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.color">
<summary>
<para>Global tinting color for the GUI.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.contentColor">
<summary>
<para>Tinting color for all text rendered by the GUI.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.depth">
<summary>
<para>The sorting depth of the currently executing GUI behaviour.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.enabled">
<summary>
<para>Is the GUI enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.matrix">
<summary>
<para>The GUI transform matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.skin">
<summary>
<para>The global skin to use.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.tooltip">
<summary>
<para>The tooltip of the control the mouse is currently over, or which has keyboard focus. (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect)">
<summary>
<para>Begin a group. Must be matched with a call to ::ref::EndGroup.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,System.String)">
<summary>
<para>Begin a group. Must be matched with a call to ::ref::EndGroup.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Begin a group. Must be matched with a call to ::ref::EndGroup.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
<para>Begin a group. Must be matched with a call to ::ref::EndGroup.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>
<para>Begin a group. Must be matched with a call to ::ref::EndGroup.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Begin a group. Must be matched with a call to ::ref::EndGroup.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Begin a group. Must be matched with a call to ::ref::EndGroup.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Begin a group. Must be matched with a call to ::ref::EndGroup.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect)">
<summary>
<para>Begin a scrolling view inside your GUI.</para>
</summary>
<param name="position">Rectangle on the screen to use for the ScrollView.</param>
<param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
<param name="viewRect">The rectangle used inside the scrollview.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /viewRect/ is wider than /position/.</param>
<param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /viewRect/ is taller than /position/.</param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean)">
<summary>
<para>Begin a scrolling view inside your GUI.</para>
</summary>
<param name="position">Rectangle on the screen to use for the ScrollView.</param>
<param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
<param name="viewRect">The rectangle used inside the scrollview.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /viewRect/ is wider than /position/.</param>
<param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /viewRect/ is taller than /position/.</param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
<para>Begin a scrolling view inside your GUI.</para>
</summary>
<param name="position">Rectangle on the screen to use for the ScrollView.</param>
<param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
<param name="viewRect">The rectangle used inside the scrollview.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /viewRect/ is wider than /position/.</param>
<param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /viewRect/ is taller than /position/.</param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
<para>Begin a scrolling view inside your GUI.</para>
</summary>
<param name="position">Rectangle on the screen to use for the ScrollView.</param>
<param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
<param name="viewRect">The rectangle used inside the scrollview.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /viewRect/ is wider than /position/.</param>
<param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /viewRect/ is taller than /position/.</param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String)">
<summary>
<para>Make a graphical box.</para>
</summary>
<param name="position">Rectangle on the screen to use for the box.</param>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Make a graphical box.</para>
</summary>
<param name="position">Rectangle on the screen to use for the box.</param>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
<para>Make a graphical box.</para>
</summary>
<param name="position">Rectangle on the screen to use for the box.</param>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Make a graphical box.</para>
</summary>
<param name="position">Rectangle on the screen to use for the box.</param>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Make a graphical box.</para>
</summary>
<param name="position">Rectangle on the screen to use for the box.</param>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Make a graphical box.</para>
</summary>
<param name="position">Rectangle on the screen to use for the box.</param>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.BringWindowToBack(System.Int32)">
<summary>
<para>Bring a specific window to back of the floating windows.</para>
</summary>
<param name="windowID">The identifier used when you created the window in the ::ref::Window call.</param>
</member>
<member name="M:UnityEngine.GUI.BringWindowToFront(System.Int32)">
<summary>
<para>Bring a specific window to front of the floating windows.</para>
</summary>
<param name="windowID">The identifier used when you created the window in the ::ref::Window call.</param>
</member>
<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,System.String)">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.DragWindow(UnityEngine.Rect)">
<summary>
<para>Make a window draggable.</para>
</summary>
<param name="position">The part of the window that can be dragged. This is clipped to the actual window.</param>
</member>
<member name="M:UnityEngine.GUI.DragWindow">
<summary>
<para>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.</para>
</summary>
</member>
<member name="M:UnityEngine.GUI.DrawTexture">
<summary>
<para>Draw a texture within a rectangle.</para>
</summary>
<param name="position">Rectangle on the screen to draw the texture within.</param>
<param name="image">[[Texture]] to display.</param>
<param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
<param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
<param name="imageAspect">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.</param>
</member>
<member name="M:UnityEngine.GUI.DrawTexture">
<summary>
<para>Draw a texture within a rectangle.</para>
</summary>
<param name="position">Rectangle on the screen to draw the texture within.</param>
<param name="image">[[Texture]] to display.</param>
<param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
<param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
<param name="imageAspect">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.</param>
</member>
<member name="M:UnityEngine.GUI.DrawTexture">
<summary>
<para>Draw a texture within a rectangle.</para>
</summary>
<param name="position">Rectangle on the screen to draw the texture within.</param>
<param name="image">[[Texture]] to display.</param>
<param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
<param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
<param name="imageAspect">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.</param>
</member>
<member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean,System.Single)">
<summary>
<para>Draw a texture within a rectangle.</para>
</summary>
<param name="position">Rectangle on the screen to draw the texture within.</param>
<param name="image">[[Texture]] to display.</param>
<param name="scaleMode">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
<param name="alphaBlend">Whether to apply alpha blending when drawing the image (enabled by default).</param>
<param name="imageAspect">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.</param>
</member>
<member name="M:UnityEngine.GUI.DrawTextureWithTexCoords">
<summary>
<para>Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle.</para>
</summary>
<param name="position">Rectangle on the screen to draw the texture within.</param>
<param name="image">[[Texture]] to display.</param>
<param name="texCoords">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
<param name="alphaBlend">Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.</param>
</member>
<member name="M:UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Boolean)">
<summary>
<para>Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle.</para>
</summary>
<param name="position">Rectangle on the screen to draw the texture within.</param>
<param name="image">[[Texture]] to display.</param>
<param name="texCoords">How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within.</param>
<param name="alphaBlend">Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display.</param>
</member>
<member name="M:UnityEngine.GUI.EndGroup">
<summary>
<para>End a group.</para>
</summary>
</member>
<member name="M:UnityEngine.GUI.EndScrollView">
<summary>
<para>Ends a scrollview started with a call to BeginScrollView.</para>
</summary>
<param name="handleScrollWheel"></param>
</member>
<member name="M:UnityEngine.GUI.EndScrollView(System.Boolean)">
<summary>
<para>Ends a scrollview started with a call to BeginScrollView.</para>
</summary>
<param name="handleScrollWheel"></param>
</member>
<member name="M:UnityEngine.GUI.FocusControl(System.String)">
<summary>
<para>Move keyboard focus to a named control.</para>
</summary>
<param name="name">Name set using ::ref::SetNextControlName.</param>
</member>
<member name="M:UnityEngine.GUI.FocusWindow(System.Int32)">
<summary>
<para>Make a window become the active window.</para>
</summary>
<param name="windowID">The identifier used when you created the window in the ::ref::Window call.</param>
</member>
<member name="M:UnityEngine.GUI.GetNameOfFocusedControl">
<summary>
<para>Get the name of named control that has focus.</para>
</summary>
</member>
<member name="T:UnityEngine.GUI.GroupScope">
<summary>
<para>Disposable helper class for managing ::ref::BeginGroup / ::ref::EndGroup.</para>
</summary>
</member>
<member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect)">
<summary>
<para>Create a new GroupScope and begin the corresponding group.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,System.String)">
<summary>
<para>Create a new GroupScope and begin the corresponding group.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Create a new GroupScope and begin the corresponding group.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
<para>Create a new GroupScope and begin the corresponding group.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>
<para>Create a new GroupScope and begin the corresponding group.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Create a new GroupScope and begin the corresponding group.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.GroupScope.#ctor(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Create a new GroupScope and begin the corresponding group.</para>
</summary>
<param name="position">Rectangle on the screen to use for the group.</param>
<param name="text">Text to display on the group.</param>
<param name="image">[[Texture]] to display on the group.</param>
<param name="content">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.</param>
<param name="style">The style to use for the background.</param>
</member>
<member name="M:UnityEngine.GUI.HorizontalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para>
</summary>
<param name="position">Rectangle on the screen to use for the scrollbar.</param>
<param name="value">The position between min and max.</param>
<param name="size">How much can we see?</param>
<param name="leftValue">The value at the left end of the scrollbar.</param>
<param name="rightValue">The value at the right end of the scrollbar.</param>
<param name="style">The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.HorizontalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
<summary>
<para>Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para>
</summary>
<param name="position">Rectangle on the screen to use for the scrollbar.</param>
<param name="value">The position between min and max.</param>
<param name="size">How much can we see?</param>
<param name="leftValue">The value at the left end of the scrollbar.</param>
<param name="rightValue">The value at the right end of the scrollbar.</param>
<param name="style">The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.HorizontalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single)">
<summary>
<para>A horizontal slider the user can drag to change a value between a min and a max.</para>
</summary>
<param name="position">Rectangle on the screen to use for the slider.</param>
<param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
<param name="leftValue">The value at the left end of the slider.</param>
<param name="rightValue">The value at the right end of the slider.</param>
<param name="slider">The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used.</param>
<param name="thumb">The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The value that has been set by the user.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.HorizontalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
<para>A horizontal slider the user can drag to change a value between a min and a max.</para>
</summary>
<param name="position">Rectangle on the screen to use for the slider.</param>
<param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
<param name="leftValue">The value at the left end of the slider.</param>
<param name="rightValue">The value at the right end of the slider.</param>
<param name="slider">The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used.</param>
<param name="thumb">The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The value that has been set by the user.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,System.String)">
<summary>
<para>Make a text or texture label on screen.</para>
</summary>
<param name="position">Rectangle on the screen to use for the label.</param>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Make a text or texture label on screen.</para>
</summary>
<param name="position">Rectangle on the screen to use for the label.</param>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
<para>Make a text or texture label on screen.</para>
</summary>
<param name="position">Rectangle on the screen to use for the label.</param>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Make a text or texture label on screen.</para>
</summary>
<param name="position">Rectangle on the screen to use for the label.</param>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Make a text or texture label on screen.</para>
</summary>
<param name="position">Rectangle on the screen to use for the label.</param>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Make a text or texture label on screen.</para>
</summary>
<param name="position">Rectangle on the screen to use for the label.</param>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.ModalWindow">
<summary>
<para>Show a Modal Window.</para>
</summary>
<param name="id">A unique id number.</param>
<param name="clientRect">Position and size of the window.</param>
<param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
<param name="text">Text to appear in the title-bar area of the window, if any.</param>
<param name="image">An image to appear in the title bar of the window, if any.</param>
<param name="content">GUIContent to appear in the title bar of the window, if any.</param>
<param name="style">Style to apply to the window.</param>
</member>
<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String)">
<summary>
<para>Show a Modal Window.</para>
</summary>
<param name="id">A unique id number.</param>
<param name="clientRect">Position and size of the window.</param>
<param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
<param name="text">Text to appear in the title-bar area of the window, if any.</param>
<param name="image">An image to appear in the title bar of the window, if any.</param>
<param name="content">GUIContent to appear in the title bar of the window, if any.</param>
<param name="style">Style to apply to the window.</param>
</member>
<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture)">
<summary>
<para>Show a Modal Window.</para>
</summary>
<param name="id">A unique id number.</param>
<param name="clientRect">Position and size of the window.</param>
<param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
<param name="text">Text to appear in the title-bar area of the window, if any.</param>
<param name="image">An image to appear in the title bar of the window, if any.</param>
<param name="content">GUIContent to appear in the title bar of the window, if any.</param>
<param name="style">Style to apply to the window.</param>
</member>
<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent)">
<summary>
<para>Show a Modal Window.</para>
</summary>
<param name="id">A unique id number.</param>
<param name="clientRect">Position and size of the window.</param>
<param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
<param name="text">Text to appear in the title-bar area of the window, if any.</param>
<param name="image">An image to appear in the title bar of the window, if any.</param>
<param name="content">GUIContent to appear in the title bar of the window, if any.</param>
<param name="style">Style to apply to the window.</param>
</member>
<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Show a Modal Window.</para>
</summary>
<param name="id">A unique id number.</param>
<param name="clientRect">Position and size of the window.</param>
<param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
<param name="text">Text to appear in the title-bar area of the window, if any.</param>
<param name="image">An image to appear in the title bar of the window, if any.</param>
<param name="content">GUIContent to appear in the title bar of the window, if any.</param>
<param name="style">Style to apply to the window.</param>
</member>
<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Show a Modal Window.</para>
</summary>
<param name="id">A unique id number.</param>
<param name="clientRect">Position and size of the window.</param>
<param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
<param name="text">Text to appear in the title-bar area of the window, if any.</param>
<param name="image">An image to appear in the title bar of the window, if any.</param>
<param name="content">GUIContent to appear in the title bar of the window, if any.</param>
<param name="style">Style to apply to the window.</param>
</member>
<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Show a Modal Window.</para>
</summary>
<param name="id">A unique id number.</param>
<param name="clientRect">Position and size of the window.</param>
<param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
<param name="text">Text to appear in the title-bar area of the window, if any.</param>
<param name="image">An image to appear in the title bar of the window, if any.</param>
<param name="content">GUIContent to appear in the title bar of the window, if any.</param>
<param name="style">Style to apply to the window.</param>
</member>
<member name="M:UnityEngine.GUI.ModalWindow">
<summary>
<para>Show a Modal Window.</para>
</summary>
<param name="id">A unique id number.</param>
<param name="clientRect">Position and size of the window.</param>
<param name="func">A function which contains the immediate mode GUI code to draw the contents of your window.</param>
<param name="text">Text to appear in the title-bar area of the window, if any.</param>
<param name="image">An image to appear in the title bar of the window, if any.</param>
<param name="content">GUIContent to appear in the title bar of the window, if any.</param>
<param name="style">Style to apply to the window.</param>
</member>
<member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char)">
<summary>
<para>Make a text field where the user can enter a password.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maskChar">Character to mask the password with.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited password.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,System.Int32)">
<summary>
<para>Make a text field where the user can enter a password.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maskChar">Character to mask the password with.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited password.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,UnityEngine.GUIStyle)">
<summary>
<para>Make a text field where the user can enter a password.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maskChar">Character to mask the password with.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited password.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,System.Int32,UnityEngine.GUIStyle)">
<summary>
<para>Make a text field where the user can enter a password.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maskChar">Character to mask the password with.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited password.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,System.String)">
<summary>
<para>Make a button that is active as long as the user holds it down.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>True when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Make a button that is active as long as the user holds it down.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>True when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
<para>Make a button that is active as long as the user holds it down.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>True when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Make a button that is active as long as the user holds it down.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>True when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Make a button that is active as long as the user holds it down.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>True when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Make a button that is active as long as the user holds it down.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>True when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.ScrollTo(UnityEngine.Rect)">
<summary>
<para>Scrolls all enclosing scrollviews so they try to make /position/ visible.</para>
</summary>
<param name="position"></param>
</member>
<member name="T:UnityEngine.GUI.ScrollViewScope">
<summary>
<para>Disposable helper class for managing ::ref::BeginScrollView / ::ref::EndScrollView.</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.ScrollViewScope.handleScrollWheel">
<summary>
<para>Whether this ScrollView should handle scroll wheel events. (default: true).</para>
</summary>
</member>
<member name="P:UnityEngine.GUI.ScrollViewScope.scrollPosition">
<summary>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</summary>
</member>
<member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect)">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="position">Rectangle on the screen to use for the ScrollView.</param>
<param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
<param name="viewRect">The rectangle used inside the scrollview.</param>
<param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /clientRect/ is wider than /position/.</param>
<param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /clientRect/ is taller than /position/.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean)">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="position">Rectangle on the screen to use for the ScrollView.</param>
<param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
<param name="viewRect">The rectangle used inside the scrollview.</param>
<param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /clientRect/ is wider than /position/.</param>
<param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /clientRect/ is taller than /position/.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="position">Rectangle on the screen to use for the ScrollView.</param>
<param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
<param name="viewRect">The rectangle used inside the scrollview.</param>
<param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /clientRect/ is wider than /position/.</param>
<param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /clientRect/ is taller than /position/.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.ScrollViewScope.#ctor(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="position">Rectangle on the screen to use for the ScrollView.</param>
<param name="scrollPosition">The pixel distance that the view is scrolled in the X and Y directions.</param>
<param name="viewRect">The rectangle used inside the scrollview.</param>
<param name="alwaysShowHorizontal">Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when /clientRect/ is wider than /position/.</param>
<param name="alwaysShowVertical">Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when /clientRect/ is taller than /position/.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
</member>
<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,System.String[],System.Int32)">
<summary>
<para>Make a grid of buttons.</para>
</summary>
<param name="position">Rectangle on the screen to use for the grid.</param>
<param name="selected">The index of the selected grid button.</param>
<param name="texts">An array of strings to show on the grid buttons.</param>
<param name="images">An array of textures on the grid buttons.</param>
<param name="contents">An array of text, image and tooltips for the grid button.</param>
<param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],System.Int32)">
<summary>
<para>Make a grid of buttons.</para>
</summary>
<param name="position">Rectangle on the screen to use for the grid.</param>
<param name="selected">The index of the selected grid button.</param>
<param name="texts">An array of strings to show on the grid buttons.</param>
<param name="images">An array of textures on the grid buttons.</param>
<param name="contents">An array of text, image and tooltips for the grid button.</param>
<param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32)">
<summary>
<para>Make a grid of buttons.</para>
</summary>
<param name="position">Rectangle on the screen to use for the grid.</param>
<param name="selected">The index of the selected grid button.</param>
<param name="texts">An array of strings to show on the grid buttons.</param>
<param name="images">An array of textures on the grid buttons.</param>
<param name="contents">An array of text, image and tooltips for the grid button.</param>
<param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle)">
<summary>
<para>Make a grid of buttons.</para>
</summary>
<param name="position">Rectangle on the screen to use for the grid.</param>
<param name="selected">The index of the selected grid button.</param>
<param name="texts">An array of strings to show on the grid buttons.</param>
<param name="images">An array of textures on the grid buttons.</param>
<param name="contents">An array of text, image and tooltips for the grid button.</param>
<param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle)">
<summary>
<para>Make a grid of buttons.</para>
</summary>
<param name="position">Rectangle on the screen to use for the grid.</param>
<param name="selected">The index of the selected grid button.</param>
<param name="texts">An array of strings to show on the grid buttons.</param>
<param name="images">An array of textures on the grid buttons.</param>
<param name="contents">An array of text, image and tooltips for the grid button.</param>
<param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle)">
<summary>
<para>Make a grid of buttons.</para>
</summary>
<param name="position">Rectangle on the screen to use for the grid.</param>
<param name="selected">The index of the selected grid button.</param>
<param name="texts">An array of strings to show on the grid buttons.</param>
<param name="images">An array of textures on the grid buttons.</param>
<param name="contents">An array of text, image and tooltips for the grid button.</param>
<param name="xCount">How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.SetNextControlName(System.String)">
<summary>
<para>Set the name of the next control.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String)">
<summary>
<para>Make a Multi-line text area where the user can edit a string.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,System.Int32)">
<summary>
<para>Make a Multi-line text area where the user can edit a string.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Make a Multi-line text area where the user can edit a string.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
<summary>
<para>Make a Multi-line text area where the user can edit a string.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String)">
<summary>
<para>Make a single-line text field where the user can edit a string.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,System.Int32)">
<summary>
<para>Make a single-line text field where the user can edit a string.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Make a single-line text field where the user can edit a string.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
<summary>
<para>Make a single-line text field where the user can edit a string.</para>
</summary>
<param name="position">Rectangle on the screen to use for the text field.</param>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,System.String)">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="value">Is this button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.Texture)">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="value">Is this button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="value">Is this button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="value">Is this button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="value">Is this button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="position">Rectangle on the screen to use for the button.</param>
<param name="value">Is this button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /toggle/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,System.String[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="position">Rectangle on the screen to use for the toolbar.</param>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the toolbar buttons.</param>
<param name="images">An array of textures on the toolbar buttons.</param>
<param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.Texture[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="position">Rectangle on the screen to use for the toolbar.</param>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the toolbar buttons.</param>
<param name="images">An array of textures on the toolbar buttons.</param>
<param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="position">Rectangle on the screen to use for the toolbar.</param>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the toolbar buttons.</param>
<param name="images">An array of textures on the toolbar buttons.</param>
<param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,System.String[],UnityEngine.GUIStyle)">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="position">Rectangle on the screen to use for the toolbar.</param>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the toolbar buttons.</param>
<param name="images">An array of textures on the toolbar buttons.</param>
<param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle)">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="position">Rectangle on the screen to use for the toolbar.</param>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the toolbar buttons.</param>
<param name="images">An array of textures on the toolbar buttons.</param>
<param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle)">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="position">Rectangle on the screen to use for the toolbar.</param>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the toolbar buttons.</param>
<param name="images">An array of textures on the toolbar buttons.</param>
<param name="contents">An array of text, image and tooltips for the toolbar buttons.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.UnfocusWindow">
<summary>
<para>Remove focus from all windows.</para>
</summary>
</member>
<member name="M:UnityEngine.GUI.VerticalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para>
</summary>
<param name="position">Rectangle on the screen to use for the scrollbar.</param>
<param name="value">The position between min and max.</param>
<param name="size">How much can we see?</param>
<param name="topValue">The value at the top of the scrollbar.</param>
<param name="bottomValue">The value at the bottom of the scrollbar.</param>
<param name="style">The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.VerticalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
<summary>
<para>Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</para>
</summary>
<param name="position">Rectangle on the screen to use for the scrollbar.</param>
<param name="value">The position between min and max.</param>
<param name="size">How much can we see?</param>
<param name="topValue">The value at the top of the scrollbar.</param>
<param name="bottomValue">The value at the bottom of the scrollbar.</param>
<param name="style">The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.VerticalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single)">
<summary>
<para>A vertical slider the user can drag to change a value between a min and a max.</para>
</summary>
<param name="position">Rectangle on the screen to use for the slider.</param>
<param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
<param name="topValue">The value at the top end of the slider.</param>
<param name="bottomValue">The value at the bottom end of the slider.</param>
<param name="slider">The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used.</param>
<param name="thumb">The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The value that has been set by the user.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.VerticalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>
<para>A vertical slider the user can drag to change a value between a min and a max.</para>
</summary>
<param name="position">Rectangle on the screen to use for the slider.</param>
<param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
<param name="topValue">The value at the top end of the slider.</param>
<param name="bottomValue">The value at the bottom end of the slider.</param>
<param name="slider">The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used.</param>
<param name="thumb">The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used.</param>
<returns>
<para>The value that has been set by the user.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String)">
<summary>
<para>Make a popup window.</para>
</summary>
<param name="Style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="id">ID number for the window (can be any value as long as it is unique).</param>
<param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
<param name="func">Script function to display the window's contents.</param>
<param name="text">Text to render inside the window.</param>
<param name="image">Image to render inside the window.</param>
<param name="content">GUIContent to render inside the window.</param>
<param name="style">Style information for the window.</param>
<param name="title">Text displayed in the window's title bar.</param>
<returns>
<para>Onscreen rectangle denoting the window's position and size.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture)">
<summary>
<para>Make a popup window.</para>
</summary>
<param name="Style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="id">ID number for the window (can be any value as long as it is unique).</param>
<param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
<param name="func">Script function to display the window's contents.</param>
<param name="text">Text to render inside the window.</param>
<param name="image">Image to render inside the window.</param>
<param name="content">GUIContent to render inside the window.</param>
<param name="style">Style information for the window.</param>
<param name="title">Text displayed in the window's title bar.</param>
<returns>
<para>Onscreen rectangle denoting the window's position and size.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent)">
<summary>
<para>Make a popup window.</para>
</summary>
<param name="Style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="id">ID number for the window (can be any value as long as it is unique).</param>
<param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
<param name="func">Script function to display the window's contents.</param>
<param name="text">Text to render inside the window.</param>
<param name="image">Image to render inside the window.</param>
<param name="content">GUIContent to render inside the window.</param>
<param name="style">Style information for the window.</param>
<param name="title">Text displayed in the window's title bar.</param>
<returns>
<para>Onscreen rectangle denoting the window's position and size.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Make a popup window.</para>
</summary>
<param name="Style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="id">ID number for the window (can be any value as long as it is unique).</param>
<param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
<param name="func">Script function to display the window's contents.</param>
<param name="text">Text to render inside the window.</param>
<param name="image">Image to render inside the window.</param>
<param name="content">GUIContent to render inside the window.</param>
<param name="style">Style information for the window.</param>
<param name="title">Text displayed in the window's title bar.</param>
<returns>
<para>Onscreen rectangle denoting the window's position and size.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Make a popup window.</para>
</summary>
<param name="Style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="id">ID number for the window (can be any value as long as it is unique).</param>
<param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
<param name="func">Script function to display the window's contents.</param>
<param name="text">Text to render inside the window.</param>
<param name="image">Image to render inside the window.</param>
<param name="content">GUIContent to render inside the window.</param>
<param name="style">Style information for the window.</param>
<param name="title">Text displayed in the window's title bar.</param>
<returns>
<para>Onscreen rectangle denoting the window's position and size.</para>
</returns>
</member>
<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Make a popup window.</para>
</summary>
<param name="Style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="id">ID number for the window (can be any value as long as it is unique).</param>
<param name="clientRect">Onscreen rectangle denoting the window's position and size.</param>
<param name="func">Script function to display the window's contents.</param>
<param name="text">Text to render inside the window.</param>
<param name="image">Image to render inside the window.</param>
<param name="content">GUIContent to render inside the window.</param>
<param name="style">Style information for the window.</param>
<param name="title">Text displayed in the window's title bar.</param>
<returns>
<para>Onscreen rectangle denoting the window's position and size.</para>
</returns>
</member>
<member name="T:UnityEngine.GUI.WindowFunction">
<summary>
<para>Callback to draw GUI within a window (used with [[GUI.Window]]).</para>
</summary>
<param name="id"></param>
</member>
<member name="T:UnityEngine.GUIContent">
<summary>
<para>The contents of a GUI element.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIContent.image">
<summary>
<para>The icon image contained.</para>
</summary>
</member>
<member name="F:UnityEngine.GUIContent.none">
<summary>
<para>Shorthand for empty content.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIContent.text">
<summary>
<para>The text contained.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIContent.tooltip">
<summary>
<para>The tooltip of this element.</para>
</summary>
</member>
<member name="M:UnityEngine.GUIContent.#ctor">
<summary>
<para>Constructor for GUIContent in all shapes and sizes.</para>
</summary>
</member>
<member name="M:UnityEngine.GUIContent.#ctor(System.String)">
<summary>
<para>Build a GUIContent object containing only text.</para>
</summary>
<param name="text"></param>
</member>
<member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.Texture)">
<summary>
<para>Build a GUIContent object containing only an image.</para>
</summary>
<param name="image"></param>
</member>
<member name="M:UnityEngine.GUIContent.#ctor(System.String,UnityEngine.Texture)">
<summary>
<para>Build a GUIContent object containing both /text/ and an image.</para>
</summary>
<param name="text"></param>
<param name="image"></param>
</member>
<member name="M:UnityEngine.GUIContent.#ctor(System.String,System.String)">
<summary>
<para>Build a GUIContent containing some /text/. When the user hovers the mouse over it, the global GUI::ref::tooltip is set to the /tooltip/.</para>
</summary>
<param name="text"></param>
<param name="tooltip"></param>
</member>
<member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.Texture,System.String)">
<summary>
<para>Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI::ref::tooltip is set to the /tooltip/.</para>
</summary>
<param name="image"></param>
<param name="tooltip"></param>
</member>
<member name="M:UnityEngine.GUIContent.#ctor(System.String,UnityEngine.Texture,System.String)">
<summary>
<para>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/.</para>
</summary>
<param name="text"></param>
<param name="image"></param>
<param name="tooltip"></param>
</member>
<member name="M:UnityEngine.GUIContent.#ctor(UnityEngine.GUIContent)">
<summary>
<para>Build a GUIContent as a copy of another GUIContent.</para>
</summary>
<param name="src"></param>
</member>
<member name="T:UnityEngine.GUIElement">
<summary>
<para>Base class for images &amp; text strings displayed in a GUI.</para>
</summary>
</member>
<member name="M:UnityEngine.GUIElement.GetScreenRect">
<summary>
<para>Returns bounding rectangle of [[GUIElement]] in screen coordinates.</para>
</summary>
<param name="camera"></param>
</member>
<member name="M:UnityEngine.GUIElement.GetScreenRect(UnityEngine.Camera)">
<summary>
<para>Returns bounding rectangle of [[GUIElement]] in screen coordinates.</para>
</summary>
<param name="camera"></param>
</member>
<member name="M:UnityEngine.GUIElement.HitTest">
<summary>
<para>Is a point on screen inside the element?</para>
</summary>
<param name="screenPosition"></param>
<param name="camera"></param>
</member>
<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3,UnityEngine.Camera)">
<summary>
<para>Is a point on screen inside the element?</para>
</summary>
<param name="screenPosition"></param>
<param name="camera"></param>
</member>
<member name="T:UnityEngine.GUILayer">
<summary>
<para>[[Component]] added to a camera to make it render 2D GUI elements.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayer.HitTest(UnityEngine.Vector3)">
<summary>
<para>Get the GUI element at a specific screen position.</para>
</summary>
<param name="screenPosition"></param>
</member>
<member name="T:UnityEngine.GUILayout">
<summary>
<para>The GUILayout class is the interface for Unity gui with automatic layout.</para>
</summary>
</member>
<member name="T:UnityEngine.GUILayout.AreaScope">
<summary>
<para>Disposable helper class for managing ::ref::BeginArea / ::ref::EndArea.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect)">
<summary>
<para>Create a new AreaScope and begin the corresponding Area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,System.String)">
<summary>
<para>Create a new AreaScope and begin the corresponding Area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Create a new AreaScope and begin the corresponding Area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
<para>Create a new AreaScope and begin the corresponding Area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Create a new AreaScope and begin the corresponding Area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Create a new AreaScope and begin the corresponding Area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.AreaScope.#ctor(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Create a new AreaScope and begin the corresponding Area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect)">
<summary>
<para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String)">
<summary>
<para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture)">
<summary>
<para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
<para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>
<para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>
<para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
<summary>
<para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Begin a GUILayout block of GUI controls in a fixed screen area.</para>
</summary>
<param name="text">Optional text to display in the area.</param>
<param name="image">Optional texture to display in the area.</param>
<param name="content">Optional text, image and tooltip top display for this area.</param>
<param name="style">The style to use. If left out, the empty [[GUIStyle]] (GUIStyle::ref::none) is used, giving a transparent background.</param>
<param name="screenRect"></param>
</member>
<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a Horizontal control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a Horizontal control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginHorizontal(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a Horizontal control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a Horizontal control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a Horizontal control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin an automatically laid out scrollview.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwayShowHorizontal">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.</param>
<param name="alwayShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="alwaysShowHorizontal"></param>
<param name="alwaysShowVertical"></param>
<param name="style"></param>
<param name="background"></param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin an automatically laid out scrollview.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwayShowHorizontal">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.</param>
<param name="alwayShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="alwaysShowHorizontal"></param>
<param name="alwaysShowVertical"></param>
<param name="style"></param>
<param name="background"></param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin an automatically laid out scrollview.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwayShowHorizontal">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.</param>
<param name="alwayShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="alwaysShowHorizontal"></param>
<param name="alwaysShowVertical"></param>
<param name="style"></param>
<param name="background"></param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle)">
<summary>
<para>Begin an automatically laid out scrollview.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwayShowHorizontal">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.</param>
<param name="alwayShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="alwaysShowHorizontal"></param>
<param name="alwaysShowVertical"></param>
<param name="style"></param>
<param name="background"></param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin an automatically laid out scrollview.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwayShowHorizontal">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.</param>
<param name="alwayShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="alwaysShowHorizontal"></param>
<param name="alwaysShowVertical"></param>
<param name="style"></param>
<param name="background"></param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin an automatically laid out scrollview.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwayShowHorizontal">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.</param>
<param name="alwayShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="alwaysShowHorizontal"></param>
<param name="alwaysShowVertical"></param>
<param name="style"></param>
<param name="background"></param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin an automatically laid out scrollview.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwayShowHorizontal">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.</param>
<param name="alwayShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="alwaysShowHorizontal"></param>
<param name="alwaysShowVertical"></param>
<param name="style"></param>
<param name="background"></param>
<returns>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a vertical control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a vertical control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginVertical(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a vertical control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a vertical control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Begin a vertical control group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout box.</para>
</summary>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout box.</para>
</summary>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout box.</para>
</summary>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout box.</para>
</summary>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout box.</para>
</summary>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout box.</para>
</summary>
<param name="text">Text to display on the box.</param>
<param name="image">[[Texture]] to display on the box.</param>
<param name="content">Text, image and tooltip for this box.</param>
<param name="style">The style to use. If left out, the /box/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single press button. The user clicks them and something happens immediately.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the users clicks the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.EndArea">
<summary>
<para>Close a GUILayout block started with BeginArea.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.EndHorizontal">
<summary>
<para>Close a group started with BeginHorizontal.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.EndScrollView">
<summary>
<para>End a scroll view begun with a call to BeginScrollView.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.EndVertical">
<summary>
<para>Close a group started with BeginVertical.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.ExpandHeight(System.Boolean)">
<summary>
<para>Option passed to a control to allow or disallow vertical expansion.</para>
</summary>
<param name="expand"></param>
</member>
<member name="M:UnityEngine.GUILayout.ExpandWidth(System.Boolean)">
<summary>
<para>Option passed to a control to allow or disallow horizontal expansion.</para>
</summary>
<param name="expand"></param>
</member>
<member name="M:UnityEngine.GUILayout.FlexibleSpace">
<summary>
<para>Insert a flexible space element.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.Height(System.Single)">
<summary>
<para>Option passed to a control to give it an absolute height.</para>
</summary>
<param name="height"></param>
</member>
<member name="T:UnityEngine.GUILayout.HorizontalScope">
<summary>
<para>Disposable helper class for managing ::ref::BeginHorizontal / ::ref::EndHorizontal.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalScope.#ctor(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new HorizontalScope and begin the corresponding horizontal group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a horiztonal scrollbar.</para>
</summary>
<param name="value">The position between min and max.</param>
<param name="size">How much can we see?</param>
<param name="leftValue">The value at the left end of the scrollbar.</param>
<param name="rightValue">The value at the right end of the scrollbar.</param>
<param name="style">The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.</param>
<returns>
<para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a horiztonal scrollbar.</para>
</summary>
<param name="value">The position between min and max.</param>
<param name="size">How much can we see?</param>
<param name="leftValue">The value at the left end of the scrollbar.</param>
<param name="rightValue">The value at the right end of the scrollbar.</param>
<param name="style">The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.</param>
<returns>
<para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>
<para>A horizontal slider the user can drag to change a value between a min and a max.</para>
</summary>
<param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
<param name="leftValue">The value at the left end of the slider.</param>
<param name="rightValue">The value at the right end of the slider.</param>
<param name="slider">The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used.</param>
<param name="thumb">The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.</param>
<returns>
<para>The value that has been set by the user.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>A horizontal slider the user can drag to change a value between a min and a max.</para>
</summary>
<param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
<param name="leftValue">The value at the left end of the slider.</param>
<param name="rightValue">The value at the right end of the slider.</param>
<param name="slider">The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used.</param>
<param name="thumb">The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.</param>
<returns>
<para>The value that has been set by the user.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout label.</para>
</summary>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout label.</para>
</summary>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout label.</para>
</summary>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout label.</para>
</summary>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout label.</para>
</summary>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an auto-layout label.</para>
</summary>
<param name="text">Text to display on the label.</param>
<param name="image">[[Texture]] to display on the label.</param>
<param name="content">Text, image and tooltip for this label.</param>
<param name="style">The style to use. If left out, the /label/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.MaxHeight(System.Single)">
<summary>
<para>Option passed to a control to specify a maximum height.</para>
</summary>
<param name="maxHeight"></param>
</member>
<member name="M:UnityEngine.GUILayout.MaxWidth(System.Single)">
<summary>
<para>Option passed to a control to specify a maximum width.</para>
</summary>
<param name="maxWidth"></param>
</member>
<member name="M:UnityEngine.GUILayout.MinHeight(System.Single)">
<summary>
<para>Option passed to a control to specify a minimum height.</para>
</summary>
<param name="minHeight"></param>
</member>
<member name="M:UnityEngine.GUILayout.MinWidth(System.Single)">
<summary>
<para>Option passed to a control to specify a minimum width.\\</para>
</summary>
<param name="minWidth"></param>
</member>
<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a text field where the user can enter a password.</para>
</summary>
<param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maskChar">Character to mask the password with.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<returns>
<para>The edited password.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a text field where the user can enter a password.</para>
</summary>
<param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maskChar">Character to mask the password with.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<returns>
<para>The edited password.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a text field where the user can enter a password.</para>
</summary>
<param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maskChar">Character to mask the password with.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<returns>
<para>The edited password.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a text field where the user can enter a password.</para>
</summary>
<param name="password">Password to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maskChar">Character to mask the password with.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<returns>
<para>The edited password.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the holds down the mouse.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the holds down the mouse.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the holds down the mouse.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the holds down the mouse.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the holds down the mouse.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a repeating button. The button returns true as long as the user holds down the mouse.</para>
</summary>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>/true/ when the holds down the mouse.</para>
</returns>
</member>
<member name="T:UnityEngine.GUILayout.ScrollViewScope">
<summary>
<para>Disposable helper class for managing ::ref::BeginScrollView / ::ref::EndScrollView.</para>
</summary>
</member>
<member name="P:UnityEngine.GUILayout.ScrollViewScope.handleScrollWheel">
<summary>
<para>Whether this ScrollView should handle scroll wheel events. (default: true).</para>
</summary>
</member>
<member name="P:UnityEngine.GUILayout.ScrollViewScope.scrollPosition">
<summary>
<para>The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwaysShowHorizontal">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.</param>
<param name="alwaysShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="style"></param>
<param name="background"></param>
</member>
<member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwaysShowHorizontal">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.</param>
<param name="alwaysShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="style"></param>
<param name="background"></param>
</member>
<member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwaysShowHorizontal">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.</param>
<param name="alwaysShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="style"></param>
<param name="background"></param>
</member>
<member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwaysShowHorizontal">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.</param>
<param name="alwaysShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="style"></param>
<param name="background"></param>
</member>
<member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwaysShowHorizontal">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.</param>
<param name="alwaysShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="style"></param>
<param name="background"></param>
</member>
<member name="M:UnityEngine.GUILayout.ScrollViewScope.#ctor(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new ScrollViewScope and begin the corresponding ScrollView.</para>
</summary>
<param name="scrollPosition">The position to use display.</param>
<param name="alwaysShowHorizontal">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.</param>
<param name="alwaysShowVertical">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.</param>
<param name="horizontalScrollbar">Optional [[GUIStyle]] to use for the horizontal scrollbar. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="verticalScrollbar">Optional [[GUIStyle]] to use for the vertical scrollbar. If left out, the /verticalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options"></param>
<param name="style"></param>
<param name="background"></param>
</member>
<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a Selection Grid.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="xCount">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.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a Selection Grid.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="xCount">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.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a Selection Grid.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="xCount">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.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a Selection Grid.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="xCount">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.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a Selection Grid.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="xCount">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.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a Selection Grid.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="xCount">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.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Space(System.Single)">
<summary>
<para>Insert a space in the current layout group.</para>
</summary>
<param name="pixels"></param>
</member>
<member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a multi-line text field where the user can edit a string.</para>
</summary>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&amp;amp;lt;br&amp;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.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a multi-line text field where the user can edit a string.</para>
</summary>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&amp;amp;lt;br&amp;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.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a multi-line text field where the user can edit a string.</para>
</summary>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&amp;amp;lt;br&amp;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.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a multi-line text field where the user can edit a string.</para>
</summary>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textField/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&amp;amp;lt;br&amp;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.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single-line text field where the user can edit a string.</para>
</summary>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single-line text field where the user can edit a string.</para>
</summary>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single-line text field where the user can edit a string.</para>
</summary>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a single-line text field where the user can edit a string.</para>
</summary>
<param name="text">Text to edit. The return value of this function should be assigned back to the string as shown in the example.</param>
<param name="maxLength">The maximum length of the string. If left out, the user can type for ever and ever.</param>
<param name="style">The style to use. If left out, the /textArea/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The edited string.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="value">Is the button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="value">Is the button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="value">Is the button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="value">Is the button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="value">Is the button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make an on/off toggle button.</para>
</summary>
<param name="value">Is the button on or off?</param>
<param name="text">Text to display on the button.</param>
<param name="image">[[Texture]] to display on the button.</param>
<param name="content">Text, image and tooltip for this button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The new value of the button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a toolbar.</para>
</summary>
<param name="selected">The index of the selected button.</param>
<param name="texts">An array of strings to show on the buttons.</param>
<param name="images">An array of textures on the buttons.</param>
<param name="contents">An array of text, image and tooltips for the button.</param>
<param name="style">The style to use. If left out, the /button/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<param name="content"></param>
<returns>
<para>The index of the selected button.</para>
</returns>
</member>
<member name="T:UnityEngine.GUILayout.VerticalScope">
<summary>
<para>Disposable helper class for managing ::ref::BeginVertical / ::ref::EndVertical.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new VerticalScope and begin the corresponding vertical group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new VerticalScope and begin the corresponding vertical group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new VerticalScope and begin the corresponding vertical group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new VerticalScope and begin the corresponding vertical group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.VerticalScope.#ctor(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Create a new VerticalScope and begin the corresponding vertical group.</para>
</summary>
<param name="text">Text to display on group.</param>
<param name="image">[[Texture]] to display on group.</param>
<param name="content">Text, image, and tooltip for this group.</param>
<param name="style">The style to use for background image and padding values. If left out, the background is transparent.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
</member>
<member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a vertical scrollbar.</para>
</summary>
<param name="value">The position between min and max.</param>
<param name="size">How much can we see?</param>
<param name="topValue">The value at the top end of the scrollbar.</param>
<param name="bottomValue">The value at the bottom end of the scrollbar.</param>
<param name="style">The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.</param>
<returns>
<para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a vertical scrollbar.</para>
</summary>
<param name="value">The position between min and max.</param>
<param name="size">How much can we see?</param>
<param name="topValue">The value at the top end of the scrollbar.</param>
<param name="bottomValue">The value at the bottom end of the scrollbar.</param>
<param name="style">The style to use for the scrollbar background. If left out, the /horizontalScrollbar/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.</param>
<returns>
<para>The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>
<para>A vertical slider the user can drag to change a value between a min and a max.</para>
</summary>
<param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
<param name="topValue">The value at the top end of the slider.</param>
<param name="bottomValue">The value at the bottom end of the slider.</param>
<param name="slider">The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used.</param>
<param name="thumb">The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.</param>
<param name="leftValue"></param>
<param name="rightValue"></param>
<returns>
<para>The value that has been set by the user.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>A vertical slider the user can drag to change a value between a min and a max.</para>
</summary>
<param name="value">The value the slider shows. This determines the position of the draggable thumb.</param>
<param name="topValue">The value at the top end of the slider.</param>
<param name="bottomValue">The value at the bottom end of the slider.</param>
<param name="slider">The [[GUIStyle]] to use for displaying the dragging area. If left out, the /horizontalSlider/ style from the current [[GUISkin]] is used.</param>
<param name="thumb">The [[GUIStyle]] to use for displaying draggable thumb. If left out, the /horizontalSliderThumb/ style from the current [[GUISkin]] is used.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.</param>
<param name="leftValue"></param>
<param name="rightValue"></param>
<returns>
<para>The value that has been set by the user.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Width(System.Single)">
<summary>
<para>Option passed to a control to give it an absolute width.</para>
</summary>
<param name="width"></param>
</member>
<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a popup window that layouts its contents automatically.</para>
</summary>
<param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
<param name="screenRect">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.</param>
<param name="func">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.</param>
<param name="text">Text to display as a title for the window.</param>
<param name="image">[[Texture]] to display an image in the titlebar.</param>
<param name="content">Text, image and tooltip for this window.</param>
<param name="style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="options">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.&lt;br&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.</param>
<returns>
<para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a popup window that layouts its contents automatically.</para>
</summary>
<param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
<param name="screenRect">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.</param>
<param name="func">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.</param>
<param name="text">Text to display as a title for the window.</param>
<param name="image">[[Texture]] to display an image in the titlebar.</param>
<param name="content">Text, image and tooltip for this window.</param>
<param name="style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="options">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.&lt;br&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.</param>
<returns>
<para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a popup window that layouts its contents automatically.</para>
</summary>
<param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
<param name="screenRect">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.</param>
<param name="func">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.</param>
<param name="text">Text to display as a title for the window.</param>
<param name="image">[[Texture]] to display an image in the titlebar.</param>
<param name="content">Text, image and tooltip for this window.</param>
<param name="style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="options">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.&lt;br&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.</param>
<returns>
<para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a popup window that layouts its contents automatically.</para>
</summary>
<param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
<param name="screenRect">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.</param>
<param name="func">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.</param>
<param name="text">Text to display as a title for the window.</param>
<param name="image">[[Texture]] to display an image in the titlebar.</param>
<param name="content">Text, image and tooltip for this window.</param>
<param name="style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="options">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.&lt;br&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.</param>
<returns>
<para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a popup window that layouts its contents automatically.</para>
</summary>
<param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
<param name="screenRect">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.</param>
<param name="func">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.</param>
<param name="text">Text to display as a title for the window.</param>
<param name="image">[[Texture]] to display an image in the titlebar.</param>
<param name="content">Text, image and tooltip for this window.</param>
<param name="style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="options">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.&lt;br&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.</param>
<returns>
<para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Make a popup window that layouts its contents automatically.</para>
</summary>
<param name="id">A unique ID to use for each window. This is the ID you'll use to interface to it.</param>
<param name="screenRect">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.</param>
<param name="func">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.</param>
<param name="text">Text to display as a title for the window.</param>
<param name="image">[[Texture]] to display an image in the titlebar.</param>
<param name="content">Text, image and tooltip for this window.</param>
<param name="style">An optional style to use for the window. If left out, the /window/ style from the current [[GUISkin]] is used.</param>
<param name="options">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.&lt;br&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.</param>
<returns>
<para>The rectangle the window is at. This can be in a different position and have a different size than the one you passed in.</para>
</returns>
</member>
<member name="T:UnityEngine.GUILayoutOption">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.GUILayoutUtility">
<summary>
<para>Utility functions for implementing and extending the GUILayout class.</para>
</summary>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single)">
<summary>
<para>Reserve layout space for a rectangle with a specific aspect ratio.</para>
</summary>
<param name="aspect">The aspect ratio of the element (width / height).</param>
<param name="style">An optional style. If specified, the style's /padding/ value will be added to the sizes of the returned rectangle &amp; the style's /margin/ values will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The rect for the control.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle)">
<summary>
<para>Reserve layout space for a rectangle with a specific aspect ratio.</para>
</summary>
<param name="aspect">The aspect ratio of the element (width / height).</param>
<param name="style">An optional style. If specified, the style's /padding/ value will be added to the sizes of the returned rectangle &amp; the style's /margin/ values will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The rect for the control.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUILayoutOption[])">
<summary>
<para>Reserve layout space for a rectangle with a specific aspect ratio.</para>
</summary>
<param name="aspect">The aspect ratio of the element (width / height).</param>
<param name="style">An optional style. If specified, the style's /padding/ value will be added to the sizes of the returned rectangle &amp; the style's /margin/ values will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The rect for the control.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Reserve layout space for a rectangle with a specific aspect ratio.</para>
</summary>
<param name="aspect">The aspect ratio of the element (width / height).</param>
<param name="style">An optional style. If specified, the style's /padding/ value will be added to the sizes of the returned rectangle &amp; the style's /margin/ values will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The rect for the control.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetLastRect">
<summary>
<para>Get the rectangle last used by GUILayout for a control.</para>
</summary>
<returns>
<para>The last used rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>
<para>Reserve layout space for a rectangle for displaying some contents with a specific style.</para>
</summary>
<param name="content">The content to make room for displaying.</param>
<param name="style">The [[GUIStyle]] to layout for.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>A rectangle that is large enough to contain content when rendered in style.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Reserve layout space for a rectangle for displaying some contents with a specific style.</para>
</summary>
<param name="content">The content to make room for displaying.</param>
<param name="style">The [[GUIStyle]] to layout for.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>A rectangle that is large enough to contain content when rendered in style.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single)">
<summary>
<para>Reserve layout space for a rectangle with a fixed content area.</para>
</summary>
<param name="width">The width of the area you want.</param>
<param name="height">The height of the area you want.</param>
<param name="style">An optional [[GUIStyle]] to layout for. If specified, the style's /padding/ value will be added to your sizes &amp; its /margin/ value will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The rectanlge to put your control in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle)">
<summary>
<para>Reserve layout space for a rectangle with a fixed content area.</para>
</summary>
<param name="width">The width of the area you want.</param>
<param name="height">The height of the area you want.</param>
<param name="style">An optional [[GUIStyle]] to layout for. If specified, the style's /padding/ value will be added to your sizes &amp; its /margin/ value will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The rectanlge to put your control in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>
<para>Reserve layout space for a rectangle with a fixed content area.</para>
</summary>
<param name="width">The width of the area you want.</param>
<param name="height">The height of the area you want.</param>
<param name="style">An optional [[GUIStyle]] to layout for. If specified, the style's /padding/ value will be added to your sizes &amp; its /margin/ value will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The rectanlge to put your control in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Reserve layout space for a rectangle with a fixed content area.</para>
</summary>
<param name="width">The width of the area you want.</param>
<param name="height">The height of the area you want.</param>
<param name="style">An optional [[GUIStyle]] to layout for. If specified, the style's /padding/ value will be added to your sizes &amp; its /margin/ value will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>The rectanlge to put your control in.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Reserve layout space for a flexible rect.</para>
</summary>
<param name="minWidth">The minimum width of the area passed back.</param>
<param name="maxWidth">The maximum width of the area passed back.</param>
<param name="minHeight">The minimum width of the area passed back.</param>
<param name="maxHeight">The maximum width of the area passed back.</param>
<param name="style">An optional style. If specified, the style's /padding/ value will be added to the sizes requested &amp; the style's /margin/ values will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
<summary>
<para>Reserve layout space for a flexible rect.</para>
</summary>
<param name="minWidth">The minimum width of the area passed back.</param>
<param name="maxWidth">The maximum width of the area passed back.</param>
<param name="minHeight">The minimum width of the area passed back.</param>
<param name="maxHeight">The maximum width of the area passed back.</param>
<param name="style">An optional style. If specified, the style's /padding/ value will be added to the sizes requested &amp; the style's /margin/ values will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>
<para>Reserve layout space for a flexible rect.</para>
</summary>
<param name="minWidth">The minimum width of the area passed back.</param>
<param name="maxWidth">The maximum width of the area passed back.</param>
<param name="minHeight">The minimum width of the area passed back.</param>
<param name="maxHeight">The maximum width of the area passed back.</param>
<param name="style">An optional style. If specified, the style's /padding/ value will be added to the sizes requested &amp; the style's /margin/ values will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para>
</returns>
</member>
<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>
<para>Reserve layout space for a flexible rect.</para>
</summary>
<param name="minWidth">The minimum width of the area passed back.</param>
<param name="maxWidth">The maximum width of the area passed back.</param>
<param name="minHeight">The minimum width of the area passed back.</param>
<param name="maxHeight">The maximum width of the area passed back.</param>
<param name="style">An optional style. If specified, the style's /padding/ value will be added to the sizes requested &amp; the style's /margin/ values will be used for spacing.</param>
<param name="options">An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the /style/.&lt;br&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.</param>
<returns>
<para>A rectangle with size between minWidth &amp; maxWidth on both axes.</para>
</returns>
</member>
<member name="T:UnityEngine.GUISettings">
<summary>
<para>General settings for how the GUI behaves.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISettings.cursorColor">
<summary>
<para>The color of the cursor in text fields.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISettings.cursorFlashSpeed">
<summary>
<para>The speed of text field cursor flashes.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISettings.doubleClickSelectsWord">
<summary>
<para>Should double-clicking select words in text fields.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISettings.selectionColor">
<summary>
<para>The color of the selection rect in text fields.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISettings.tripleClickSelectsLine">
<summary>
<para>Should triple-clicking select whole text in text fields.</para>
</summary>
</member>
<member name="T:UnityEngine.GUISkin">
<summary>
<para>Defines how GUI looks and behaves.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.box">
<summary>
<para>Style used by default for GUI::ref::Box controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.button">
<summary>
<para>Style used by default for GUI::ref::Button controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.customStyles">
<summary>
<para>Array of GUI styles for specific needs.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.font">
<summary>
<para>The default font to use for all styles.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.horizontalScrollbar">
<summary>
<para>Style used by default for the background part of GUI::ref::HorizontalScrollbar controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.horizontalScrollbarLeftButton">
<summary>
<para>Style used by default for the left button on GUI::ref::HorizontalScrollbar controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.horizontalScrollbarRightButton">
<summary>
<para>Style used by default for the right button on GUI::ref::HorizontalScrollbar controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.horizontalScrollbarThumb">
<summary>
<para>Style used by default for the thumb that is dragged in GUI::ref::HorizontalScrollbar controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.horizontalSlider">
<summary>
<para>Style used by default for the background part of GUI::ref::HorizontalSlider controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.horizontalSliderThumb">
<summary>
<para>Style used by default for the thumb that is dragged in GUI::ref::HorizontalSlider controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.label">
<summary>
<para>Style used by default for GUI::ref::Label controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.scrollView">
<summary>
<para>Style used by default for the background of ScrollView controls (see GUI::ref::BeginScrollView).</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.settings">
<summary>
<para>Generic settings for how controls should behave with this skin.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.textArea">
<summary>
<para>Style used by default for GUI::ref::TextArea controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.textField">
<summary>
<para>Style used by default for GUI::ref::TextField controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.toggle">
<summary>
<para>Style used by default for GUI::ref::Toggle controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.verticalScrollbar">
<summary>
<para>Style used by default for the background part of GUI::ref::VerticalScrollbar controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.verticalScrollbarDownButton">
<summary>
<para>Style used by default for the down button on GUI::ref::VerticalScrollbar controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.verticalScrollbarThumb">
<summary>
<para>Style used by default for the thumb that is dragged in GUI::ref::VerticalScrollbar controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.verticalScrollbarUpButton">
<summary>
<para>Style used by default for the up button on GUI::ref::VerticalScrollbar controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.verticalSlider">
<summary>
<para>Style used by default for the background part of GUI::ref::VerticalSlider controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.verticalSliderThumb">
<summary>
<para>Style used by default for the thumb that is dragged in GUI::ref::VerticalSlider controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUISkin.window">
<summary>
<para>Style used by default for Window controls (SA GUI::ref::Window).</para>
</summary>
</member>
<member name="M:UnityEngine.GUISkin.FindStyle(System.String)">
<summary>
<para>Try to search for a [[GUIStyle]]. This functions returns NULL and does not give an error.</para>
</summary>
<param name="styleName"></param>
</member>
<member name="M:UnityEngine.GUISkin.GetStyle(System.String)">
<summary>
<para>Get a named [[GUIStyle]].</para>
</summary>
<param name="styleName"></param>
</member>
<member name="T:UnityEngine.GUIStyle">
<summary>
<para>Styling information for GUI elements.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.active">
<summary>
<para>Rendering settings for when the control is pressed down.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.alignment">
<summary>
<para>Text alignment.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.border">
<summary>
<para>The borders of all background images.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.clipping">
<summary>
<para>What to do when the contents to be rendered is too large to fit within the area given.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.contentOffset">
<summary>
<para>Pixel offset to apply to the content of this GUIstyle.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.fixedHeight">
<summary>
<para>If non-0, any GUI elements rendered with this style will have the height specified here.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.fixedWidth">
<summary>
<para>If non-0, any GUI elements rendered with this style will have the width specified here.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.focused">
<summary>
<para>Rendering settings for when the element has keyboard focus.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.font">
<summary>
<para>The font to use for rendering. If null, the default font for the current [[GUISkin]] is used instead.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.fontSize">
<summary>
<para>The font size to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.fontStyle">
<summary>
<para>The font style to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.hover">
<summary>
<para>Rendering settings for when the mouse is hovering over the control.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.imagePosition">
<summary>
<para>How image and text of the [[GUIContent]] is combined.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.lineHeight">
<summary>
<para>The height of one line of text with this style, measured in pixels. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.margin">
<summary>
<para>The margins between elements rendered in this style and any other GUI elements.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.name">
<summary>
<para>The name of this GUIStyle. Used for getting them based on name.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.none">
<summary>
<para>Shortcut for an empty GUIStyle.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.normal">
<summary>
<para>Rendering settings for when the component is displayed normally.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.onActive">
<summary>
<para>Rendering settings for when the element is turned on and pressed down.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.onFocused">
<summary>
<para>Rendering settings for when the element has keyboard and is turned on.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.onHover">
<summary>
<para>Rendering settings for when the control is turned on and the mouse is hovering it.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.onNormal">
<summary>
<para>Rendering settings for when the control is turned on.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.overflow">
<summary>
<para>Extra space to be added to the background image.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.padding">
<summary>
<para>Space from the edge of [[GUIStyle]] to the start of the contents.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.richText">
<summary>
<para>Enable HTML-style tags for Text Formatting Markup.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.stretchHeight">
<summary>
<para>Can GUI elements of this style be stretched vertically for better layout?</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.stretchWidth">
<summary>
<para>Can GUI elements of this style be stretched horizontally for better layouting?</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyle.wordWrap">
<summary>
<para>Should the text be wordwrapped?</para>
</summary>
</member>
<member name="M:UnityEngine.GUIStyle.CalcHeight(UnityEngine.GUIContent,System.Single)">
<summary>
<para>How tall this element will be when rendered with /content/ and a specific /width/.</para>
</summary>
<param name="content"></param>
<param name="width"></param>
</member>
<member name="M:UnityEngine.GUIStyle.CalcMinMaxWidth(UnityEngine.GUIContent,System.Single&amp;,System.Single&amp;)">
<summary>
<para>Calculate the minimum and maximum widths for this style rendered with /content/.</para>
</summary>
<param name="content"></param>
<param name="minWidth"></param>
<param name="maxWidth"></param>
</member>
<member name="M:UnityEngine.GUIStyle.CalcScreenSize(UnityEngine.Vector2)">
<summary>
<para>Calculate the size of an element formatted with this style, and a given space to content.</para>
</summary>
<param name="contentSize"></param>
</member>
<member name="M:UnityEngine.GUIStyle.CalcSize(UnityEngine.GUIContent)">
<summary>
<para>Calculate the size of a some content if it is rendered with this style.</para>
</summary>
<param name="content"></param>
</member>
<member name="M:UnityEngine.GUIStyle.#ctor">
<summary>
<para>Constructor for empty GUIStyle.</para>
</summary>
</member>
<member name="M:UnityEngine.GUIStyle.#ctor(UnityEngine.GUIStyle)">
<summary>
<para>Constructs GUIStyle identical to given other GUIStyle.</para>
</summary>
<param name="other"></param>
</member>
<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>Draw this GUIStyle on to the screen, internal version.</para>
</summary>
<param name="position"></param>
<param name="isHover"></param>
<param name="isActive"></param>
<param name="on"></param>
<param name="hasKeyboardFocus"></param>
</member>
<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>Draw the GUIStyle with a text string inside.</para>
</summary>
<param name="position"></param>
<param name="text"></param>
<param name="isHover"></param>
<param name="isActive"></param>
<param name="on"></param>
<param name="hasKeyboardFocus"></param>
</member>
<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.Texture,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>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.</para>
</summary>
<param name="position"></param>
<param name="image"></param>
<param name="isHover"></param>
<param name="isActive"></param>
<param name="on"></param>
<param name="hasKeyboardFocus"></param>
</member>
<member name="M:UnityEngine.GUIStyle.Draw">
<summary>
<para>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.</para>
</summary>
<param name="position"></param>
<param name="content"></param>
<param name="controlID"></param>
<param name="on"></param>
<param name="isHover"></param>
<param name="isActive"></param>
<param name="hasKeyboardFocus"></param>
</member>
<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Boolean)">
<summary>
<para>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.</para>
</summary>
<param name="position"></param>
<param name="content"></param>
<param name="controlID"></param>
<param name="on"></param>
<param name="isHover"></param>
<param name="isActive"></param>
<param name="hasKeyboardFocus"></param>
</member>
<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
<para>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.</para>
</summary>
<param name="position"></param>
<param name="content"></param>
<param name="controlID"></param>
<param name="on"></param>
<param name="isHover"></param>
<param name="isActive"></param>
<param name="hasKeyboardFocus"></param>
</member>
<member name="M:UnityEngine.GUIStyle.DrawCursor(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32)">
<summary>
<para>Draw this GUIStyle with selected content.</para>
</summary>
<param name="position"></param>
<param name="content"></param>
<param name="controlID"></param>
<param name="Character"></param>
</member>
<member name="M:UnityEngine.GUIStyle.DrawWithTextSelection(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Draw this GUIStyle with selected content.</para>
</summary>
<param name="position"></param>
<param name="content"></param>
<param name="controlID"></param>
<param name="firstSelectedCharacter"></param>
<param name="lastSelectedCharacter"></param>
</member>
<member name="M:UnityEngine.GUIStyle.GetCursorPixelPosition(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
<summary>
<para>Get the pixel position of a given string index.</para>
</summary>
<param name="position"></param>
<param name="content"></param>
<param name="cursorStringIndex"></param>
</member>
<member name="M:UnityEngine.GUIStyle.GetCursorStringIndex(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2)">
<summary>
<para>Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition.</para>
</summary>
<param name="position"></param>
<param name="content"></param>
<param name="cursorPixelPosition"></param>
</member>
<member name="?:UnityEngine.GUIStyle.implop_GUIStyle(string)(System.String)">
<summary>
<para>Get a named GUI style from the current skin.</para>
</summary>
<param name="str"></param>
</member>
<member name="T:UnityEngine.GUIStyleState">
<summary>
<para>Specialized values for the given states used by [[GUIStyle]] objects.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyleState.background">
<summary>
<para>The background image used by GUI elements in this given state.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIStyleState.textColor">
<summary>
<para>The text color used by GUI elements in this state.</para>
</summary>
</member>
<member name="T:UnityEngine.GUIText">
<summary>
<para>A text string displayed in a GUI.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.alignment">
<summary>
<para>The alignment of the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.anchor">
<summary>
<para>The anchor of the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.color">
<summary>
<para>The color used to render the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.font">
<summary>
<para>The font used for the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.fontSize">
<summary>
<para>The font size to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.fontStyle">
<summary>
<para>The font style to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.lineSpacing">
<summary>
<para>The line spacing multiplier.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.material">
<summary>
<para>The [[Material]] to use for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.pixelOffset">
<summary>
<para>The pixel offset of the text.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.richText">
<summary>
<para>Enable HTML-style tags for Text Formatting Markup.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.tabSize">
<summary>
<para>The tab width multiplier.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIText.text">
<summary>
<para>The text to display.</para>
</summary>
</member>
<member name="T:UnityEngine.GUITexture">
<summary>
<para>A texture image used in a 2D GUI.</para>
</summary>
</member>
<member name="P:UnityEngine.GUITexture.border">
<summary>
<para>The border defines the number of pixels from the edge that are not affected by scale.</para>
</summary>
</member>
<member name="P:UnityEngine.GUITexture.color">
<summary>
<para>The color of the GUI texture.</para>
</summary>
</member>
<member name="P:UnityEngine.GUITexture.pixelInset">
<summary>
<para>Pixel inset used for pixel adjustments for size and position.</para>
</summary>
</member>
<member name="P:UnityEngine.GUITexture.texture">
<summary>
<para>The texture used for drawing.</para>
</summary>
</member>
<member name="T:UnityEngine.GUIUtility">
<summary>
<para>Utility class for making new GUI controls.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIUtility.hasModalWindow">
<summary>
<para>A global property, which is true if a ModalWindow is being displayed, false otherwise.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIUtility.hotControl">
<summary>
<para>The controlID of the current hot control.</para>
</summary>
</member>
<member name="P:UnityEngine.GUIUtility.keyboardControl">
<summary>
<para>The controlID of the control that has keyboard focus.</para>
</summary>
</member>
<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType)">
<summary>
<para>Get a unique ID for a control.</para>
</summary>
<param name="focus"></param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType,UnityEngine.Rect)">
<summary>
<para>Get a unique ID for a control.</para>
</summary>
<param name="focus"></param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType)">
<summary>
<para>Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls.</para>
</summary>
<param name="hint"></param>
<param name="focus"></param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType,UnityEngine.Rect)">
<summary>
<para>Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls.</para>
</summary>
<param name="hint"></param>
<param name="focus"></param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType)">
<summary>
<para>Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls.</para>
</summary>
<param name="contents"></param>
<param name="focus"></param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.Rect)">
<summary>
<para>Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls.</para>
</summary>
<param name="contents"></param>
<param name="focus"></param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.GUIUtility.GetStateObject(System.Type,System.Int32)">
<summary>
<para>Get a state object from a controlID.</para>
</summary>
<param name="t"></param>
<param name="controlID"></param>
</member>
<member name="M:UnityEngine.GUIUtility.GUIToScreenPoint(UnityEngine.Vector2)">
<summary>
<para>Convert a point from GUI position to screen space.</para>
</summary>
<param name="guiPoint"></param>
</member>
<member name="M:UnityEngine.GUIUtility.QueryStateObject(System.Type,System.Int32)">
<summary>
<para>Get an existing state object from a controlID.</para>
</summary>
<param name="t"></param>
<param name="controlID"></param>
</member>
<member name="M:UnityEngine.GUIUtility.RotateAroundPivot(System.Single,UnityEngine.Vector2)">
<summary>
<para>Helper function to rotate the GUI around a point.</para>
</summary>
<param name="angle"></param>
<param name="pivotPoint"></param>
</member>
<member name="M:UnityEngine.GUIUtility.ScaleAroundPivot(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Helper function to scale the GUI around a point.</para>
</summary>
<param name="scale"></param>
<param name="pivotPoint"></param>
</member>
<member name="M:UnityEngine.GUIUtility.ScreenToGUIPoint(UnityEngine.Vector2)">
<summary>
<para>Convert a point from screen space to GUI position.</para>
</summary>
<param name="screenPoint"></param>
</member>
<member name="T:UnityEngine.Gyroscope">
<summary>
<para>Interface into the Gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.attitude">
<summary>
<para>Returns the attitude (ie, orientation in space) of the device.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.enabled">
<summary>
<para>Sets or retrieves the enabled status of this gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.gravity">
<summary>
<para>Returns the gravity acceleration vector expressed in the device's reference frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.rotationRate">
<summary>
<para>Returns rotation rate as measured by the device's gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.rotationRateUnbiased">
<summary>
<para>Returns unbiased rotation rate as measured by the device's gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.updateInterval">
<summary>
<para>Sets or retrieves gyroscope interval in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.Gyroscope.userAcceleration">
<summary>
<para>Returns the acceleration that the user is giving to the device.</para>
</summary>
</member>
<member name="T:UnityEngine.Hash128">
<summary>
<para>Represent the hash value.</para>
</summary>
</member>
<member name="M:UnityEngine.Hash128.#ctor(System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
<summary>
<para>Construct the Hash128.</para>
</summary>
<param name="u32_0"></param>
<param name="u32_1"></param>
<param name="u32_2"></param>
<param name="u32_3"></param>
</member>
<member name="M:UnityEngine.Hash128.Parse(System.String)">
<summary>
<para>Convert the input string to Hash128.</para>
</summary>
<param name="hashString"></param>
</member>
<member name="M:UnityEngine.Hash128.ToString">
<summary>
<para>Convert Hash128 to string.</para>
</summary>
</member>
<member name="T:UnityEngine.HeaderAttribute">
<summary>
<para>Use this [[PropertyAttribute]] to add a header above some fields in the Inspector.</para>
</summary>
</member>
<member name="F:UnityEngine.HeaderAttribute.header">
<summary>
<para>The header text.</para>
</summary>
</member>
<member name="M:UnityEngine.HeaderAttribute.#ctor(System.String)">
<summary>
<para>Add a header above some fields in the Inspector.</para>
</summary>
<param name="header">The header text.</param>
</member>
<member name="T:UnityEngine.HelpURLAttribute">
<summary>
<para>Provide a custom documentation URL for a class.</para>
</summary>
</member>
<member name="M:UnityEngine.HelpURLAttribute.#ctor(System.String)">
<summary>
<para>Initialize the HelpURL attribute with a documentation url.</para>
</summary>
<param name="url">The custom documentation URL for this class.</param>
</member>
<member name="P:UnityEngine.HelpURLAttribute.URL">
<summary>
<para>The documentation URL specified for this class.</para>
</summary>
</member>
<member name="T:UnityEngine.HideFlags">
<summary>
<para>Bit mask that controls object destruction, saving and visibility in inspectors.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.DontSave">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.DontSaveInBuild">
<summary>
<para>The object will not be saved when building a player.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.DontSaveInEditor">
<summary>
<para>The object will not be saved to the scene in the editor.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.DontUnloadUnusedAsset">
<summary>
<para>The object will not be unloaded by Resources.UnloadUnusedAssets.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.HideAndDontSave">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.HideInHierarchy">
<summary>
<para>The object will not appear in the hierarchy.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.HideInInspector">
<summary>
<para>It is not possible to view it in the inspector.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.None">
<summary>
<para>A normal, visible object. This is the default.</para>
</summary>
</member>
<member name="F:UnityEngine.HideFlags.NotEditable">
<summary>
<para>The object is not be editable in the inspector.</para>
</summary>
</member>
<member name="T:UnityEngine.HideInInspector">
<summary>
<para>Makes a variable not show up in the inspector but be serialized.</para>
</summary>
</member>
<member name="T:UnityEngine.HingeJoint">
<summary>
<para>The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.angle">
<summary>
<para>The current angle in degrees of the joint relative to its rest position. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.limits">
<summary>
<para>Limit of angular rotation (in degrees) on the hinge joint.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.motor">
<summary>
<para>The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.spring">
<summary>
<para>The spring attempts to reach a target angle by adding spring and damping forces.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.useLimits">
<summary>
<para>Enables the joint's ::ref::limits. Disabled by default.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.useMotor">
<summary>
<para>Enables the joint's ::ref::motor. Disabled by default.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.useSpring">
<summary>
<para>Enables the joint's ::ref::spring. Disabled by default.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint.velocity">
<summary>
<para>The angular velocity of the joint in degrees per second.</para>
</summary>
</member>
<member name="T:UnityEngine.HingeJoint2D">
<summary>
<para>Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint2D.jointAngle">
<summary>
<para>The current joint angle (in degrees) with respect to the reference angle.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint2D.jointSpeed">
<summary>
<para>The current joint speed.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint2D.limits">
<summary>
<para>Limit of angular rotation (in degrees) on the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint2D.limitState">
<summary>
<para>Gets the state of the joint limit.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint2D.motor">
<summary>
<para>Parameters for the motor force applied to the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint2D.referenceAngle">
<summary>
<para>The angle (in degrees) referenced between the two bodies used as the constraint for the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint2D.useLimits">
<summary>
<para>Should limits be placed on the range of rotation?</para>
</summary>
</member>
<member name="P:UnityEngine.HingeJoint2D.useMotor">
<summary>
<para>Should the joint be rotated automatically by a motor torque?</para>
</summary>
</member>
<member name="M:UnityEngine.HingeJoint2D.GetMotorTorque(System.Single)">
<summary>
<para>Gets the motor torque of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the motor torque for.</param>
</member>
<member name="M:UnityEngine.HingeJoint2D.GetReactionForce(System.Single)">
<summary>
<para>Gets the reaction force of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the reaction force for.</param>
</member>
<member name="M:UnityEngine.HingeJoint2D.GetReactionTorque(System.Single)">
<summary>
<para>Gets the reaction torque of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the reaction torque for.</param>
</member>
<member name="T:UnityEngine.HorizontalWrapMode">
<summary>
<para>Wrapping modes for text that reaches the horizontal boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.HorizontalWrapMode.Overflow">
<summary>
<para>Text well continue to generate when reaching horizontal boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.HorizontalWrapMode.Wrap">
<summary>
<para>Text will wrap when reaching the horizontal boundary.</para>
</summary>
</member>
<member name="T:UnityEngine.HostData">
<summary>
<para>This is the data structure for holding individual host information.</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.comment">
<summary>
<para>A miscellaneous comment (can hold data).</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.connectedPlayers">
<summary>
<para>Currently connected players.</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.gameName">
<summary>
<para>The name of the game (like John Doe's Game).</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.gameType">
<summary>
<para>The type of the game (like "MyUniqueGameType").</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.guid">
<summary>
<para>The GUID of the host, needed when connecting with NAT punchthrough.</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.ip">
<summary>
<para>Server IP address.</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.passwordProtected">
<summary>
<para>Does the server require a password?</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.playerLimit">
<summary>
<para>Maximum players limit.</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.port">
<summary>
<para>Server port.</para>
</summary>
</member>
<member name="P:UnityEngine.HostData.useNat">
<summary>
<para>Does this server require NAT punchthrough?</para>
</summary>
</member>
<member name="T:UnityEngine.HumanBodyBones">
<summary>
<para>Human Body Bones.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.Chest">
<summary>
<para>This is the Chest bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.Head">
<summary>
<para>This is the Head bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.Hips">
<summary>
<para>This is the Hips bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.Jaw">
<summary>
<para>This is the Jaw bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LastBone">
<summary>
<para>This is the Last bone index delimiter.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftEye">
<summary>
<para>This is the Left Eye bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftFoot">
<summary>
<para>This is the Left Ankle bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftHand">
<summary>
<para>This is the Left Wrist bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftIndexDistal">
<summary>
<para>This is the left index 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftIndexIntermediate">
<summary>
<para>This is the left index 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftIndexProximal">
<summary>
<para>This is the left index 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftLittleDistal">
<summary>
<para>This is the left little 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftLittleIntermediate">
<summary>
<para>This is the left little 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftLittleProximal">
<summary>
<para>This is the left little 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftLowerArm">
<summary>
<para>This is the Left Elbow bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftLowerLeg">
<summary>
<para>This is the Left Knee bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftMiddleDistal">
<summary>
<para>This is the left middle 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftMiddleIntermediate">
<summary>
<para>This is the left middle 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftMiddleProximal">
<summary>
<para>This is the left middle 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftRingDistal">
<summary>
<para>This is the left ring 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftRingIntermediate">
<summary>
<para>This is the left ring 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftRingProximal">
<summary>
<para>This is the left ring 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftShoulder">
<summary>
<para>This is the Left Shoulder bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftThumbDistal">
<summary>
<para>This is the left thumb 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftThumbIntermediate">
<summary>
<para>This is the left thumb 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftThumbProximal">
<summary>
<para>This is the left thumb 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftToes">
<summary>
<para>This is the Left Toes bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftUpperArm">
<summary>
<para>This is the Left Upper Arm bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.LeftUpperLeg">
<summary>
<para>This is the Left Upper Leg bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.Neck">
<summary>
<para>This is the Neck bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightEye">
<summary>
<para>This is the Right Eye bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightFoot">
<summary>
<para>This is the Right Ankle bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightHand">
<summary>
<para>This is the Right Wrist bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightIndexDistal">
<summary>
<para>This is the right index 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightIndexIntermediate">
<summary>
<para>This is the right index 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightIndexProximal">
<summary>
<para>This is the right index 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightLittleDistal">
<summary>
<para>This is the right little 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightLittleIntermediate">
<summary>
<para>This is the right little 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightLittleProximal">
<summary>
<para>This is the right little 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightLowerArm">
<summary>
<para>This is the Right Elbow bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightLowerLeg">
<summary>
<para>This is the Right Knee bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightMiddleDistal">
<summary>
<para>This is the right middle 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightMiddleIntermediate">
<summary>
<para>This is the right middle 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightMiddleProximal">
<summary>
<para>This is the right middle 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightRingDistal">
<summary>
<para>This is the right ring 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightRingIntermediate">
<summary>
<para>This is the right ring 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightRingProximal">
<summary>
<para>This is the right ring 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightShoulder">
<summary>
<para>This is the Right Shoulder bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightThumbDistal">
<summary>
<para>This is the right thumb 3rd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightThumbIntermediate">
<summary>
<para>This is the right thumb 2nd phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightThumbProximal">
<summary>
<para>This is the right thumb 1st phalange.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightToes">
<summary>
<para>This is the Right Toes bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightUpperArm">
<summary>
<para>This is the Right Upper Arm bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.RightUpperLeg">
<summary>
<para>This is the Right Upper Leg bone.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBodyBones.Spine">
<summary>
<para>This is the first Spine bone.</para>
</summary>
</member>
<member name="T:UnityEngine.HumanBone">
<summary>
<para>The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanBone.boneName">
<summary>
<para>The name of the bone to which the Mecanim human bone is mapped.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanBone.humanName">
<summary>
<para>The name of the Mecanim human bone to which the bone from the model is mapped.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanBone.limit">
<summary>
<para>The rotation limits that define the muscle for this bone.</para>
</summary>
</member>
<member name="T:UnityEngine.HumanDescription">
<summary>
<para>Class that holds humanoid avatar parameters to pass to the AvatarBuilder::ref::BuildHumanAvatar function.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanDescription.armStretch">
<summary>
<para>Amount by which the arm's length is allowed to stretch when using IK.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanDescription.feetSpacing">
<summary>
<para>Modification to the minimum distance between the feet of a humanoid model.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanDescription.human">
<summary>
<para>Mapping between Mecanim bone names and bone names in the rig.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanDescription.legStretch">
<summary>
<para>Amount by which the leg's length is allowed to stretch when using IK.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanDescription.lowerArmTwist">
<summary>
<para>Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanDescription.lowerLegTwist">
<summary>
<para>Defines how the lower leg's roll/twisting is distributed between the knee and ankle.</para>
</summary>
</member>
<member name="F:UnityEngine.HumanDescription.skeleton">
<summary>
<para>List of bone Transforms to include in the model.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanDescription.upperArmTwist">
<summary>
<para>Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanDescription.upperLegTwist">
<summary>
<para>Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.</para>
</summary>
</member>
<member name="T:UnityEngine.HumanLimit">
<summary>
<para>This class stores the rotation limits that define the ''muscle'' for a single human bone.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanLimit.axisLength">
<summary>
<para>Length of the bone to which the limit is applied.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanLimit.center">
<summary>
<para>The default orientation of a bone when no muscle action is applied.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanLimit.max">
<summary>
<para>The maximum rotation away from the initial value that this muscle can apply.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanLimit.min">
<summary>
<para>The maximum negative rotation away from the initial value that this muscle can apply.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanLimit.useDefaultValues">
<summary>
<para>Should this limit use the default values?</para>
</summary>
</member>
<member name="T:UnityEngine.HumanTrait">
<summary>
<para>Details of all the human bone and muscle types defined by Mecanim.</para>
</summary>
</member>
<member name="P:UnityEngine.HumanTrait.BoneCount">
<summary>
<para>The number of human bone types defined by Mecanim.</para>
</summary>
</member>
<member name="M:UnityEngine.HumanTrait.BoneFromMuscle(System.Int32)">
<summary>
<para>Return the bone to which a particular muscle is connected.</para>
</summary>
<param name="i">Muscle index.</param>
</member>
<member name="P:UnityEngine.HumanTrait.BoneName">
<summary>
<para>Array of the names of all human bone types defined by Mecanim.</para>
</summary>
</member>
<member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMax(System.Int32)">
<summary>
<para>Get the default maximum value of rotation for a muscle in degrees.</para>
</summary>
<param name="i">Muscle index.</param>
</member>
<member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMin(System.Int32)">
<summary>
<para>Get the default minimum value of rotation for a muscle in degrees.</para>
</summary>
<param name="i">Muscle index.</param>
</member>
<member name="P:UnityEngine.HumanTrait.MuscleCount">
<summary>
<para>The number of human muscle types defined by Mecanim.</para>
</summary>
</member>
<member name="M:UnityEngine.HumanTrait.MuscleFromBone(System.Int32,System.Int32)">
<summary>
<para>Obtain the muscle index for a particular bone index and "degree of freedom".</para>
</summary>
<param name="i">Bone index.</param>
<param name="dofIndex">Number representing a "degree of freedom": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis.</param>
</member>
<member name="P:UnityEngine.HumanTrait.MuscleName">
<summary>
<para>Array of the names of all human muscle types defined by Mecanim.</para>
</summary>
</member>
<member name="M:UnityEngine.HumanTrait.RequiredBone(System.Int32)">
<summary>
<para>Is the bone a member of the minimal set of bones that Mecanim requires for a human model?</para>
</summary>
<param name="i">Index of the bone to test.</param>
</member>
<member name="P:UnityEngine.HumanTrait.RequiredBoneCount">
<summary>
<para>The number of bone types that are required by Mecanim for any human model.</para>
</summary>
</member>
<member name="?:UnityEngine.ICanvasRaycastFilter">
<summary>
<para>This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid.</para>
</summary>
</member>
<member name="M:UnityEngine.ICanvasRaycastFilter.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Given a point and a camera is the raycast valid.</para>
</summary>
<param name="sp">Screen position.</param>
<param name="eventCamera">Raycast camera.</param>
<returns>
<para>Valid.</para>
</returns>
</member>
<member name="T:UnityEngine.ImageEffectOpaque">
<summary>
<para>Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.</para>
</summary>
</member>
<member name="T:UnityEngine.ImageEffectTransformsToLDR">
<summary>
<para>When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.</para>
</summary>
</member>
<member name="T:UnityEngine.ImagePosition">
<summary>
<para>How image and text is placed inside [[GUIStyle]].</para>
</summary>
</member>
<member name="F:UnityEngine.ImagePosition.ImageAbove">
<summary>
<para>Image is above the text.</para>
</summary>
</member>
<member name="F:UnityEngine.ImagePosition.ImageLeft">
<summary>
<para>Image is to the left of the text.</para>
</summary>
</member>
<member name="F:UnityEngine.ImagePosition.ImageOnly">
<summary>
<para>Only the image is displayed.</para>
</summary>
</member>
<member name="F:UnityEngine.ImagePosition.TextOnly">
<summary>
<para>Only the text is displayed.</para>
</summary>
</member>
<member name="T:UnityEngine.IMECompositionMode">
<summary>
<para>Controls IME input.</para>
</summary>
</member>
<member name="F:UnityEngine.IMECompositionMode.Auto">
<summary>
<para>Enable IME input only when a text field is selected (default).</para>
</summary>
</member>
<member name="F:UnityEngine.IMECompositionMode.Off">
<summary>
<para>Disable IME input.</para>
</summary>
</member>
<member name="F:UnityEngine.IMECompositionMode.On">
<summary>
<para>Enable IME input.</para>
</summary>
</member>
<member name="T:UnityEngine.Input">
<summary>
<para>Interface into the Input system.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.acceleration">
<summary>
<para>Last measured linear acceleration of a device in three-dimensional space. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.accelerationEventCount">
<summary>
<para>Number of acceleration measurements which occurred during last frame.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.accelerationEvents">
<summary>
<para>Returns list of acceleration measurements which occurred during the last frame. (RO) (Allocates temporary variables).</para>
</summary>
</member>
<member name="P:UnityEngine.Input.anyKey">
<summary>
<para>Is any key or mouse button currently held down? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.anyKeyDown">
<summary>
<para>Returns true the first frame the user hits any key or mouse button. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.compass">
<summary>
<para>Property for accessing compass (handheld devices only). (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.compensateSensors">
<summary>
<para>This property controls if input sensors should be compensated for screen orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.compositionCursorPos">
<summary>
<para>The current text input position used by IMEs to open windows.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.compositionString">
<summary>
<para>The current IME composition string being typed by the user.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.deviceOrientation">
<summary>
<para>Device physical orientation as reported by OS. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.eatKeyPressOnTextFieldFocus">
<summary>
<para>Property indicating whether keypresses are eaten by a textinput if it has focus (default true).</para>
</summary>
</member>
<member name="P:UnityEngine.Input.gyro">
<summary>
<para>Returns default gyroscope.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.imeCompositionMode">
<summary>
<para>Controls enabling and disabling of IME input composition.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.imeIsSelected">
<summary>
<para>Does the user have an IME keyboard input source selected?</para>
</summary>
</member>
<member name="P:UnityEngine.Input.inputString">
<summary>
<para>Returns the keyboard input entered this frame. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.location">
<summary>
<para>Property for accessing device location (handheld devices only). (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.mousePosition">
<summary>
<para>The current mouse position in pixel coordinates. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.mouseScrollDelta">
<summary>
<para>The current mouse scroll delta. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.multiTouchEnabled">
<summary>
<para>Property indicating whether the system handles multiple touches.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.simulateMouseWithTouches">
<summary>
<para>Enables/Disables mouse simulation with touches. By default this option is enabled.</para>
</summary>
</member>
<member name="P:UnityEngine.Input.touchCount">
<summary>
<para>Number of touches. Guaranteed not to change throughout the frame. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Input.touches">
<summary>
<para>Returns list of objects representing status of all touches during last frame. (RO) (Allocates temporary variables).</para>
</summary>
</member>
<member name="P:UnityEngine.Input.touchSupported">
<summary>
<para>Returns whether the device on which application is currently running supports touch input.</para>
</summary>
</member>
<member name="M:UnityEngine.Input.GetAccelerationEvent(System.Int32)">
<summary>
<para>Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.Input.GetAxis(System.String)">
<summary>
<para>Returns the value of the virtual axis identified by /axisName/.</para>
</summary>
<param name="axisName"></param>
</member>
<member name="M:UnityEngine.Input.GetAxisRaw(System.String)">
<summary>
<para>Returns the value of the virtual axis identified by /axisName/ with no smoothing filtering applied.</para>
</summary>
<param name="axisName"></param>
</member>
<member name="M:UnityEngine.Input.GetButton(System.String)">
<summary>
<para>Returns true while the virtual button identified by /buttonName/ is held down.</para>
</summary>
<param name="buttonName"></param>
</member>
<member name="M:UnityEngine.Input.GetButtonDown(System.String)">
<summary>
<para>Returns true during the frame the user pressed down the virtual button identified by /buttonName/.</para>
</summary>
<param name="buttonName"></param>
</member>
<member name="M:UnityEngine.Input.GetButtonUp(System.String)">
<summary>
<para>Returns true the first frame the user releases the virtual button identified by /buttonName/.</para>
</summary>
<param name="buttonName"></param>
</member>
<member name="M:UnityEngine.Input.GetJoystickNames">
<summary>
<para>Returns an array of strings describing the connected joysticks.</para>
</summary>
</member>
<member name="M:UnityEngine.Input.GetKey(System.String)">
<summary>
<para>Returns true while the user holds down the key identified by /name/. Think auto fire.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Input.GetKey(UnityEngine.KeyCode)">
<summary>
<para>Returns true while the user holds down the key identified by the /key/ [[KeyCode]] enum parameter.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.Input.GetKeyDown(System.String)">
<summary>
<para>Returns true during the frame the user starts pressing down the key identified by /name/.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode)">
<summary>
<para>Returns true during the frame the user starts pressing down the key identified by the /key/ [[KeyCode]] enum parameter.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.Input.GetKeyUp(System.String)">
<summary>
<para>Returns true during the frame the user releases the key identified by /name/.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Input.GetKeyUp(UnityEngine.KeyCode)">
<summary>
<para>Returns true during the frame the user releases the key identified by the /key/ [[KeyCode]] enum parameter.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.Input.GetMouseButton(System.Int32)">
<summary>
<para>Returns whether the given mouse button is held down.</para>
</summary>
<param name="button"></param>
</member>
<member name="M:UnityEngine.Input.GetMouseButtonDown(System.Int32)">
<summary>
<para>Returns true during the frame the user pressed the given mouse button.</para>
</summary>
<param name="button"></param>
</member>
<member name="M:UnityEngine.Input.GetMouseButtonUp(System.Int32)">
<summary>
<para>Returns true during the frame the user releases the given mouse button.</para>
</summary>
<param name="button"></param>
</member>
<member name="M:UnityEngine.Input.GetTouch(System.Int32)">
<summary>
<para>Returns object representing status of a specific touch. (Does not allocate temporary variables).</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.Input.ResetInputAxes">
<summary>
<para>Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.</para>
</summary>
</member>
<member name="?:UnityEngine.ISerializationCallbackReceiver">
<summary>
<para>Interface to receive callbacks upon serialization and deserialization.</para>
</summary>
</member>
<member name="M:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize">
<summary>
<para>See [[ISerializationCallbackReceiver.OnBeforeSerialize]] for documentation on how to use this method.</para>
</summary>
</member>
<member name="M:UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize">
<summary>
<para>Implement this method to receive a callback after unity serialized your object.</para>
</summary>
</member>
<member name="T:UnityEngine.Joint">
<summary>
<para>Joint is the base class for all joints.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.anchor">
<summary>
<para>The Position of the anchor around which the joints motion is constrained.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.autoConfigureConnectedAnchor">
<summary>
<para>Should the /connectedAnchor/ be calculated automatically?</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.axis">
<summary>
<para>The Direction of the axis around which the body is constrained.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.breakForce">
<summary>
<para>The force that needs to be applied for this joint to break.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.breakTorque">
<summary>
<para>The torque that needs to be applied for this joint to break.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.connectedAnchor">
<summary>
<para>Position of the anchor relative to the connected Rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.connectedBody">
<summary>
<para>A reference to another rigidbody this joint connects to.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.enableCollision">
<summary>
<para>Enable collision between bodies connected with the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint.enablePreprocessing">
<summary>
<para>Toggle preprocessing for this joint.</para>
</summary>
</member>
<member name="T:UnityEngine.Joint2D">
<summary>
<para>Parent class for joints to connect Rigidbody2D objects.</para>
</summary>
</member>
<member name="P:UnityEngine.Joint2D.connectedBody">
<summary>
<para>The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).</para>
</summary>
</member>
<member name="P:UnityEngine.Joint2D.enableCollision">
<summary>
<para>Should rigid bodies connected with this joint collide?</para>
</summary>
</member>
<member name="T:UnityEngine.JointAngleLimits2D">
<summary>
<para>Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.</para>
</summary>
</member>
<member name="P:UnityEngine.JointAngleLimits2D.max">
<summary>
<para>Upper angular limit of rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.JointAngleLimits2D.min">
<summary>
<para>Lower angular limit of rotation.</para>
</summary>
</member>
<member name="T:UnityEngine.JointDrive">
<summary>
<para>How the joint's movement will behave along its local X axis.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.maximumForce">
<summary>
<para>Amount of force applied to push the object toward the defined direction.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.mode">
<summary>
<para>Whether the drive should attempt to reach position, velocity, both or nothing.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.positionDamper">
<summary>
<para>Resistance strength against the Position Spring. Only used if /mode/ includes Position.</para>
</summary>
</member>
<member name="P:UnityEngine.JointDrive.positionSpring">
<summary>
<para>Strength of a rubber-band pull toward the defined direction. Only used if /mode/ includes Position.</para>
</summary>
</member>
<member name="T:UnityEngine.JointDriveMode">
<summary>
<para>The [[ConfigurableJoint]] attempts to attain position / velocity targets based on this flag.</para>
</summary>
</member>
<member name="F:UnityEngine.JointDriveMode.None">
<summary>
<para>Don't apply any forces to reach the target.</para>
</summary>
</member>
<member name="F:UnityEngine.JointDriveMode.Position">
<summary>
<para>Try to reach the specified target position.</para>
</summary>
</member>
<member name="F:UnityEngine.JointDriveMode.PositionAndVelocity">
<summary>
<para>Try to reach the specified target position and velocity.</para>
</summary>
</member>
<member name="F:UnityEngine.JointDriveMode.Velocity">
<summary>
<para>Try to reach the specified target velocity.</para>
</summary>
</member>
<member name="T:UnityEngine.JointLimits">
<summary>
<para>JointLimits is used by the [[HingeJoint]] to limit the joints angle.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.bounceMinVelocity">
<summary>
<para>The minimum impact velocity which will cause the joint to bounce.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.bounciness">
<summary>
<para>Determines the size of the bounce when the joint hits it's limit. Also known as restitution.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.contactDistance">
<summary>
<para>Distance inside the limit value at which the limit will be considered to be active by the solver.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.max">
<summary>
<para>The upper angular limit (in degrees) of the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.JointLimits.min">
<summary>
<para>The lower angular limit (in degrees) of the joint.</para>
</summary>
</member>
<member name="T:UnityEngine.JointLimitState2D">
<summary>
<para>Represents the state of a joint limit.</para>
</summary>
</member>
<member name="F:UnityEngine.JointLimitState2D.EqualLimits">
<summary>
<para>Represents a state where the joint limit is at the specified lower and upper limits (they are identical).</para>
</summary>
</member>
<member name="F:UnityEngine.JointLimitState2D.Inactive">
<summary>
<para>Represents a state where the joint limit is inactive.</para>
</summary>
</member>
<member name="F:UnityEngine.JointLimitState2D.LowerLimit">
<summary>
<para>Represents a state where the joint limit is at the specified lower limit.</para>
</summary>
</member>
<member name="F:UnityEngine.JointLimitState2D.UpperLimit">
<summary>
<para>Represents a state where the joint limit is at the specified upper limit.</para>
</summary>
</member>
<member name="T:UnityEngine.JointMotor">
<summary>
<para>The JointMotor is used to motorize a joint.</para>
</summary>
</member>
<member name="P:UnityEngine.JointMotor.force">
<summary>
<para>The motor will apply a force.</para>
</summary>
</member>
<member name="P:UnityEngine.JointMotor.freeSpin">
<summary>
<para>If /freeSpin/ is enabled the motor will only accelerate but never slow down.</para>
</summary>
</member>
<member name="P:UnityEngine.JointMotor.targetVelocity">
<summary>
<para>The motor will apply a force up to /force/ to achieve /targetVelocity/.</para>
</summary>
</member>
<member name="T:UnityEngine.JointMotor2D">
<summary>
<para>Parameters for the optional motor force applied to a Joint2D.</para>
</summary>
</member>
<member name="P:UnityEngine.JointMotor2D.maxMotorTorque">
<summary>
<para>The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed.</para>
</summary>
</member>
<member name="P:UnityEngine.JointMotor2D.motorSpeed">
<summary>
<para>The desired speed for the Rigidbody2D to reach as it moves with the joint.</para>
</summary>
</member>
<member name="T:UnityEngine.JointProjectionMode">
<summary>
<para>Determines how to snap physics joints back to its constrained position when it drifts off too much.</para>
</summary>
</member>
<member name="F:UnityEngine.JointProjectionMode.None">
<summary>
<para>Don't snap at all.</para>
</summary>
</member>
<member name="F:UnityEngine.JointProjectionMode.PositionAndRotation">
<summary>
<para>Snap both position and rotation.</para>
</summary>
</member>
<member name="F:UnityEngine.JointProjectionMode.PositionOnly">
<summary>
<para>Snap Position only.</para>
</summary>
</member>
<member name="T:UnityEngine.JointSpring">
<summary>
<para>JointSpring is used add a spring force to [[HingeJoint]] and [[PhysicMaterial]].</para>
</summary>
</member>
<member name="F:UnityEngine.JointSpring.damper">
<summary>
<para>The damper force uses to dampen the spring.</para>
</summary>
</member>
<member name="F:UnityEngine.JointSpring.spring">
<summary>
<para>The spring forces used to reach the target position.</para>
</summary>
</member>
<member name="F:UnityEngine.JointSpring.targetPosition">
<summary>
<para>The target position the joint attempts to reach.</para>
</summary>
</member>
<member name="T:UnityEngine.JointSuspension2D">
<summary>
<para>Joint suspension is used to define how suspension works on a [[WheelJoint2D]].</para>
</summary>
</member>
<member name="P:UnityEngine.JointSuspension2D.angle">
<summary>
<para>The world angle (in degrees) along which the suspension will move.</para>
</summary>
</member>
<member name="P:UnityEngine.JointSuspension2D.dampingRatio">
<summary>
<para>The amount by which the suspension spring force is reduced in proportion to the movement speed.</para>
</summary>
</member>
<member name="P:UnityEngine.JointSuspension2D.frequency">
<summary>
<para>The frequency at which the suspension spring oscillates.</para>
</summary>
</member>
<member name="T:UnityEngine.JointTranslationLimits2D">
<summary>
<para>Motion limits of a Rigidbody2D object along a SliderJoint2D.</para>
</summary>
</member>
<member name="P:UnityEngine.JointTranslationLimits2D.max">
<summary>
<para>Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor.</para>
</summary>
</member>
<member name="P:UnityEngine.JointTranslationLimits2D.min">
<summary>
<para>Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor.</para>
</summary>
</member>
<member name="T:UnityEngine.KeyCode">
<summary>
<para>Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.A">
<summary>
<para>'a' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha0">
<summary>
<para>The '0' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha1">
<summary>
<para>The '1' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha2">
<summary>
<para>The '2' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha3">
<summary>
<para>The '3' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha4">
<summary>
<para>The '4' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha5">
<summary>
<para>The '5' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha6">
<summary>
<para>The '6' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha7">
<summary>
<para>The '7' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha8">
<summary>
<para>The '8' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Alpha9">
<summary>
<para>The '9' key on the top of the alphanumeric keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.AltGr">
<summary>
<para>Alt Gr key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Ampersand">
<summary>
<para>Ampersand key '&amp;'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Asterisk">
<summary>
<para>Asterisk key '*'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.At">
<summary>
<para>At key '@'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.B">
<summary>
<para>'b' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.BackQuote">
<summary>
<para>Back quote key '`'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Backslash">
<summary>
<para>Backslash key '\'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Backspace">
<summary>
<para>The backspace key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Break">
<summary>
<para>Break key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.C">
<summary>
<para>'c' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.CapsLock">
<summary>
<para>Capslock key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Caret">
<summary>
<para>Caret key '^'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Clear">
<summary>
<para>The Clear key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Colon">
<summary>
<para>Colon ':' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Comma">
<summary>
<para>Comma ',' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.D">
<summary>
<para>'d' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Delete">
<summary>
<para>The forward delete key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Dollar">
<summary>
<para>Dollar sign key '$'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.DoubleQuote">
<summary>
<para>Double quote key '"'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.DownArrow">
<summary>
<para>Down arrow key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.E">
<summary>
<para>'e' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.End">
<summary>
<para>End key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Equals">
<summary>
<para>Equals '=' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Escape">
<summary>
<para>Escape key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Exclaim">
<summary>
<para>Exclamation mark key '!'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F">
<summary>
<para>'f' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F1">
<summary>
<para>F1 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F10">
<summary>
<para>F10 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F11">
<summary>
<para>F11 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F12">
<summary>
<para>F12 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F13">
<summary>
<para>F13 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F14">
<summary>
<para>F14 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F15">
<summary>
<para>F15 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F2">
<summary>
<para>F2 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F3">
<summary>
<para>F3 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F4">
<summary>
<para>F4 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F5">
<summary>
<para>F5 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F6">
<summary>
<para>F6 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F7">
<summary>
<para>F7 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F8">
<summary>
<para>F8 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.F9">
<summary>
<para>F9 function key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.G">
<summary>
<para>'g' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Greater">
<summary>
<para>Greater than '&gt;' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.H">
<summary>
<para>'h' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Hash">
<summary>
<para>Hash key '#'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Help">
<summary>
<para>Help key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Home">
<summary>
<para>Home key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.I">
<summary>
<para>'i' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Insert">
<summary>
<para>Insert key key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.J">
<summary>
<para>'j' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button0">
<summary>
<para>Button 0 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button1">
<summary>
<para>Button 1 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button10">
<summary>
<para>Button 10 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button11">
<summary>
<para>Button 11 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button12">
<summary>
<para>Button 12 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button13">
<summary>
<para>Button 13 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button14">
<summary>
<para>Button 14 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button15">
<summary>
<para>Button 15 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button16">
<summary>
<para>Button 16 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button17">
<summary>
<para>Button 17 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button18">
<summary>
<para>Button 18 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button19">
<summary>
<para>Button 19 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button2">
<summary>
<para>Button 2 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button3">
<summary>
<para>Button 3 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button4">
<summary>
<para>Button 4 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button5">
<summary>
<para>Button 5 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button6">
<summary>
<para>Button 6 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button7">
<summary>
<para>Button 7 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button8">
<summary>
<para>Button 8 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick1Button9">
<summary>
<para>Button 9 on first joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button0">
<summary>
<para>Button 0 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button1">
<summary>
<para>Button 1 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button10">
<summary>
<para>Button 10 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button11">
<summary>
<para>Button 11 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button12">
<summary>
<para>Button 12 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button13">
<summary>
<para>Button 13 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button14">
<summary>
<para>Button 14 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button15">
<summary>
<para>Button 15 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button16">
<summary>
<para>Button 16 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button17">
<summary>
<para>Button 17 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button18">
<summary>
<para>Button 18 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button19">
<summary>
<para>Button 19 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button2">
<summary>
<para>Button 2 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button3">
<summary>
<para>Button 3 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button4">
<summary>
<para>Button 4 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button5">
<summary>
<para>Button 5 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button6">
<summary>
<para>Button 6 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button7">
<summary>
<para>Button 7 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button8">
<summary>
<para>Button 8 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick2Button9">
<summary>
<para>Button 9 on second joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button0">
<summary>
<para>Button 0 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button1">
<summary>
<para>Button 1 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button10">
<summary>
<para>Button 10 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button11">
<summary>
<para>Button 11 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button12">
<summary>
<para>Button 12 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button13">
<summary>
<para>Button 13 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button14">
<summary>
<para>Button 14 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button15">
<summary>
<para>Button 15 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button16">
<summary>
<para>Button 16 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button17">
<summary>
<para>Button 17 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button18">
<summary>
<para>Button 18 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button19">
<summary>
<para>Button 19 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button2">
<summary>
<para>Button 2 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button3">
<summary>
<para>Button 3 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button4">
<summary>
<para>Button 4 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button5">
<summary>
<para>Button 5 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button6">
<summary>
<para>Button 6 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button7">
<summary>
<para>Button 7 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button8">
<summary>
<para>Button 8 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick3Button9">
<summary>
<para>Button 9 on third joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button0">
<summary>
<para>Button 0 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button1">
<summary>
<para>Button 1 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button10">
<summary>
<para>Button 10 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button11">
<summary>
<para>Button 11 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button12">
<summary>
<para>Button 12 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button13">
<summary>
<para>Button 13 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button14">
<summary>
<para>Button 14 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button15">
<summary>
<para>Button 15 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button16">
<summary>
<para>Button 16 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button17">
<summary>
<para>Button 17 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button18">
<summary>
<para>Button 18 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button19">
<summary>
<para>Button 19 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button2">
<summary>
<para>Button 2 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button3">
<summary>
<para>Button 3 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button4">
<summary>
<para>Button 4 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button5">
<summary>
<para>Button 5 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button6">
<summary>
<para>Button 6 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button7">
<summary>
<para>Button 7 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button8">
<summary>
<para>Button 8 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick4Button9">
<summary>
<para>Button 9 on forth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button0">
<summary>
<para>Button 0 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button1">
<summary>
<para>Button 1 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button10">
<summary>
<para>Button 10 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button11">
<summary>
<para>Button 11 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button12">
<summary>
<para>Button 12 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button13">
<summary>
<para>Button 13 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button14">
<summary>
<para>Button 14 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button15">
<summary>
<para>Button 15 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button16">
<summary>
<para>Button 16 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button17">
<summary>
<para>Button 17 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button18">
<summary>
<para>Button 18 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button19">
<summary>
<para>Button 19 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button2">
<summary>
<para>Button 2 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button3">
<summary>
<para>Button 3 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button4">
<summary>
<para>Button 4 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button5">
<summary>
<para>Button 5 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button6">
<summary>
<para>Button 6 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button7">
<summary>
<para>Button 7 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button8">
<summary>
<para>Button 8 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick5Button9">
<summary>
<para>Button 9 on fifth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button0">
<summary>
<para>Button 0 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button1">
<summary>
<para>Button 1 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button10">
<summary>
<para>Button 10 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button11">
<summary>
<para>Button 11 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button12">
<summary>
<para>Button 12 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button13">
<summary>
<para>Button 13 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button14">
<summary>
<para>Button 14 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button15">
<summary>
<para>Button 15 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button16">
<summary>
<para>Button 16 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button17">
<summary>
<para>Button 17 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button18">
<summary>
<para>Button 18 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button19">
<summary>
<para>Button 19 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button2">
<summary>
<para>Button 2 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button3">
<summary>
<para>Button 3 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button4">
<summary>
<para>Button 4 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button5">
<summary>
<para>Button 5 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button6">
<summary>
<para>Button 6 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button7">
<summary>
<para>Button 7 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button8">
<summary>
<para>Button 8 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick6Button9">
<summary>
<para>Button 9 on sixth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button0">
<summary>
<para>Button 0 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button1">
<summary>
<para>Button 1 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button10">
<summary>
<para>Button 10 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button11">
<summary>
<para>Button 11 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button12">
<summary>
<para>Button 12 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button13">
<summary>
<para>Button 13 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button14">
<summary>
<para>Button 14 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button15">
<summary>
<para>Button 15 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button16">
<summary>
<para>Button 16 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button17">
<summary>
<para>Button 17 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button18">
<summary>
<para>Button 18 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button19">
<summary>
<para>Button 19 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button2">
<summary>
<para>Button 2 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button3">
<summary>
<para>Button 3 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button4">
<summary>
<para>Button 4 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button5">
<summary>
<para>Button 5 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button6">
<summary>
<para>Button 6 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button7">
<summary>
<para>Button 7 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button8">
<summary>
<para>Button 8 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick7Button9">
<summary>
<para>Button 9 on seventh joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button0">
<summary>
<para>Button 0 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button1">
<summary>
<para>Button 1 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button10">
<summary>
<para>Button 10 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button11">
<summary>
<para>Button 11 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button12">
<summary>
<para>Button 12 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button13">
<summary>
<para>Button 13 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button14">
<summary>
<para>Button 14 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button15">
<summary>
<para>Button 15 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button16">
<summary>
<para>Button 16 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button17">
<summary>
<para>Button 17 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button18">
<summary>
<para>Button 18 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button19">
<summary>
<para>Button 19 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button2">
<summary>
<para>Button 2 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button3">
<summary>
<para>Button 3 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button4">
<summary>
<para>Button 4 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button5">
<summary>
<para>Button 5 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button6">
<summary>
<para>Button 6 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button7">
<summary>
<para>Button 7 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button8">
<summary>
<para>Button 8 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Joystick8Button9">
<summary>
<para>Button 9 on eighth joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton0">
<summary>
<para>Button 0 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton1">
<summary>
<para>Button 1 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton10">
<summary>
<para>Button 10 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton11">
<summary>
<para>Button 11 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton12">
<summary>
<para>Button 12 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton13">
<summary>
<para>Button 13 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton14">
<summary>
<para>Button 14 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton15">
<summary>
<para>Button 15 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton16">
<summary>
<para>Button 16 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton17">
<summary>
<para>Button 17 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton18">
<summary>
<para>Button 18 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton19">
<summary>
<para>Button 19 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton2">
<summary>
<para>Button 2 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton3">
<summary>
<para>Button 3 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton4">
<summary>
<para>Button 4 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton5">
<summary>
<para>Button 5 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton6">
<summary>
<para>Button 6 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton7">
<summary>
<para>Button 7 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton8">
<summary>
<para>Button 8 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.JoystickButton9">
<summary>
<para>Button 9 on any joystick.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.K">
<summary>
<para>'k' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad0">
<summary>
<para>Numeric keypad 0.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad1">
<summary>
<para>Numeric keypad 1.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad2">
<summary>
<para>Numeric keypad 2.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad3">
<summary>
<para>Numeric keypad 3.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad4">
<summary>
<para>Numeric keypad 4.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad5">
<summary>
<para>Numeric keypad 5.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad6">
<summary>
<para>Numeric keypad 6.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad7">
<summary>
<para>Numeric keypad 7.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad8">
<summary>
<para>Numeric keypad 8.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Keypad9">
<summary>
<para>Numeric keypad 9.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadDivide">
<summary>
<para>Numeric keypad '/'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadEnter">
<summary>
<para>Numeric keypad enter.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadEquals">
<summary>
<para>Numeric keypad '='.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadMinus">
<summary>
<para>Numeric keypad '-'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadMultiply">
<summary>
<para>Numeric keypad '*'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadPeriod">
<summary>
<para>Numeric keypad '.'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.KeypadPlus">
<summary>
<para>Numeric keypad '+'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.L">
<summary>
<para>'l' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftAlt">
<summary>
<para>Left Alt key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftApple">
<summary>
<para>Left Command key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftArrow">
<summary>
<para>Left arrow key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftBracket">
<summary>
<para>Left square bracket key '['.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftCommand">
<summary>
<para>Left Command key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftControl">
<summary>
<para>Left Control key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftParen">
<summary>
<para>Left Parenthesis key '('.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftShift">
<summary>
<para>Left shift key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.LeftWindows">
<summary>
<para>Left Windows key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Less">
<summary>
<para>Less than '&lt;' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.M">
<summary>
<para>'m' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Menu">
<summary>
<para>Menu key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Minus">
<summary>
<para>Minus '-' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse0">
<summary>
<para>First (primary) mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse1">
<summary>
<para>Second (secondary) mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse2">
<summary>
<para>Third mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse3">
<summary>
<para>Fourth mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse4">
<summary>
<para>Fifth mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse5">
<summary>
<para>Sixth mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Mouse6">
<summary>
<para>Seventh mouse button.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.N">
<summary>
<para>'n' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.None">
<summary>
<para>Not assigned (never returned as the result of a keystroke).</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Numlock">
<summary>
<para>Numlock key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.O">
<summary>
<para>'o' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.P">
<summary>
<para>'p' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.PageDown">
<summary>
<para>Page down.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.PageUp">
<summary>
<para>Page up.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Pause">
<summary>
<para>Pause on PC machines.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Period">
<summary>
<para>Period '.' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Plus">
<summary>
<para>Plus key '+'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Print">
<summary>
<para>Print key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Q">
<summary>
<para>'q' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Question">
<summary>
<para>Question mark '?' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Quote">
<summary>
<para>Quote key '.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.R">
<summary>
<para>'r' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Return">
<summary>
<para>Return key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightAlt">
<summary>
<para>Right Alt key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightApple">
<summary>
<para>Right Command key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightArrow">
<summary>
<para>Right arrow key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightBracket">
<summary>
<para>Right square bracket key ']'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightCommand">
<summary>
<para>Right Command key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightControl">
<summary>
<para>Right Control key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightParen">
<summary>
<para>Right Parenthesis key ')'.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightShift">
<summary>
<para>Right shift key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.RightWindows">
<summary>
<para>Right Windows key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.S">
<summary>
<para>'s' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.ScrollLock">
<summary>
<para>Scroll lock key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Semicolon">
<summary>
<para>Semicolon ';' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Slash">
<summary>
<para>Slash '/' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Space">
<summary>
<para>Space key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.SysReq">
<summary>
<para>Sys Req key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.T">
<summary>
<para>'t' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Tab">
<summary>
<para>The tab key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.U">
<summary>
<para>'u' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Underscore">
<summary>
<para>Underscore '_' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.UpArrow">
<summary>
<para>Up arrow key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.V">
<summary>
<para>'v' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.W">
<summary>
<para>'w' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.X">
<summary>
<para>'x' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Y">
<summary>
<para>'y' key.</para>
</summary>
</member>
<member name="F:UnityEngine.KeyCode.Z">
<summary>
<para>'z' key.</para>
</summary>
</member>
<member name="T:UnityEngine.Keyframe">
<summary>
<para>A single keyframe that can be injected into an animation curve.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.inTangent">
<summary>
<para>Describes the tangent when approaching this point from the previous point in the curve.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.outTangent">
<summary>
<para>Describes the tangent when leaving this point towards the next point in the curve.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.time">
<summary>
<para>The time of the keyframe.</para>
</summary>
</member>
<member name="P:UnityEngine.Keyframe.value">
<summary>
<para>The value of the curve at keyframe.</para>
</summary>
</member>
<member name="M:UnityEngine.Keyframe.#ctor(System.Single,System.Single)">
<summary>
<para>Create a keyframe.</para>
</summary>
<param name="time"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Keyframe.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Create a keyframe.</para>
</summary>
<param name="time"></param>
<param name="value"></param>
<param name="inTangent"></param>
<param name="outTangent"></param>
</member>
<member name="T:UnityEngine.LayerMask">
<summary>
<para>LayerMask allow you to display the LayerMask popup menu in the inspector.</para>
</summary>
</member>
<member name="P:UnityEngine.LayerMask.value">
<summary>
<para>Converts a layer mask value to an integer value.</para>
</summary>
</member>
<member name="M:UnityEngine.LayerMask.GetMask(System.String[])">
<summary>
<para>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.</para>
</summary>
<param name="layerNames">List of layer names to convert to a layer mask.</param>
<returns>
<para>The layer mask created from the /layerNames/.</para>
</returns>
</member>
<member name="?:UnityEngine.LayerMask.implop_LayerMask(int)(System.Int32)">
<summary>
<para>Implicitly converts an integer to a LayerMask.</para>
</summary>
<param name="intVal"></param>
</member>
<member name="M:UnityEngine.LayerMask.LayerToName(System.Int32)">
<summary>
<para>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]].</para>
</summary>
<param name="layer"></param>
</member>
<member name="M:UnityEngine.LayerMask.NameToLayer(System.String)">
<summary>
<para>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]].</para>
</summary>
<param name="layerName"></param>
</member>
<member name="T:UnityEngine.LensFlare">
<summary>
<para>Script interface for a [[wiki:class-LensFlare|Lens flare component]].</para>
</summary>
</member>
<member name="P:UnityEngine.LensFlare.brightness">
<summary>
<para>The strength of the flare.</para>
</summary>
</member>
<member name="P:UnityEngine.LensFlare.color">
<summary>
<para>The color of the flare.</para>
</summary>
</member>
<member name="P:UnityEngine.LensFlare.fadeSpeed">
<summary>
<para>The fade speed of the flare.</para>
</summary>
</member>
<member name="P:UnityEngine.LensFlare.flare">
<summary>
<para>The [[wiki:class-Flare|flare asset]] to use.</para>
</summary>
</member>
<member name="T:UnityEngine.Light">
<summary>
<para>Script interface for [[wiki:class-Light|light components]].</para>
</summary>
</member>
<member name="P:UnityEngine.Light.alreadyLightmapped">
<summary>
<para>Has the light already been lightmapped.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.bounceIntensity">
<summary>
<para>The multiplier that defines the strength of the bounce lighting.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.color">
<summary>
<para>The color of the light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.commandBufferCount">
<summary>
<para>Number of command buffers set up on this light (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Light.cookie">
<summary>
<para>The cookie texture projected by the light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.cookieSize">
<summary>
<para>The size of a directional light's cookie.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.cullingMask">
<summary>
<para>This is used to light certain objects in the scene selectively.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.flare">
<summary>
<para>The [[wiki:class-Flare|flare asset]] to use for this light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.intensity">
<summary>
<para>The Intensity of a light is multiplied with the Light color.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.range">
<summary>
<para>The range of the light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.renderMode">
<summary>
<para>How to render the light.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowBias">
<summary>
<para>Shadow mapping constant bias.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowNormalBias">
<summary>
<para>Shadow mapping normal-based bias.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadows">
<summary>
<para>How this light casts shadows</para>
</summary>
</member>
<member name="P:UnityEngine.Light.shadowStrength">
<summary>
<para>Strength of light's shadows.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.spotAngle">
<summary>
<para>The angle of the light's spotlight cone in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Light.type">
<summary>
<para>The type of the light.</para>
</summary>
</member>
<member name="M:UnityEngine.Light.AddCommandBuffer(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Add a command buffer to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Light.GetCommandBuffers(UnityEngine.Rendering.LightEvent)">
<summary>
<para>Get command buffers to be executed at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<returns>
<para>Array of command buffers.</para>
</returns>
</member>
<member name="M:UnityEngine.Light.RemoveAllCommandBuffers">
<summary>
<para>Remove all command buffers set on this light.</para>
</summary>
</member>
<member name="M:UnityEngine.Light.RemoveCommandBuffer(UnityEngine.Rendering.LightEvent,UnityEngine.Rendering.CommandBuffer)">
<summary>
<para>Remove command buffer from execution at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
<param name="buffer">The buffer to execute.</param>
</member>
<member name="M:UnityEngine.Light.RemoveCommandBuffers(UnityEngine.Rendering.LightEvent)">
<summary>
<para>Remove command buffers from execution at a specified place.</para>
</summary>
<param name="evt">When to execute the command buffer during rendering.</param>
</member>
<member name="T:UnityEngine.LightmapData">
<summary>
<para>Data of a lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapData.lightmapFar">
<summary>
<para>Lightmap storing the full incoming light.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapData.lightmapNear">
<summary>
<para>Lightmap storing only the indirect incoming light.</para>
</summary>
</member>
<member name="T:UnityEngine.LightmapSettings">
<summary>
<para>Stores lightmaps of the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapSettings.bakedColorSpace">
<summary>
<para>Color space of the lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapSettings.lightmaps">
<summary>
<para>Lightmap array.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapSettings.lightmapsMode">
<summary>
<para>Single, Dual or Directional lightmaps rendering mode.</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapSettings.lightmapsModeLegacy">
<summary>
<para>UnderlyingModel.MemDoc.MemDocModel</para>
</summary>
</member>
<member name="P:UnityEngine.LightmapSettings.lightProbes">
<summary>
<para>Holds all data needed by the light probes.</para>
</summary>
</member>
<member name="T:UnityEngine.LightmapsMode">
<summary>
<para>Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsMode.CombinedDirectional">
<summary>
<para>Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsMode.NonDirectional">
<summary>
<para>Light intensity (no directional information), encoded as 1 lightmap.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsMode.SeparateDirectional">
<summary>
<para>Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps.</para>
</summary>
</member>
<member name="T:UnityEngine.LightmapsModeLegacy">
<summary>
<para>Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsModeLegacy.Directional">
<summary>
<para>Directional rendering mode.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsModeLegacy.Dual">
<summary>
<para>Dual lightmap rendering mode.</para>
</summary>
</member>
<member name="F:UnityEngine.LightmapsModeLegacy.Single">
<summary>
<para>Single, traditional lightmap rendering mode.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbeGroup">
<summary>
<para>Light Probe Group.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbeGroup.probePositions">
<summary>
<para>Editor only function to access and modify probe positions.</para>
</summary>
</member>
<member name="T:UnityEngine.LightProbes">
<summary>
<para>Stores light probes for the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbes.bakedProbes">
<summary>
<para>Coefficients of baked light probes.</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbes.cellCount">
<summary>
<para>The number of cells space is divided into (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbes.count">
<summary>
<para>The number of light probes (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.LightProbes.positions">
<summary>
<para>Positions of the baked light probes (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.LightProbes.GetInterpolatedProbe(UnityEngine.Vector3,UnityEngine.Renderer,UnityEngine.Rendering.SphericalHarmonicsL2&amp;)">
<summary>
<para>Returns an interpolated probe for the given position for both realtime and baked light probes combined.</para>
</summary>
<param name="position"></param>
<param name="renderer"></param>
<param name="probe"></param>
</member>
<member name="T:UnityEngine.LightRenderMode">
<summary>
<para>How the [[Light]] is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.LightRenderMode.Auto">
<summary>
<para>Automatically choose the render mode.</para>
</summary>
</member>
<member name="F:UnityEngine.LightRenderMode.ForcePixel">
<summary>
<para>Force the [[Light]] to be a pixel light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightRenderMode.ForceVertex">
<summary>
<para>Force the [[Light]] to be a vertex light.</para>
</summary>
</member>
<member name="T:UnityEngine.LightShadows">
<summary>
<para>Shadow casting options for a [[Light]].</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadows.Hard">
<summary>
<para>Cast "hard" shadows (with no shadow filtering).</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadows.None">
<summary>
<para>Do not cast shadows (default).</para>
</summary>
</member>
<member name="F:UnityEngine.LightShadows.Soft">
<summary>
<para>Cast "soft" shadows (with 4x PCF filtering).</para>
</summary>
</member>
<member name="T:UnityEngine.LightType">
<summary>
<para>The type of a [[Light]].</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Area">
<summary>
<para>The light is an area light. It affects only lightmaps and lightprobes.</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Directional">
<summary>
<para>The light is a directional light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Point">
<summary>
<para>The light is a point light.</para>
</summary>
</member>
<member name="F:UnityEngine.LightType.Spot">
<summary>
<para>The light is a spot light.</para>
</summary>
</member>
<member name="T:UnityEngine.LineRenderer">
<summary>
<para>The line renderer is used to draw free-floating lines in 3D space.</para>
</summary>
</member>
<member name="P:UnityEngine.LineRenderer.useWorldSpace">
<summary>
<para>If enabled, the lines are defined in world space.</para>
</summary>
</member>
<member name="M:UnityEngine.LineRenderer.SetColors(UnityEngine.Color,UnityEngine.Color)">
<summary>
<para>Set the line color at the start and at the end.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
</member>
<member name="M:UnityEngine.LineRenderer.SetPosition(System.Int32,UnityEngine.Vector3)">
<summary>
<para>Set the position of the vertex in the line.</para>
</summary>
<param name="index"></param>
<param name="position"></param>
</member>
<member name="M:UnityEngine.LineRenderer.SetVertexCount(System.Int32)">
<summary>
<para>Set the number of line segments.</para>
</summary>
<param name="count"></param>
</member>
<member name="M:UnityEngine.LineRenderer.SetWidth(System.Single,System.Single)">
<summary>
<para>Set the line width at the start and at the end.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
</member>
<member name="T:UnityEngine.LocationInfo">
<summary>
<para>Structure describing device location.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.altitude">
<summary>
<para>Geographical device location altitude.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.horizontalAccuracy">
<summary>
<para>Horizontal accuracy of the location.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.latitude">
<summary>
<para>Geographical device location latitude.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.longitude">
<summary>
<para>Geographical device location latitude.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.timestamp">
<summary>
<para>Timestamp (in seconds since 1970) when location was last time updated.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationInfo.verticalAccuracy">
<summary>
<para>Vertical accuracy of the location.</para>
</summary>
</member>
<member name="T:UnityEngine.LocationService">
<summary>
<para>Interface into location functionality.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationService.isEnabledByUser">
<summary>
<para>Specifies whether location service is enabled in user settings.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationService.lastData">
<summary>
<para>Last measured device geographical location.</para>
</summary>
</member>
<member name="P:UnityEngine.LocationService.status">
<summary>
<para>Returns location service status.</para>
</summary>
</member>
<member name="M:UnityEngine.LocationService.Start">
<summary>
<para>Starts location service updates. Last location coordinates could be.</para>
</summary>
<param name="desiredAccuracyInMeters"></param>
<param name="updateDistanceInMeters"></param>
</member>
<member name="M:UnityEngine.LocationService.Start">
<summary>
<para>Starts location service updates. Last location coordinates could be.</para>
</summary>
<param name="desiredAccuracyInMeters"></param>
<param name="updateDistanceInMeters"></param>
</member>
<member name="M:UnityEngine.LocationService.Start(System.Single,System.Single)">
<summary>
<para>Starts location service updates. Last location coordinates could be.</para>
</summary>
<param name="desiredAccuracyInMeters"></param>
<param name="updateDistanceInMeters"></param>
</member>
<member name="M:UnityEngine.LocationService.Stop">
<summary>
<para>Stops location service updates. This could be useful for saving battery life.</para>
</summary>
</member>
<member name="T:UnityEngine.LocationServiceStatus">
<summary>
<para>Describes location service status.</para>
</summary>
</member>
<member name="F:UnityEngine.LocationServiceStatus.Failed">
<summary>
<para>Location service failed (user denied access to location service).</para>
</summary>
</member>
<member name="F:UnityEngine.LocationServiceStatus.Initializing">
<summary>
<para>Location service is initializing, some time later it will switch to.</para>
</summary>
</member>
<member name="F:UnityEngine.LocationServiceStatus.Running">
<summary>
<para>Location service is running and locations could be queried.</para>
</summary>
</member>
<member name="F:UnityEngine.LocationServiceStatus.Stopped">
<summary>
<para>Location service is stopped.</para>
</summary>
</member>
<member name="T:UnityEngine.LOD">
<summary>
<para>Structure for building a LOD for passing to the SetLODs function.</para>
</summary>
</member>
<member name="F:UnityEngine.LOD.fadeTransitionWidth">
<summary>
<para>Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated.</para>
</summary>
</member>
<member name="F:UnityEngine.LOD.renderers">
<summary>
<para>List of renderers for this LOD level.</para>
</summary>
</member>
<member name="F:UnityEngine.LOD.screenRelativeTransitionHeight">
<summary>
<para>The screen relative height to use for the transition [0-1].</para>
</summary>
</member>
<member name="M:UnityEngine.LOD.#ctor(System.Single,UnityEngine.Renderer[])">
<summary>
<para>Construct a LOD.</para>
</summary>
<param name="screenRelativeTransitionHeight">The screen relative height to use for the transition [0-1].</param>
<param name="renderers">An array of renderers to use for this LOD level.</param>
</member>
<member name="T:UnityEngine.LODFadeMode">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.LODFadeMode.CrossFade">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.LODFadeMode.None">
<summary>
<para>Indicates the LOD fading is turned off.</para>
</summary>
</member>
<member name="F:UnityEngine.LODFadeMode.SpeedTree">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.LODGroup">
<summary>
<para>LODGroup lets you group multiple Renderers into LOD levels.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.animateCrossFading">
<summary>
<para>Specify if the cross-fading should be animated by time. The animation duration is specified globally as ::ref::crossFadeAnimationDuration.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.crossFadeAnimationDuration">
<summary>
<para>The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.enabled">
<summary>
<para>Enable / Disable the LODGroup - Disabling will turn off all renderers.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.fadeMode">
<summary>
<para>The LOD fade mode used.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.localReferencePoint">
<summary>
<para>The local reference point against which the LOD distance is calculated.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.lodCount">
<summary>
<para>The number of LOD levels.</para>
</summary>
</member>
<member name="P:UnityEngine.LODGroup.size">
<summary>
<para>The size of the LOD object in local space.</para>
</summary>
</member>
<member name="M:UnityEngine.LODGroup.ForceLOD(System.Int32)">
<summary>
<para></para>
</summary>
<param name="index">The LOD level to use. Passing index &lt; 0 will return to standard LOD processing.</param>
</member>
<member name="M:UnityEngine.LODGroup.GetLODs">
<summary>
<para>Returns the array of LODs.</para>
</summary>
<returns>
<para>The LOD array.</para>
</returns>
</member>
<member name="M:UnityEngine.LODGroup.RecalculateBounds">
<summary>
<para>Recalculate the bounding region for the LODGroup (Relatively slow, do not call often).</para>
</summary>
</member>
<member name="M:UnityEngine.LODGroup.SetLODs(UnityEngine.LOD[])">
<summary>
<para>Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.</para>
</summary>
<param name="lods">The LODs to use for this group.</param>
</member>
<member name="T:UnityEngine.LogType">
<summary>
<para>The type of the log message in the delegate registered with Application.RegisterLogCallback.</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Assert">
<summary>
<para>LogType used for Asserts. (These could also indicate an error inside Unity itself.)</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Error">
<summary>
<para>LogType used for Errors.</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Exception">
<summary>
<para>LogType used for Exceptions.</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Log">
<summary>
<para>LogType used for regular log messages.</para>
</summary>
</member>
<member name="F:UnityEngine.LogType.Warning">
<summary>
<para>LogType used for Warnings.</para>
</summary>
</member>
<member name="T:UnityEngine.MasterServer">
<summary>
<para>The Master Server is used to make matchmaking between servers and clients easy.</para>
</summary>
</member>
<member name="P:UnityEngine.MasterServer.dedicatedServer">
<summary>
<para>Report this machine as a dedicated server.</para>
</summary>
</member>
<member name="P:UnityEngine.MasterServer.ipAddress">
<summary>
<para>The IP address of the master server.</para>
</summary>
</member>
<member name="P:UnityEngine.MasterServer.port">
<summary>
<para>The connection port of the master server.</para>
</summary>
</member>
<member name="P:UnityEngine.MasterServer.updateRate">
<summary>
<para>Set the minimum update rate for master server host information update.</para>
</summary>
</member>
<member name="M:UnityEngine.MasterServer.ClearHostList">
<summary>
<para>Clear the host list which was received by MasterServer.PollHostList.</para>
</summary>
</member>
<member name="M:UnityEngine.MasterServer.PollHostList">
<summary>
<para>Check for the latest host list received by using MasterServer.RequestHostList.</para>
</summary>
</member>
<member name="M:UnityEngine.MasterServer.RegisterHost">
<summary>
<para>Register this server on the master server.</para>
</summary>
<param name="gameTypeName"></param>
<param name="gameName"></param>
<param name="comment"></param>
</member>
<member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String,System.String)">
<summary>
<para>Register this server on the master server.</para>
</summary>
<param name="gameTypeName"></param>
<param name="gameName"></param>
<param name="comment"></param>
</member>
<member name="M:UnityEngine.MasterServer.RequestHostList(System.String)">
<summary>
<para>Request a host list from the master server.</para>
</summary>
<param name="gameTypeName"></param>
</member>
<member name="M:UnityEngine.MasterServer.UnregisterHost">
<summary>
<para>Unregister this server from the master server.</para>
</summary>
</member>
<member name="T:UnityEngine.MasterServerEvent">
<summary>
<para>Describes status messages from the master server as returned in [[MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent]].</para>
</summary>
</member>
<member name="F:UnityEngine.MasterServerEvent.HostListReceived">
<summary>
<para>Received a host list from the master server.</para>
</summary>
</member>
<member name="F:UnityEngine.MasterServerEvent.RegistrationFailedGameName">
<summary>
<para>Registration failed because an empty game name was given.</para>
</summary>
</member>
<member name="F:UnityEngine.MasterServerEvent.RegistrationFailedGameType">
<summary>
<para>Registration failed because an empty game type was given.</para>
</summary>
</member>
<member name="F:UnityEngine.MasterServerEvent.RegistrationFailedNoServer">
<summary>
<para>Registration failed because no server is running.</para>
</summary>
</member>
<member name="F:UnityEngine.MasterServerEvent.RegistrationSucceeded">
<summary>
<para>Registration to master server succeeded, received confirmation.</para>
</summary>
</member>
<member name="T:UnityEngine.MatchTargetWeightMask">
<summary>
<para>To specify position and rotation weight mask for Animator::MatchTarget.</para>
</summary>
</member>
<member name="P:UnityEngine.MatchTargetWeightMask.positionXYZWeight">
<summary>
<para>Position XYZ weight.</para>
</summary>
</member>
<member name="P:UnityEngine.MatchTargetWeightMask.rotationWeight">
<summary>
<para>Rotation weight.</para>
</summary>
</member>
<member name="M:UnityEngine.MatchTargetWeightMask.#ctor(UnityEngine.Vector3,System.Single)">
<summary>
<para>MatchTargetWeightMask contructor.</para>
</summary>
<param name="positionXYZWeight">Position XYZ weight.</param>
<param name="rotationWeight">Rotation weight.</param>
</member>
<member name="T:UnityEngine.Material">
<summary>
<para>The material class.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.color">
<summary>
<para>The main material's color.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.globalIlluminationFlags">
<summary>
<para>Defines how the material should interact with lightmaps and lightprobes.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.mainTexture">
<summary>
<para>The material's texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.mainTextureOffset">
<summary>
<para>The texture offset of the main texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.mainTextureScale">
<summary>
<para>The texture scale of the main texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.passCount">
<summary>
<para>How many passes are in this material (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Material.renderQueue">
<summary>
<para>Render queue of this material.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.shader">
<summary>
<para>The shader used by the material.</para>
</summary>
</member>
<member name="P:UnityEngine.Material.shaderKeywords">
<summary>
<para>Additional shader keywords set by this material.</para>
</summary>
</member>
<member name="M:UnityEngine.Material.CopyPropertiesFromMaterial(UnityEngine.Material)">
<summary>
<para>Copy properties from other material into this material.</para>
</summary>
<param name="mat"></param>
</member>
<member name="M:UnityEngine.Material.#ctor(System.String)">
<summary>
<para></para>
</summary>
<param name="contents"></param>
</member>
<member name="M:UnityEngine.Material.#ctor(UnityEngine.Shader)">
<summary>
<para>Create a temporary Material.</para>
</summary>
<param name="shader">Create a material with a given [[Shader]].</param>
<param name="source">Create a material by copying all properties from another material.</param>
</member>
<member name="M:UnityEngine.Material.#ctor(UnityEngine.Material)">
<summary>
<para>Create a temporary Material.</para>
</summary>
<param name="shader">Create a material with a given [[Shader]].</param>
<param name="source">Create a material by copying all properties from another material.</param>
</member>
<member name="M:UnityEngine.Material.DisableKeyword(System.String)">
<summary>
<para>Unset a shader keyword.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Material.EnableKeyword(System.String)">
<summary>
<para>Set a shader keyword that is enabled by this material.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Material.GetColor(System.String)">
<summary>
<para>Get a named color value.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetColor(System.Int32)">
<summary>
<para>Get a named color value.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetFloat(System.String)">
<summary>
<para>Get a named float value.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetFloat(System.Int32)">
<summary>
<para>Get a named float value.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetInt(System.String)">
<summary>
<para>Get a named integer value.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetInt(System.Int32)">
<summary>
<para>Get a named integer value.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetMatrix(System.String)">
<summary>
<para>Get a named matrix value from the shader.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetMatrix(System.Int32)">
<summary>
<para>Get a named matrix value from the shader.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetTag">
<summary>
<para>Get the value of material's shader tag.</para>
</summary>
<param name="tag"></param>
<param name="searchFallbacks"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean,System.String)">
<summary>
<para>Get the value of material's shader tag.</para>
</summary>
<param name="tag"></param>
<param name="searchFallbacks"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.Material.GetTexture(System.String)">
<summary>
<para>Get a named texture.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetTexture(System.Int32)">
<summary>
<para>Get a named texture.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetTextureOffset(System.String)">
<summary>
<para>Gets the placement offset of texture /propertyName/.</para>
</summary>
<param name="propertyName"></param>
</member>
<member name="M:UnityEngine.Material.GetTextureScale(System.String)">
<summary>
<para>Gets the placement scale of texture /propertyName/.</para>
</summary>
<param name="propertyName"></param>
</member>
<member name="M:UnityEngine.Material.GetVector(System.String)">
<summary>
<para>Get a named vector value.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.GetVector(System.Int32)">
<summary>
<para>Get a named vector value.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.HasProperty(System.String)">
<summary>
<para>Checks if material's shader has a property of a given name.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.HasProperty(System.Int32)">
<summary>
<para>Checks if material's shader has a property of a given name.</para>
</summary>
<param name="propertyName"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.IsKeywordEnabled(System.String)">
<summary>
<para>Is the shader keyword enabled on this material?</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Material.Lerp(UnityEngine.Material,UnityEngine.Material,System.Single)">
<summary>
<para>Interpolate properties between two materials.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Material.SetBuffer(System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Set a [[ComputeBuffer]] value.</para>
</summary>
<param name="propertyName"></param>
<param name="buffer"></param>
</member>
<member name="M:UnityEngine.Material.SetColor(System.String,UnityEngine.Color)">
<summary>
<para>Set a named color value.</para>
</summary>
<param name="propertyName"></param>
<param name="color"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Set a named color value.</para>
</summary>
<param name="propertyName"></param>
<param name="color"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetFloat(System.String,System.Single)">
<summary>
<para>Set a named float value.</para>
</summary>
<param name="propertyName"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetFloat(System.Int32,System.Single)">
<summary>
<para>Set a named float value.</para>
</summary>
<param name="propertyName"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetInt(System.String,System.Int32)">
<summary>
<para>Set a named integer value.</para>
</summary>
<param name="propertyName"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetInt(System.Int32,System.Int32)">
<summary>
<para>Set a named integer value.</para>
</summary>
<param name="propertyName"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Set a named matrix for the shader.</para>
</summary>
<param name="propertyName"></param>
<param name="matrix"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Set a named matrix for the shader.</para>
</summary>
<param name="propertyName"></param>
<param name="matrix"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetOverrideTag(System.String,System.String)">
<summary>
<para>Sets an override tag/value on the material.</para>
</summary>
<param name="tag">Name of the tag to set.</param>
<param name="val">Name of the value to set. Empty string to clear the override flag.</param>
</member>
<member name="M:UnityEngine.Material.SetPass(System.Int32)">
<summary>
<para>Activate the given /pass/ for rendering.</para>
</summary>
<param name="pass">Shader pass number to setup.</param>
<returns>
<para>If false is returned, no rendering should be done.</para>
</returns>
</member>
<member name="M:UnityEngine.Material.SetTexture(System.String,UnityEngine.Texture)">
<summary>
<para>Set a named texture.</para>
</summary>
<param name="propertyName"></param>
<param name="texture"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetTexture(System.Int32,UnityEngine.Texture)">
<summary>
<para>Set a named texture.</para>
</summary>
<param name="propertyName"></param>
<param name="texture"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetTextureOffset(System.String,UnityEngine.Vector2)">
<summary>
<para>Sets the placement offset of texture /propertyName/.</para>
</summary>
<param name="propertyName"></param>
<param name="offset"></param>
</member>
<member name="M:UnityEngine.Material.SetTextureScale(System.String,UnityEngine.Vector2)">
<summary>
<para>Sets the placement scale of texture /propertyName/.</para>
</summary>
<param name="propertyName"></param>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Material.SetVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Set a named vector value.</para>
</summary>
<param name="propertyName"></param>
<param name="vector"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Material.SetVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Set a named vector value.</para>
</summary>
<param name="propertyName"></param>
<param name="vector"></param>
<param name="nameID"></param>
</member>
<member name="T:UnityEngine.MaterialGlobalIlluminationFlags">
<summary>
<para>How the material should interact with lightmaps and lightprobes.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.BakedEmissive">
<summary>
<para>The emissive lighting should affect Global Illumination. It should emit lighting into baked lightmaps and baked lightprobes.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.EmissiveIsBlack">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.None">
<summary>
<para>The emissive lighting should not affect Global Illumination at all.</para>
</summary>
</member>
<member name="F:UnityEngine.MaterialGlobalIlluminationFlags.RealtimeEmissive">
<summary>
<para>The emissive lighting should affect Global Illumination. It should emit lighting into realtime lightmaps and realtime lightprobes.</para>
</summary>
</member>
<member name="T:UnityEngine.MaterialPropertyBlock">
<summary>
<para>A block of material values to apply.</para>
</summary>
</member>
<member name="P:UnityEngine.MaterialPropertyBlock.isEmpty">
<summary>
<para>Is the material property block empty? (RO)</para>
</summary>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddColor(System.String,UnityEngine.Color)">
<summary>
<para>Add a color material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Add a color material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddFloat(System.String,System.Single)">
<summary>
<para>Add a float material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddFloat(System.Int32,System.Single)">
<summary>
<para>Add a float material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Add a matrix material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Add a matrix material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddTexture(System.String,UnityEngine.Texture)">
<summary>
<para>Add a texture material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddTexture(System.Int32,UnityEngine.Texture)">
<summary>
<para>Add a texture material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Add a vector material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.AddVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Add a vector material property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.Clear">
<summary>
<para>Clear material property values.</para>
</summary>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.String)">
<summary>
<para>Get a float from the property block.</para>
</summary>
<param name="name"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.Int32)">
<summary>
<para>Get a float from the property block.</para>
</summary>
<param name="name"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.String)">
<summary>
<para>Get a matrix from the property block.</para>
</summary>
<param name="name"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.Int32)">
<summary>
<para>Get a matrix from the property block.</para>
</summary>
<param name="name"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.String)">
<summary>
<para>Get a texture from the property block.</para>
</summary>
<param name="name"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.Int32)">
<summary>
<para>Get a texture from the property block.</para>
</summary>
<param name="name"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.String)">
<summary>
<para>Get a vector from the property block.</para>
</summary>
<param name="name"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.Int32)">
<summary>
<para>Get a vector from the property block.</para>
</summary>
<param name="name"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetColor(System.String,UnityEngine.Color)">
<summary>
<para>Set a color property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Set a color property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetFloat(System.String,System.Single)">
<summary>
<para>Set a float property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetFloat(System.Int32,System.Single)">
<summary>
<para>Set a float property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Set a matrix property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Set a matrix property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetTexture(System.String,UnityEngine.Texture)">
<summary>
<para>Set a texture property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetTexture(System.Int32,UnityEngine.Texture)">
<summary>
<para>Set a texture property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Set a vector property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.MaterialPropertyBlock.SetVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Set a vector property.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="T:UnityEngine.Mathf">
<summary>
<para>A collection of common math functions.</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.Abs(System.Single)">
<summary>
<para>Returns the absolute value of /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Abs(System.Int32)">
<summary>
<para>Returns the absolute value of /value/.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.Acos(System.Single)">
<summary>
<para>Returns the arc-cosine of /f/ - the angle in radians whose cosine is /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Approximately(System.Single,System.Single)">
<summary>
<para>Compares two floating point values if they are similar.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Mathf.Asin(System.Single)">
<summary>
<para>Returns the arc-sine of /f/ - the angle in radians whose sine is /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Atan(System.Single)">
<summary>
<para>Returns the arc-tangent of /f/ - the angle in radians whose tangent is /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Atan2(System.Single,System.Single)">
<summary>
<para>Returns the angle in radians whose ::ref::Tan is @@y/x@@.</para>
</summary>
<param name="y"></param>
<param name="x"></param>
</member>
<member name="M:UnityEngine.Mathf.Ceil(System.Single)">
<summary>
<para>Returns the smallest integer greater to or equal to /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.CeilToInt(System.Single)">
<summary>
<para>Returns the smallest integer greater to or equal to /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Clamp(System.Single,System.Single,System.Single)">
<summary>
<para>Clamps a value between a minimum float and maximum float value.</para>
</summary>
<param name="value"></param>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="M:UnityEngine.Mathf.Clamp(System.Int32,System.Int32,System.Int32)">
<summary>
<para>Clamps value between min and max and returns value.</para>
</summary>
<param name="value"></param>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="M:UnityEngine.Mathf.Clamp01(System.Single)">
<summary>
<para>Clamps value between 0 and 1 and returns value.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.ClosestPowerOfTwo(System.Int32)">
<summary>
<para>Returns the closest power of two value.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.Cos(System.Single)">
<summary>
<para>Returns the cosine of angle /f/ in radians.</para>
</summary>
<param name="f"></param>
</member>
<member name="F:UnityEngine.Mathf.Deg2Rad">
<summary>
<para>Degrees-to-radians conversion constant (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.DeltaAngle(System.Single,System.Single)">
<summary>
<para>Calculates the shortest difference between two given angles given in degrees.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
</member>
<member name="F:UnityEngine.Mathf.Epsilon">
<summary>
<para>A tiny floating point value (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.Exp(System.Single)">
<summary>
<para>Returns e raised to the specified power.</para>
</summary>
<param name="power"></param>
</member>
<member name="M:UnityEngine.Mathf.Floor(System.Single)">
<summary>
<para>Returns the largest integer smaller to or equal to /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.FloorToInt(System.Single)">
<summary>
<para>Returns the largest integer smaller to or equal to /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.GammaToLinearSpace(System.Single)">
<summary>
<para>Converts the given value from gamma to linear color space.</para>
</summary>
<param name="value"></param>
</member>
<member name="F:UnityEngine.Mathf.Infinity">
<summary>
<para>A representation of positive infinity (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.InverseLerp(System.Single,System.Single,System.Single)">
<summary>
<para>Calculates the ::ref::Lerp parameter between of two values.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.IsPowerOfTwo(System.Int32)">
<summary>
<para>Returns true if the value is power of two.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.Lerp(System.Single,System.Single,System.Single)">
<summary>
<para>Interpolates between /a/ and /b/ by /t/. /t/ is clamped between 0 and 1.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Mathf.LerpAngle(System.Single,System.Single,System.Single)">
<summary>
<para>Same as ::ref::Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Mathf.LinearToGammaSpace(System.Single)">
<summary>
<para>Converts the given value from linear to gamma color space.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.Log(System.Single,System.Single)">
<summary>
<para>Returns the logarithm of a specified number in a specified base.</para>
</summary>
<param name="f"></param>
<param name="p"></param>
</member>
<member name="M:UnityEngine.Mathf.Log(System.Single)">
<summary>
<para>Returns the natural (base e) logarithm of a specified number.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Log10(System.Single)">
<summary>
<para>Returns the base 10 logarithm of a specified number.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Max(System.Single,System.Single)">
<summary>
<para>Returns largest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Max(System.Single[])">
<summary>
<para>Returns largest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Max(System.Int32,System.Int32)">
<summary>
<para>Returns the largest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Max(System.Int32[])">
<summary>
<para>Returns the largest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Min(System.Single,System.Single)">
<summary>
<para>Returns the smallest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Min(System.Single[])">
<summary>
<para>Returns the smallest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Min(System.Int32,System.Int32)">
<summary>
<para>Returns the smallest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.Min(System.Int32[])">
<summary>
<para>Returns the smallest of two or more values.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="values"></param>
</member>
<member name="M:UnityEngine.Mathf.MoveTowards(System.Single,System.Single,System.Single)">
<summary>
<para>Moves a value /current/ towards /target/.</para>
</summary>
<param name="current">The current value.</param>
<param name="target">The value to move towards.</param>
<param name="maxDelta">The maximum change that should be applied to the value.</param>
</member>
<member name="M:UnityEngine.Mathf.MoveTowardsAngle(System.Single,System.Single,System.Single)">
<summary>
<para>Same as ::ref::MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
<param name="maxDelta"></param>
</member>
<member name="F:UnityEngine.Mathf.NegativeInfinity">
<summary>
<para>A representation of negative infinity (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.NextPowerOfTwo(System.Int32)">
<summary>
<para>Returns the next power of two value.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Mathf.PerlinNoise(System.Single,System.Single)">
<summary>
<para>Generate 2D Perlin noise.</para>
</summary>
<param name="x">X-coordinate of sample point.</param>
<param name="y">Y-coordinate of sample point.</param>
<returns>
<para>Value between 0.0 and 1.0.</para>
</returns>
</member>
<member name="F:UnityEngine.Mathf.PI">
<summary>
<para>The infamous ''3.14159265358979...'' value (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.PingPong(System.Single,System.Single)">
<summary>
<para>PingPongs the value t, so that it is never larger than length and never smaller than 0.</para>
</summary>
<param name="t"></param>
<param name="length"></param>
</member>
<member name="M:UnityEngine.Mathf.Pow(System.Single,System.Single)">
<summary>
<para>Returns /f/ raised to power /p/.</para>
</summary>
<param name="f"></param>
<param name="p"></param>
</member>
<member name="F:UnityEngine.Mathf.Rad2Deg">
<summary>
<para>Radians-to-degrees conversion constant (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Mathf.Repeat(System.Single,System.Single)">
<summary>
<para>Loops the value t, so that it is never larger than length and never smaller than 0.</para>
</summary>
<param name="t"></param>
<param name="length"></param>
</member>
<member name="M:UnityEngine.Mathf.Round(System.Single)">
<summary>
<para>Returns /f/ rounded to the nearest integer.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.RoundToInt(System.Single)">
<summary>
<para>Returns /f/ rounded to the nearest integer.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Sign(System.Single)">
<summary>
<para>Returns the sign of /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Sin(System.Single)">
<summary>
<para>Returns the sine of angle /f/ in radians.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDamp">
<summary>
<para>Gradually changes a value towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDamp">
<summary>
<para>Gradually changes a value towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&amp;,System.Single,System.Single,System.Single)">
<summary>
<para>Gradually changes a value towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDampAngle">
<summary>
<para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDampAngle">
<summary>
<para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&amp;,System.Single,System.Single,System.Single)">
<summary>
<para>Gradually changes an angle given in degrees towards a desired goal angle over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Mathf.SmoothStep(System.Single,System.Single,System.Single)">
<summary>
<para>Interpolates between /min/ and /max/ with smoothing at the limits.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Mathf.Sqrt(System.Single)">
<summary>
<para>Returns square root of /f/.</para>
</summary>
<param name="f"></param>
</member>
<member name="M:UnityEngine.Mathf.Tan(System.Single)">
<summary>
<para>Returns the tangent of angle /f/ in radians.</para>
</summary>
<param name="f"></param>
</member>
<member name="T:UnityEngine.Matrix4x4">
<summary>
<para>A standard 4x4 transformation matrix.</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.identity">
<summary>
<para>Returns the identity matrix (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.inverse">
<summary>
<para>The inverse of this matrix (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.isIdentity">
<summary>
<para>Is this the identity matrix?</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.transpose">
<summary>
<para>Returns the transpose of this matrix (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.zero">
<summary>
<para>Returns a matrix with all elements set to zero (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Matrix4x4.GetColumn(System.Int32)">
<summary>
<para>Get a column of the matrix.</para>
</summary>
<param name="i"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.GetRow(System.Int32)">
<summary>
<para>Returns a row of the matrix.</para>
</summary>
<param name="i"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.MultiplyPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms a position by this matrix (generic).</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.MultiplyPoint3x4(UnityEngine.Vector3)">
<summary>
<para>Transforms a position by this matrix (fast).</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.MultiplyVector(UnityEngine.Vector3)">
<summary>
<para>Transforms a direction by this matrix.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Matrix4x4.op_Multiply(UnityEngine.Matrix4x4,UnityEngine.Matrix4x4)">
<summary>
<para>Multiplies two matrices.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Matrix4x4.op_Multiply(UnityEngine.Matrix4x4,UnityEngine.Vector4)">
<summary>
<para>Transforms a [[Vector4]] by a matrix.</para>
</summary>
<param name="lhs"></param>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.Ortho(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates an orthogonal projection matrix.</para>
</summary>
<param name="left"></param>
<param name="right"></param>
<param name="bottom"></param>
<param name="top"></param>
<param name="zNear"></param>
<param name="zFar"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.Perspective(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates a perspective projection matrix.</para>
</summary>
<param name="fov"></param>
<param name="aspect"></param>
<param name="zNear"></param>
<param name="zFar"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.Scale(UnityEngine.Vector3)">
<summary>
<para>Creates a scaling matrix.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.SetColumn(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Sets a column of the matrix.</para>
</summary>
<param name="i"></param>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.SetRow(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Sets a row of the matrix.</para>
</summary>
<param name="i"></param>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.SetTRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Sets this matrix to a translation, rotation and scaling matrix.</para>
</summary>
<param name="pos"></param>
<param name="q"></param>
<param name="s"></param>
</member>
<member name="P:UnityEngine.Matrix4x4.this">
<summary>
<para>Access element at [row, column].</para>
</summary>
</member>
<member name="P:UnityEngine.Matrix4x4.this">
<summary>
<para>Access element at sequential index (0..15 inclusive).</para>
</summary>
</member>
<member name="M:UnityEngine.Matrix4x4.ToString">
<summary>
<para>Returns a nicely formatted string for this matrix.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this matrix.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Matrix4x4.TRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Creates a translation, rotation and scaling matrix.</para>
</summary>
<param name="pos"></param>
<param name="q"></param>
<param name="s"></param>
</member>
<member name="T:UnityEngine.Mesh">
<summary>
<para>A class that allows creating or modifying meshes from scripts.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.bindposes">
<summary>
<para>The bind poses. The bind pose at each index refers to the bone with the same index.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.blendShapeCount">
<summary>
<para>Returns BlendShape count on this mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.boneWeights">
<summary>
<para>The bone weights of each vertex.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.bounds">
<summary>
<para>The bounding volume of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.colors">
<summary>
<para>Vertex colors of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.colors32">
<summary>
<para>Vertex colors of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.isReadable">
<summary>
<para>Returns state of the Read/Write Enabled checkbox when model was imported.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.normals">
<summary>
<para>The normals of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.subMeshCount">
<summary>
<para>The number of submeshes. Every material has a separate triangle list.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.tangents">
<summary>
<para>The tangents of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.triangles">
<summary>
<para>An array containing all triangles in the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv">
<summary>
<para>The base texture coordinates of the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv2">
<summary>
<para>The second texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv3">
<summary>
<para>The third texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.uv4">
<summary>
<para>The fourth texture coordinate set of the mesh, if present.</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.vertexCount">
<summary>
<para>Returns the number of vertices in the mesh (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Mesh.vertices">
<summary>
<para>Returns a copy of the vertex positions or assigns a new vertex positions array.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.Clear(System.Boolean)">
<summary>
<para>Clears all vertex data and all triangle indices.</para>
</summary>
<param name="keepVertexLayout"></param>
</member>
<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean,System.Boolean)">
<summary>
<para>Combines several meshes into this mesh.</para>
</summary>
<param name="combine">Descriptions of the meshes to combine.</param>
<param name="mergeSubMeshes">Should all meshes be combined into a single submesh?</param>
<param name="useMatrices">Should the transforms supplied in the CombineInstance array be used or ignored?</param>
</member>
<member name="M:UnityEngine.Mesh.#ctor">
<summary>
<para>Creates an empty mesh.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.GetBlendShapeName(System.Int32)">
<summary>
<para>Returns name of BlendShape by given index.</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.Mesh.GetIndices(System.Int32)">
<summary>
<para>Returns the index buffer for the submesh.</para>
</summary>
<param name="submesh"></param>
</member>
<member name="M:UnityEngine.Mesh.GetTopology(System.Int32)">
<summary>
<para>Gets the topology of a submesh.</para>
</summary>
<param name="submesh"></param>
</member>
<member name="M:UnityEngine.Mesh.GetTriangles(System.Int32)">
<summary>
<para>Returns the triangle list for the submesh.</para>
</summary>
<param name="submesh"></param>
</member>
<member name="M:UnityEngine.Mesh.MarkDynamic">
<summary>
<para>Optimize mesh for frequent updates.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.Optimize">
<summary>
<para>Optimizes the mesh for display.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.RecalculateBounds">
<summary>
<para>Recalculate the bounding volume of the mesh from the vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.RecalculateNormals">
<summary>
<para>Recalculates the normals of the mesh from the triangles and vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32)">
<summary>
<para>Sets the index buffer for the submesh.</para>
</summary>
<param name="indices"></param>
<param name="topology"></param>
<param name="submesh"></param>
</member>
<member name="M:UnityEngine.Mesh.SetTriangles(System.Int32[],System.Int32)">
<summary>
<para>Sets the triangle list for the submesh.</para>
</summary>
<param name="triangles"></param>
<param name="submesh"></param>
</member>
<member name="M:UnityEngine.Mesh.UploadMeshData(System.Boolean)">
<summary>
<para>Upload previously done mesh modifications to the graphics API.</para>
</summary>
<param name="markNoLogerReadable">Frees up system memory copy of mesh data when set to /true/.</param>
</member>
<member name="T:UnityEngine.MeshCollider">
<summary>
<para>A mesh collider allows you to do [[wiki:class-MeshCollider|collision detection]] between meshes and primitives.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.convex">
<summary>
<para>Use a convex collider from the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.sharedMesh">
<summary>
<para>The mesh object used for collision detection.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshCollider.smoothSphereCollisions">
<summary>
<para>Uses interpolated normals for sphere collisions instead of flat polygonal normals.</para>
</summary>
</member>
<member name="T:UnityEngine.MeshFilter">
<summary>
<para>A class to access the [[Mesh]] of the [[wiki:class-MeshFilter|mesh filter]].</para>
</summary>
</member>
<member name="P:UnityEngine.MeshFilter.mesh">
<summary>
<para>Returns the instantiated [[Mesh]] assigned to the mesh filter.</para>
</summary>
</member>
<member name="P:UnityEngine.MeshFilter.sharedMesh">
<summary>
<para>Returns the shared mesh of the mesh filter.</para>
</summary>
</member>
<member name="T:UnityEngine.MeshParticleEmitter">
<summary>
<para>Class used to allow [[GameObject.AddComponent]] / [[GameObject.GetComponent]] to be used.</para>
</summary>
</member>
<member name="T:UnityEngine.MeshRenderer">
<summary>
<para>Renders meshes inserted by the [[MeshFilter]] or [[TextMesh]].</para>
</summary>
</member>
<member name="P:UnityEngine.MeshRenderer.additionalVertexStreams">
<summary>
<para>Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer.</para>
</summary>
</member>
<member name="T:UnityEngine.MeshTopology">
<summary>
<para>Topology of [[Mesh]] faces.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.Lines">
<summary>
<para>Mesh is made from lines.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.LineStrip">
<summary>
<para>Mesh is a line strip.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.Points">
<summary>
<para>Mesh is made from points.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.Quads">
<summary>
<para>Mesh is made from quads.</para>
</summary>
</member>
<member name="F:UnityEngine.MeshTopology.Triangles">
<summary>
<para>Mesh is made from triangles.</para>
</summary>
</member>
<member name="T:UnityEngine.Microphone">
<summary>
<para>Use this class to record to an [[AudioClip]] using a connected microphone.</para>
</summary>
</member>
<member name="P:UnityEngine.Microphone.devices">
<summary>
<para>A list of available microphone devices, identified by name.</para>
</summary>
</member>
<member name="M:UnityEngine.Microphone.End(System.String)">
<summary>
<para>Stops recording.</para>
</summary>
<param name="deviceName">The name of the device.</param>
</member>
<member name="M:UnityEngine.Microphone.GetDeviceCaps(System.String,System.Int32&amp;,System.Int32&amp;)">
<summary>
<para>Get the frequency capabilities of a device.</para>
</summary>
<param name="deviceName">The name of the device.</param>
<param name="minFreq">Returns the minimum sampling frequency of the device.</param>
<param name="maxFreq">Returns the maximum sampling frequency of the device.</param>
</member>
<member name="M:UnityEngine.Microphone.GetPosition(System.String)">
<summary>
<para>Get the position in samples of the recording.</para>
</summary>
<param name="deviceName">The name of the device.</param>
</member>
<member name="M:UnityEngine.Microphone.IsRecording(System.String)">
<summary>
<para>Query if a device is currently recording.</para>
</summary>
<param name="deviceName">The name of the device.</param>
</member>
<member name="M:UnityEngine.Microphone.Start(System.String,System.Boolean,System.Int32,System.Int32)">
<summary>
<para>Start Recording with device.</para>
</summary>
<param name="deviceName">The name of the device.</param>
<param name="loop">Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip.</param>
<param name="lengthSec">Is the length of the AudioClip produced by the recording.</param>
<param name="frequency">The sample rate of the AudioClip produced by the recording.</param>
<returns>
<para>The function returns null if the recording fails to start.</para>
</returns>
</member>
<member name="T:UnityEngine.MonoBehaviour">
<summary>
<para>MonoBehaviour is the base class every script derives from.</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.print(System.Object)">
<summary>
<para>Logs message to the Unity Console (identical to [[Debug.Log]]).</para>
</summary>
<param name="message"></param>
</member>
<member name="P:UnityEngine.MonoBehaviour.useGUILayout">
<summary>
<para>Disabling this lets you skip the GUI layout phase.</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.CancelInvoke">
<summary>
<para>Cancels all Invoke calls on this MonoBehaviour.</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.CancelInvoke(System.String)">
<summary>
<para>Cancels all Invoke calls with name /methodName/ on this behaviour.</para>
</summary>
<param name="methodName"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.Invoke(System.String,System.Single)">
<summary>
<para>Invokes the method /methodName/ in time seconds.</para>
</summary>
<param name="methodName"></param>
<param name="time"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.InvokeRepeating(System.String,System.Single,System.Single)">
<summary>
<para>Invokes the method /methodName/ in /time/ seconds, then repeatedly every /repeatRate/ seconds.</para>
</summary>
<param name="methodName"></param>
<param name="time"></param>
<param name="repeatRate"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.IsInvoking(System.String)">
<summary>
<para>Is any invoke on /methodName/ pending?</para>
</summary>
<param name="methodName"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.IsInvoking">
<summary>
<para>Is any invoke pending on this MonoBehaviour?</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)">
<summary>
<para>Starts a coroutine.</para>
</summary>
<param name="routine"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StartCoroutine">
<summary>
<para>Starts a coroutine named /methodName/.</para>
</summary>
<param name="methodName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String,System.Object)">
<summary>
<para>Starts a coroutine named /methodName/.</para>
</summary>
<param name="methodName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StopAllCoroutines">
<summary>
<para>Stops all coroutines running on this behaviour.</para>
</summary>
</member>
<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.String)">
<summary>
<para>Stops the first coroutine named /methodName/, or the coroutine stored in /routine/ running on this behaviour.</para>
</summary>
<param name="methodName">Name of coroutine.</param>
<param name="routine">Name of the function in code.</param>
</member>
<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)">
<summary>
<para>Stops the first coroutine named /methodName/, or the coroutine stored in /routine/ running on this behaviour.</para>
</summary>
<param name="methodName">Name of coroutine.</param>
<param name="routine">Name of the function in code.</param>
</member>
<member name="T:UnityEngine.Motion">
<summary>
<para>Base class for AnimationClips and BlendTrees.</para>
</summary>
</member>
<member name="T:UnityEngine.MovieTexture">
<summary>
<para>Movie Textures are textures onto which movies are played back.</para>
</summary>
</member>
<member name="P:UnityEngine.MovieTexture.audioClip">
<summary>
<para>Returns the [[AudioClip]] belonging to the MovieTexture.</para>
</summary>
</member>
<member name="P:UnityEngine.MovieTexture.duration">
<summary>
<para>The time, in seconds, that the movie takes to play back completely.</para>
</summary>
</member>
<member name="P:UnityEngine.MovieTexture.isPlaying">
<summary>
<para>Returns whether the movie is playing or not.</para>
</summary>
</member>
<member name="P:UnityEngine.MovieTexture.isReadyToPlay">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.MovieTexture.loop">
<summary>
<para>Set this to true to make the movie loop.</para>
</summary>
</member>
<member name="M:UnityEngine.MovieTexture.Pause">
<summary>
<para>Pauses playing the movie.</para>
</summary>
</member>
<member name="M:UnityEngine.MovieTexture.Play">
<summary>
<para>Starts playing the movie.</para>
</summary>
</member>
<member name="M:UnityEngine.MovieTexture.Stop">
<summary>
<para>Stops playing the movie, and rewinds it to the beginning.</para>
</summary>
</member>
<member name="T:UnityEngine.MultilineAttribute">
<summary>
<para>Attribute to make a string be edited with a multi-line textfield.</para>
</summary>
</member>
<member name="M:UnityEngine.MultilineAttribute.#ctor">
<summary>
<para>Attribute used to make a string value be shown in a multiline textarea.</para>
</summary>
<param name="lines">How many lines of text to make room for. Default is 3.</param>
</member>
<member name="M:UnityEngine.MultilineAttribute.#ctor(System.Int32)">
<summary>
<para>Attribute used to make a string value be shown in a multiline textarea.</para>
</summary>
<param name="lines">How many lines of text to make room for. Default is 3.</param>
</member>
<member name="T:UnityEngine.NavMesh">
<summary>
<para>Singleton class to access the baked NavMesh.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMesh.avoidancePredictionTime">
<summary>
<para>Describes how far in the future the agents predict collisions for avoidance.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMesh.pathfindingIterationsPerFrame">
<summary>
<para>The maximum amount of nodes processed each frame in the asynchronous pathfinding process.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMesh.AllAreas">
<summary>
<para>Area mask constant that includes all NavMesh areas.</para>
</summary>
</member>
<member name="M:UnityEngine.NavMesh.CalculatePath(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32,UnityEngine.NavMeshPath)">
<summary>
<para>Calculate a path between two points and store the resulting path.</para>
</summary>
<param name="sourcePosition">The initial position of the path requested.</param>
<param name="targetPosition">The final position of the path requested.</param>
<param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when calculating a path.</param>
<param name="path">The resulting path.</param>
<returns>
<para>True if a either a complete or partial path is found and false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMesh.CalculateTriangulation">
<summary>
<para>Calculates triangulation of the current navmesh.</para>
</summary>
</member>
<member name="M:UnityEngine.NavMesh.FindClosestEdge(UnityEngine.Vector3,UnityEngine.NavMeshHit&amp;,System.Int32)">
<summary>
<para>Locate the closest NavMesh edge from a point on the NavMesh.</para>
</summary>
<param name="sourcePosition">The origin of the distance query.</param>
<param name="hit">Holds the properties of the resulting location.</param>
<param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge.</param>
<returns>
<para>True if a nearest edge is found.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMesh.GetAreaCost(System.Int32)">
<summary>
<para>Gets the cost for path finding over geometry of the area type.</para>
</summary>
<param name="areaIndex">Index of the area to get.</param>
</member>
<member name="M:UnityEngine.NavMesh.GetAreaFromName(System.String)">
<summary>
<para>Returns the area index for a named NavMesh area type.</para>
</summary>
<param name="areaName">Name of the area to look up.</param>
<returns>
<para>Index if the specified are, or -1 if no area found.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMesh.GetLayerCost(System.Int32)">
<summary>
<para>Gets the cost for traversing over geometry of the layer type on all agents.</para>
</summary>
<param name="layer"></param>
</member>
<member name="M:UnityEngine.NavMesh.GetNavMeshLayerFromName(System.String)">
<summary>
<para>Returns the layer index for a named layer.</para>
</summary>
<param name="layerName"></param>
</member>
<member name="M:UnityEngine.NavMesh.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.NavMeshHit&amp;,System.Int32)">
<summary>
<para>Trace a line between two points on the NavMesh.</para>
</summary>
<param name="sourcePosition">The origin of the ray.</param>
<param name="targetPosition">The end of the ray.</param>
<param name="hit">Holds the properties of the ray cast resulting location.</param>
<param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when tracing the ray.</param>
<returns>
<para>True if the ray is terminated before reaching target position. Otherwise returns false.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMesh.SamplePosition(UnityEngine.Vector3,UnityEngine.NavMeshHit&amp;,System.Single,System.Int32)">
<summary>
<para>Finds the closest point on NavMesh within specified range.</para>
</summary>
<param name="sourcePosition">The origin of the sample query.</param>
<param name="hit">Holds the properties of the resulting location.</param>
<param name="maxDistance">Sample within this distance from sourcePosition.</param>
<param name="areaMask">A mask specifying which NavMesh areas are allowed when finding the nearest point.</param>
<returns>
<para>True if a nearest point is found.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMesh.SetAreaCost(System.Int32,System.Single)">
<summary>
<para>Sets the cost for finding path over geometry of the area type on all agents.</para>
</summary>
<param name="areaIndex">Index of the area to set.</param>
<param name="cost">New cost.</param>
</member>
<member name="M:UnityEngine.NavMesh.SetLayerCost(System.Int32,System.Single)">
<summary>
<para>Sets the cost for traversing over geometry of the layer type on all agents.</para>
</summary>
<param name="layer"></param>
<param name="cost"></param>
</member>
<member name="T:UnityEngine.NavMeshAgent">
<summary>
<para>Navigation mesh agent.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.acceleration">
<summary>
<para>The maximum acceleration of an agent as it follows a path, given in units / sec^2.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.angularSpeed">
<summary>
<para>Maximum turning speed in (deg/s) while following a path.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.areaMask">
<summary>
<para>Specifies which NavMesh areas are passable. Changing /areaMask/ will make the path stale (see ::ref::isPathStale).</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.autoBraking">
<summary>
<para>Should the agent brake automatically to avoid overshooting the destination point?</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.autoRepath">
<summary>
<para>Should the agent attempt to acquire a new path if the existing path becomes invalid?</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.autoTraverseOffMeshLink">
<summary>
<para>Should the agent move across OffMeshLinks automatically?</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.avoidancePriority">
<summary>
<para>The avoidance priority level.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.baseOffset">
<summary>
<para>The relative vertical displacement of the owning [[GameObject]].</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.currentOffMeshLinkData">
<summary>
<para>The current [[OffMeshLinkData]].</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.desiredVelocity">
<summary>
<para>The desired velocity of the agent including any potential contribution from avoidance. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.destination">
<summary>
<para>Gets or attempts to set the destination of the agent in world-space units.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.hasPath">
<summary>
<para>Does the agent currently have a path? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.height">
<summary>
<para>The height of the agent for purposes of passing under obstacles, etc.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.isOnNavMesh">
<summary>
<para>Is the agent currently bound to the navmesh? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.isOnOffMeshLink">
<summary>
<para>Is the agent currently positioned on an OffMeshLink? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.isPathStale">
<summary>
<para>Is the current path stale. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.nextOffMeshLinkData">
<summary>
<para>The next [[OffMeshLinkData]] on the current path.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.nextPosition">
<summary>
<para>Gets or sets the simulation position of the navmesh agent.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.obstacleAvoidanceType">
<summary>
<para>The level of quality of avoidance.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.path">
<summary>
<para>Property to get and set the current path.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.pathPending">
<summary>
<para>Is a path in the process of being computed but not yet ready? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.pathStatus">
<summary>
<para>The status of the current path (complete, partial or invalid).</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.radius">
<summary>
<para>The avoidance radius for the agent.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.remainingDistance">
<summary>
<para>The distance between the agent's position and the destination on the current path. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.speed">
<summary>
<para>Maximum movement speed when following a path.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.steeringTarget">
<summary>
<para>Get the current steering target along the path. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.stoppingDistance">
<summary>
<para>Stop within this distance from the target position.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.updatePosition">
<summary>
<para>Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.updateRotation">
<summary>
<para>Should the agent update the transform orientation?</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.velocity">
<summary>
<para>The current velocity of the [[NavMeshAgent]] component.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshAgent.walkableMask">
<summary>
<para>Specifies which NavMesh layers are passable (bitfield). Changing /walkableMask/ will make the path stale (see ::ref::isPathStale).</para>
</summary>
</member>
<member name="M:UnityEngine.NavMeshAgent.ActivateCurrentOffMeshLink(System.Boolean)">
<summary>
<para>Enables or disables the current off-mesh link.</para>
</summary>
<param name="activated">Is the link activated?</param>
</member>
<member name="M:UnityEngine.NavMeshAgent.CalculatePath(UnityEngine.Vector3,UnityEngine.NavMeshPath)">
<summary>
<para>Calculate a path to a specified point and store the resulting path.</para>
</summary>
<param name="targetPosition">The final position of the path requested.</param>
<param name="path">The resulting path.</param>
<returns>
<para>True if a path is found.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMeshAgent.CompleteOffMeshLink">
<summary>
<para>Completes the movement on the current OffMeshLink.</para>
</summary>
</member>
<member name="M:UnityEngine.NavMeshAgent.FindClosestEdge(UnityEngine.NavMeshHit&amp;)">
<summary>
<para>Locate the closest NavMesh edge.</para>
</summary>
<param name="hit">Holds the properties of the resulting location.</param>
<returns>
<para>True if a nearest edge is found.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMeshAgent.GetAreaCost(System.Int32)">
<summary>
<para>Gets the cost for path calculation when crossing area of a particular type.</para>
</summary>
<param name="areaIndex">Area Index.</param>
<returns>
<para>Current cost for specified area index.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMeshAgent.GetLayerCost(System.Int32)">
<summary>
<para>Gets the cost for crossing ground of a particular type.</para>
</summary>
<param name="layer">Layer index.</param>
<returns>
<para>Current cost of specified layer.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMeshAgent.Move(UnityEngine.Vector3)">
<summary>
<para>Apply relative movement to current position.</para>
</summary>
<param name="offset">The relative movement vector.</param>
</member>
<member name="M:UnityEngine.NavMeshAgent.Raycast(UnityEngine.Vector3,UnityEngine.NavMeshHit&amp;)">
<summary>
<para>Trace a straight path towards a target postion in the NavMesh without moving the agent.</para>
</summary>
<param name="targetPosition">The desired end position of movement.</param>
<param name="hit">Properties of the obstacle detected by the ray (if any).</param>
<returns>
<para>True if there is an obstacle between the agent and the target position, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMeshAgent.ResetPath">
<summary>
<para>Clears the current path.</para>
</summary>
</member>
<member name="M:UnityEngine.NavMeshAgent.Resume">
<summary>
<para>Resumes the movement along the current path after a pause.</para>
</summary>
</member>
<member name="M:UnityEngine.NavMeshAgent.SamplePathPosition(System.Int32,System.Single,UnityEngine.NavMeshHit&amp;)">
<summary>
<para>Sample a position along the current path.</para>
</summary>
<param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when tracing the path.</param>
<param name="maxDistance">Terminate scanning the path at this distance.</param>
<param name="hit">Holds the properties of the resulting location.</param>
<returns>
<para>True if terminated before reaching the position at maxDistance, false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMeshAgent.SetAreaCost(System.Int32,System.Single)">
<summary>
<para>Sets the cost for traversing over areas of the area type.</para>
</summary>
<param name="areaIndex">Area cost.</param>
<param name="areaCost">New cost for the specified area index.</param>
</member>
<member name="M:UnityEngine.NavMeshAgent.SetDestination(UnityEngine.Vector3)">
<summary>
<para>Sets or updates the destination thus triggering the calculation for a new path.</para>
</summary>
<param name="target">The target point to navigate to.</param>
<returns>
<para>True if the destination was requested successfully, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMeshAgent.SetLayerCost(System.Int32,System.Single)">
<summary>
<para>Sets the cost for traversing over geometry of the layer type.</para>
</summary>
<param name="layer">Layer index.</param>
<param name="cost">New cost for the specified layer.</param>
</member>
<member name="M:UnityEngine.NavMeshAgent.SetPath(UnityEngine.NavMeshPath)">
<summary>
<para>Assign a new path to this agent.</para>
</summary>
<param name="path">New path to follow.</param>
<returns>
<para>True if the path is succesfully assigned.</para>
</returns>
</member>
<member name="M:UnityEngine.NavMeshAgent.Stop">
<summary>
<para>Stop movement of this agent along its current path.</para>
</summary>
</member>
<member name="M:UnityEngine.NavMeshAgent.Warp(UnityEngine.Vector3)">
<summary>
<para>Warps agent to the provided position.</para>
</summary>
<param name="newPosition">New position to warp the agent to.</param>
<returns>
<para>True if agent is successfully warped, otherwise false.</para>
</returns>
</member>
<member name="T:UnityEngine.NavMeshHit">
<summary>
<para>Result information for NavMesh queries.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshHit.distance">
<summary>
<para>Distance to the point of hit.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshHit.hit">
<summary>
<para>Flag set when hit.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshHit.mask">
<summary>
<para>Mask specifying NavMesh area at point of hit.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshHit.normal">
<summary>
<para>Normal at the point of hit.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshHit.position">
<summary>
<para>Position of hit.</para>
</summary>
</member>
<member name="T:UnityEngine.NavMeshObstacle">
<summary>
<para>An obstacle for NavMeshAgents to avoid.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.carveOnlyStationary">
<summary>
<para>Should this obstacle be carved when it is constantly moving?</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.carving">
<summary>
<para>Should this obstacle make a cut-out in the navmesh.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.carvingMoveThreshold">
<summary>
<para>Threshold distance for updating a moving carved hole (when carving is enabled).</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.carvingTimeToStationary">
<summary>
<para>Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled).</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.center">
<summary>
<para>The center of the obstacle, measured in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.height">
<summary>
<para>Height of the obstacle's cylinder shape.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.radius">
<summary>
<para>Radius of the obstacle's capsule shape.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.shape">
<summary>
<para>Shape of the obstacle.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.size">
<summary>
<para>The size of the obstacle, measured in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshObstacle.velocity">
<summary>
<para>Velocity at which the obstacle moves around the NavMesh.</para>
</summary>
</member>
<member name="T:UnityEngine.NavMeshObstacleShape">
<summary>
<para>Shape of the obstacle.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMeshObstacleShape.Box">
<summary>
<para>Box shaped obstacle.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMeshObstacleShape.Capsule">
<summary>
<para>Capsule shaped obstacle.</para>
</summary>
</member>
<member name="T:UnityEngine.NavMeshPath">
<summary>
<para>A path as calculated by the navigation system.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshPath.corners">
<summary>
<para>Corner points of the path. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshPath.status">
<summary>
<para>Status of the path. (RO)</para>
</summary>
</member>
<member name="M:UnityEngine.NavMeshPath.ClearCorners">
<summary>
<para>Erase all corner points from path.</para>
</summary>
</member>
<member name="M:UnityEngine.NavMeshPath.#ctor">
<summary>
<para>NavMeshPath constructor.</para>
</summary>
</member>
<member name="M:UnityEngine.NavMeshPath.GetCornersNonAlloc(UnityEngine.Vector3[])">
<summary>
<para>Calculate the corners for the path.</para>
</summary>
<param name="results">Array to store path corners.</param>
<returns>
<para>The number of corners along the path - including start and end points.</para>
</returns>
</member>
<member name="T:UnityEngine.NavMeshPathStatus">
<summary>
<para>Status of path.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMeshPathStatus.PathComplete">
<summary>
<para>The path terminates at the destination.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMeshPathStatus.PathInvalid">
<summary>
<para>The path is invalid.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMeshPathStatus.PathPartial">
<summary>
<para>The path cannot reach the destination.</para>
</summary>
</member>
<member name="T:UnityEngine.NavMeshTriangulation">
<summary>
<para>Contains data describing a triangulation of a navmesh.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMeshTriangulation.areas">
<summary>
<para>NavMesh area indices for the navmesh triangulation.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMeshTriangulation.indices">
<summary>
<para>Triangle indices for the navmesh triangulation.</para>
</summary>
</member>
<member name="P:UnityEngine.NavMeshTriangulation.layers">
<summary>
<para>NavMeshLayer values for the navmesh triangulation.</para>
</summary>
</member>
<member name="F:UnityEngine.NavMeshTriangulation.vertices">
<summary>
<para>Vertices for the navmesh triangulation.</para>
</summary>
</member>
<member name="T:UnityEngine.Network">
<summary>
<para>The network class is at the heart of the network implementation and provides the core functions.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.connections">
<summary>
<para>All connected players.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.connectionTesterIP">
<summary>
<para>The IP address of the connection tester used in Network.TestConnection.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.connectionTesterPort">
<summary>
<para>The port of the connection tester used in Network.TestConnection.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.incomingPassword">
<summary>
<para>Set the password for the server (for incoming connections).</para>
</summary>
</member>
<member name="P:UnityEngine.Network.isClient">
<summary>
<para>Returns true if your peer type is client.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.isMessageQueueRunning">
<summary>
<para>Enable or disable the processing of network messages.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.isServer">
<summary>
<para>Returns true if your peer type is server.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.logLevel">
<summary>
<para>Set the log level for network messages (default is Off).</para>
</summary>
</member>
<member name="P:UnityEngine.Network.maxConnections">
<summary>
<para>Set the maximum amount of connections/players allowed.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.minimumAllocatableViewIDs">
<summary>
<para>Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.natFacilitatorIP">
<summary>
<para>The IP address of the NAT punchthrough facilitator.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.natFacilitatorPort">
<summary>
<para>The port of the NAT punchthrough facilitator.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.peerType">
<summary>
<para>The status of the peer type, i.e. if it is disconnected, connecting, server or client.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.player">
<summary>
<para>Get the local [[NetworkPlayer]] instance.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.proxyIP">
<summary>
<para>The IP address of the proxy server.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.proxyPassword">
<summary>
<para>Set the proxy server password.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.proxyPort">
<summary>
<para>The port of the proxy server.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.sendRate">
<summary>
<para>The default send rate of network updates for all Network Views.</para>
</summary>
</member>
<member name="P:UnityEngine.Network.time">
<summary>
<para>Get the current network time (seconds).</para>
</summary>
</member>
<member name="P:UnityEngine.Network.useProxy">
<summary>
<para>Indicate if proxy support is needed, in which case traffic is relayed through the proxy server.</para>
</summary>
</member>
<member name="M:UnityEngine.Network.AllocateViewID">
<summary>
<para>Query for the next available network view ID number and allocate it (reserve).</para>
</summary>
</member>
<member name="M:UnityEngine.Network.CloseConnection(UnityEngine.NetworkPlayer,System.Boolean)">
<summary>
<para>Close the connection to another system.</para>
</summary>
<param name="target"></param>
<param name="sendDisconnectionNotification"></param>
</member>
<member name="M:UnityEngine.Network.Connect">
<summary>
<para>Connect to the specified host (ip or domain name) and server port.</para>
</summary>
<param name="IP"></param>
<param name="remotePort"></param>
<param name="password"></param>
</member>
<member name="M:UnityEngine.Network.Connect(System.String,System.Int32,System.String)">
<summary>
<para>Connect to the specified host (ip or domain name) and server port.</para>
</summary>
<param name="IP"></param>
<param name="remotePort"></param>
<param name="password"></param>
</member>
<member name="M:UnityEngine.Network.Connect">
<summary>
<para>This function is exactly like Network.Connect but can accept an array of IP addresses.</para>
</summary>
<param name="IPs"></param>
<param name="remotePort"></param>
<param name="password"></param>
</member>
<member name="M:UnityEngine.Network.Connect(System.String[],System.Int32,System.String)">
<summary>
<para>This function is exactly like Network.Connect but can accept an array of IP addresses.</para>
</summary>
<param name="IPs"></param>
<param name="remotePort"></param>
<param name="password"></param>
</member>
<member name="M:UnityEngine.Network.Connect">
<summary>
<para>Connect to a server GUID. NAT punchthrough can only be performed this way.</para>
</summary>
<param name="GUID"></param>
<param name="password"></param>
</member>
<member name="M:UnityEngine.Network.Connect(System.String,System.String)">
<summary>
<para>Connect to a server GUID. NAT punchthrough can only be performed this way.</para>
</summary>
<param name="GUID"></param>
<param name="password"></param>
</member>
<member name="M:UnityEngine.Network.Connect">
<summary>
<para>Connect to the host represented by a [[HostData]] structure returned by the Master Server.</para>
</summary>
<param name="hostData"></param>
<param name="password"></param>
</member>
<member name="M:UnityEngine.Network.Connect(UnityEngine.HostData,System.String)">
<summary>
<para>Connect to the host represented by a [[HostData]] structure returned by the Master Server.</para>
</summary>
<param name="hostData"></param>
<param name="password"></param>
</member>
<member name="M:UnityEngine.Network.Destroy(UnityEngine.NetworkViewID)">
<summary>
<para>Destroy the object associated with this view ID across the network.</para>
</summary>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.Network.Destroy(UnityEngine.GameObject)">
<summary>
<para>Destroy the object across the network.</para>
</summary>
<param name="gameObject"></param>
</member>
<member name="M:UnityEngine.Network.DestroyPlayerObjects(UnityEngine.NetworkPlayer)">
<summary>
<para>Destroy all the objects based on view IDs belonging to this player.</para>
</summary>
<param name="playerID"></param>
</member>
<member name="M:UnityEngine.Network.Disconnect">
<summary>
<para>Close all open connections and shuts down the network interface.</para>
</summary>
<param name="timeout"></param>
</member>
<member name="M:UnityEngine.Network.Disconnect(System.Int32)">
<summary>
<para>Close all open connections and shuts down the network interface.</para>
</summary>
<param name="timeout"></param>
</member>
<member name="M:UnityEngine.Network.GetAveragePing(UnityEngine.NetworkPlayer)">
<summary>
<para>The last average ping time to the given /player/ in milliseconds.</para>
</summary>
<param name="player"></param>
</member>
<member name="M:UnityEngine.Network.GetLastPing(UnityEngine.NetworkPlayer)">
<summary>
<para>The last ping time to the given /player/ in milliseconds.</para>
</summary>
<param name="player"></param>
</member>
<member name="M:UnityEngine.Network.HavePublicAddress">
<summary>
<para>Check if this machine has a public IP address.</para>
</summary>
</member>
<member name="M:UnityEngine.Network.InitializeSecurity">
<summary>
<para>Initializes security layer.</para>
</summary>
</member>
<member name="M:UnityEngine.Network.InitializeServer(System.Int32,System.Int32)">
<summary>
<para>Initialize the server.</para>
</summary>
<param name="connections"></param>
<param name="listenPort"></param>
<param name="useNat"></param>
</member>
<member name="M:UnityEngine.Network.InitializeServer(System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Initialize the server.</para>
</summary>
<param name="connections"></param>
<param name="listenPort"></param>
<param name="useNat"></param>
</member>
<member name="M:UnityEngine.Network.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
<summary>
<para>Network instantiate a prefab.</para>
</summary>
<param name="prefab"></param>
<param name="position"></param>
<param name="rotation"></param>
<param name="group"></param>
</member>
<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkPlayer)">
<summary>
<para>Remove all [[RPC]] functions which belong to this player ID.</para>
</summary>
<param name="playerID"></param>
</member>
<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkPlayer,System.Int32)">
<summary>
<para>Remove all [[RPC]] functions which belong to this player ID and were sent based on the given group.</para>
</summary>
<param name="playerID"></param>
<param name="group"></param>
</member>
<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkViewID)">
<summary>
<para>Remove the [[RPC]] function calls accociated with this view ID number.</para>
</summary>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.Network.RemoveRPCsInGroup(System.Int32)">
<summary>
<para>Remove all [[RPC]] functions which belong to given group number.</para>
</summary>
<param name="group"></param>
</member>
<member name="M:UnityEngine.Network.SetLevelPrefix(System.Int32)">
<summary>
<para>Set the level prefix which will then be prefixed to all network ViewID numbers.</para>
</summary>
<param name="prefix"></param>
</member>
<member name="M:UnityEngine.Network.SetReceivingEnabled(UnityEngine.NetworkPlayer,System.Int32,System.Boolean)">
<summary>
<para>Enable or disables the reception of messages in a specific group number from a specific player.</para>
</summary>
<param name="player"></param>
<param name="group"></param>
<param name="enabled"></param>
</member>
<member name="M:UnityEngine.Network.SetSendingEnabled(System.Int32,System.Boolean)">
<summary>
<para>Enables or disables transmission of messages and [[RPC]] calls on a specific network group number.</para>
</summary>
<param name="group"></param>
<param name="enabled"></param>
</member>
<member name="M:UnityEngine.Network.SetSendingEnabled(UnityEngine.NetworkPlayer,System.Int32,System.Boolean)">
<summary>
<para>Enable or disable transmission of messages and [[RPC]] calls based on target network player as well as the network group.</para>
</summary>
<param name="player"></param>
<param name="group"></param>
<param name="enabled"></param>
</member>
<member name="M:UnityEngine.Network.TestConnection">
<summary>
<para>Test this machines network connection.</para>
</summary>
<param name="forceTest"></param>
</member>
<member name="M:UnityEngine.Network.TestConnection(System.Boolean)">
<summary>
<para>Test this machines network connection.</para>
</summary>
<param name="forceTest"></param>
</member>
<member name="M:UnityEngine.Network.TestConnectionNAT">
<summary>
<para>Test the connection specifically for NAT punch-through connectivity.</para>
</summary>
<param name="forceTest"></param>
</member>
<member name="M:UnityEngine.Network.TestConnectionNAT(System.Boolean)">
<summary>
<para>Test the connection specifically for NAT punch-through connectivity.</para>
</summary>
<param name="forceTest"></param>
</member>
<member name="T:UnityEngine.NetworkConnectionError">
<summary>
<para>Possible status messages returned by Network.Connect and in [[MonoBehaviour.OnFailedToConnect|OnFailedToConnect]] in case the error was not immediate.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.AlreadyConnectedToAnotherServer">
<summary>
<para>Cannot connect to two servers at once. Close the connection before connecting again.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.AlreadyConnectedToServer">
<summary>
<para>We are already connected to this particular server (can happen after fast disconnect/reconnect).</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.ConnectionBanned">
<summary>
<para>We are banned from the system we attempted to connect to (likely temporarily).</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.ConnectionFailed">
<summary>
<para>Connection attempt failed, possibly because of internal connectivity problems.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.CreateSocketOrThreadFailure">
<summary>
<para>Internal error while attempting to initialize network interface. Socket possibly already in use.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.EmptyConnectTarget">
<summary>
<para>No host target given in Connect.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.IncorrectParameters">
<summary>
<para>Incorrect parameters given to Connect function.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.InternalDirectConnectFailed">
<summary>
<para>Client could not connect internally to same network NAT enabled server.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.InvalidPassword">
<summary>
<para>The server is using a password and has refused our connection because we did not set the correct password.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.NATPunchthroughFailed">
<summary>
<para>NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.NATTargetConnectionLost">
<summary>
<para>Connection lost while attempting to connect to NAT target.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.NATTargetNotConnected">
<summary>
<para>The NAT target we are trying to connect to is not connected to the facilitator server.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.NoError">
<summary>
<para>No error occurred.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.RSAPublicKeyMismatch">
<summary>
<para>We presented an RSA public key which does not match what the system we connected to is using.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkConnectionError.TooManyConnectedPlayers">
<summary>
<para>The server is at full capacity, failed to connect.</para>
</summary>
</member>
<member name="T:UnityEngine.NetworkDisconnection">
<summary>
<para>The reason a disconnect event occured, like in [[MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer]].</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkDisconnection.Disconnected">
<summary>
<para>The connection to the system has been closed.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkDisconnection.LostConnection">
<summary>
<para>The connection to the system has been lost, no reliable packets could be delivered.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.ChannelQOS">
<summary>
<para>Defines parameters of channels.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.ChannelQOS.#ctor(UnityEngine.Networking.QosType)">
<summary>
<para>UnderlyingModel.MemDoc.MemDocModel.</para>
</summary>
<param name="value">Requested type of quality of service (default Unreliable).</param>
<param name="channel">Copy constructor.</param>
</member>
<member name="M:UnityEngine.Networking.ChannelQOS.#ctor">
<summary>
<para>UnderlyingModel.MemDoc.MemDocModel.</para>
</summary>
<param name="value">Requested type of quality of service (default Unreliable).</param>
<param name="channel">Copy constructor.</param>
</member>
<member name="M:UnityEngine.Networking.ChannelQOS.#ctor(UnityEngine.Networking.ChannelQOS)">
<summary>
<para>UnderlyingModel.MemDoc.MemDocModel.</para>
</summary>
<param name="value">Requested type of quality of service (default Unreliable).</param>
<param name="channel">Copy constructor.</param>
</member>
<member name="P:UnityEngine.Networking.ChannelQOS.QOS">
<summary>
<para>Channel quality of service.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.ConnectionConfig">
<summary>
<para>This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.AckDelay">
<summary>
<para>How long in ms receiver will wait before it will force send acknowledgements back without waiting any payload.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.ConnectionConfig.AddChannel(UnityEngine.Networking.QosType)">
<summary>
<para></para>
</summary>
<param name="value">Add new channel to configuration.</param>
<returns>
<para>Channel id, user can use this id to send message via this channel.</para>
</returns>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.AllCostTimeout">
<summary>
<para>Defines timeout in ms after that message with AllCost deliver qos will force resend without acknowledgement waiting.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.ChannelCount">
<summary>
<para>Return amount of channels for current configuration.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.Channels">
<summary>
<para>Allow access to channels list.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.ConnectTimeout">
<summary>
<para>Timeout in ms which library will wait before it will send another connection request.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.ConnectionConfig.#ctor">
<summary>
<para>Will create default connection config or will copy them from another.</para>
</summary>
<param name="config">Connection config.</param>
</member>
<member name="M:UnityEngine.Networking.ConnectionConfig.#ctor(UnityEngine.Networking.ConnectionConfig)">
<summary>
<para>Will create default connection config or will copy them from another.</para>
</summary>
<param name="config">Connection config.</param>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.DisconnectTimeout">
<summary>
<para>How long (in ms) library will wait before it will consider connection as disconnected.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.FragmentSize">
<summary>
<para>What should be maximum fragment size (in Bytes) for fragmented messages.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.ConnectionConfig.GetChannel(System.Byte)">
<summary>
<para>Return the QoS set for the given channel or throw an out of range exception.</para>
</summary>
<param name="idx">Index in array.</param>
<returns>
<para>Channel QoS.</para>
</returns>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.IsAcksLong">
<summary>
<para>If it is true, connection will use 64 bit mask to acknowledge received reliable messages.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.MaxCombinedReliableMessageCount">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.MaxCombinedReliableMessageSize">
<summary>
<para>Maximum size of reliable message which library will consider as small and will try to combine in one "array of messages" message.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.MaxConnectionAttempt">
<summary>
<para>How many attempt library will get before it will consider the connection as disconnected.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.MaxSentMessageQueueSize">
<summary>
<para>Defines maximum messages which will wait for sending before user will receive error on Send() call.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.MinUpdateTimeout">
<summary>
<para>Minimal send update timeout (in ms) for connection. this timeout could be increased by library if flow control will required.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.NetworkDropThreshold">
<summary>
<para>How many (in %) packet need to be dropped due network condition before library will throttle send rate.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.OverflowDropThreshold">
<summary>
<para>How many (in %) packet need to be dropped due lack of internal bufferes before library will throttle send rate.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.PacketSize">
<summary>
<para>What is a maximum packet size (in Bytes) (including payload and all header). Packet can contain multiple messages inside.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.PingTimeout">
<summary>
<para>Timeout in ms between control protocol messages.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.ReducedPingTimeout">
<summary>
<para>Timeout in ms for control messages which library will use before it will accumulate statistics.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.ConnectionConfig.ResendTimeout">
<summary>
<para>Minimum timeout (in ms) which library will wait before it will resend reliable message.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.ConnectionConfig.Validate(UnityEngine.Networking.ConnectionConfig)">
<summary>
<para>Validate parameters of connection config. Will throw exceptions if parameters are incorrect.</para>
</summary>
<param name="config"></param>
</member>
<member name="T:UnityEngine.Networking.ConnectionSimulatorConfig">
<summary>
<para>Create configuration for network simulator; You can use this class in editor and developer build only.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.ConnectionSimulatorConfig.#ctor(System.Int32,System.Int32,System.Int32,System.Int32,System.Single)">
<summary>
<para>Will create object describing network simulation parameters.</para>
</summary>
<param name="outMinDelay">Minimal simulation delay for outgoing traffic in ms.</param>
<param name="outAvgDelay">Average simulation delay for outgoing traffic in ms.</param>
<param name="inMinDelay">Minimal simulation delay for incoming traffic in ms.</param>
<param name="inAvgDelay">Average simulation delay for incoming traffic in ms.</param>
<param name="packetLossPercentage">Probability of packet loss 0 &lt;= p &lt;= 1.</param>
</member>
<member name="M:UnityEngine.Networking.ConnectionSimulatorConfig.Dispose">
<summary>
<para>Destructor.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.GlobalConfig">
<summary>
<para>Defines global paramters for network library.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.GlobalConfig.#ctor">
<summary>
<para>Create new global config object.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.GlobalConfig.MaxPacketSize">
<summary>
<para>Defines maximum possible packet size in bytes for all network connections.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.GlobalConfig.ReactorMaximumReceivedMessages">
<summary>
<para>Defines maximum amount of messages in the receive queue.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.GlobalConfig.ReactorMaximumSentMessages">
<summary>
<para>Defines maximum message count in sent queue.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.GlobalConfig.ReactorModel">
<summary>
<para>Defines reactor model for the network library.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.GlobalConfig.ThreadAwakeTimeout">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.HostTopology">
<summary>
<para>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).</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.HostTopology.AddSpecialConnectionConfig(UnityEngine.Networking.ConnectionConfig)">
<summary>
<para>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.</para>
</summary>
<param name="config">Connection config for special connection.</param>
<returns>
<para>Id of this connection, user should use this id when he calls [[Networking.NetworkTransport.Connect]].</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.HostTopology.#ctor(UnityEngine.Networking.ConnectionConfig,System.Int32)">
<summary>
<para>Create topology.</para>
</summary>
<param name="defaultConfig">Default config.</param>
<param name="maxDefaultConnections">Maximum default connections.</param>
</member>
<member name="P:UnityEngine.Networking.HostTopology.DefaultConfig">
<summary>
<para>Defines config for default connections in the topology.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.HostTopology.GetSpecialConnectionConfig(System.Int32)">
<summary>
<para>Return reference to special connection config. Parameters of this config can be changed.</para>
</summary>
<param name="i">Config id.</param>
<returns>
<para>Connection config.</para>
</returns>
</member>
<member name="P:UnityEngine.Networking.HostTopology.MaxDefaultConnections">
<summary>
<para>Defines how many connection with default config be permitted.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.HostTopology.MessagePoolSizeGrowthFactor">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.HostTopology.ReceivedMessagePoolSize">
<summary>
<para>What is the size of received messages pool (default 128 bytes).</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.HostTopology.SentMessagePoolSize">
<summary>
<para>Defines size of sent message pool (default value 128).</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.HostTopology.SpecialConnectionConfigs">
<summary>
<para>List of special connection configs.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.HostTopology.SpecialConnectionConfigsCount">
<summary>
<para>Returns count of special connection added to topology.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.BasicResponse">
<summary>
<para>JSON response for types that only require a basic indication of success.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.BasicResponse.#ctor">
<summary>
<para>Constructor for response class.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.CreateMatchRequest">
<summary>
<para>JSON object to request a UNET match creation.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchRequest.advertise">
<summary>
<para>Bool to describe if the created match should be advertised.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchRequest.eloScore">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchRequest.matchAttributes">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchRequest.name">
<summary>
<para>Name of the match to create.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchRequest.password">
<summary>
<para>Password for the match to create. Leave blank for no password. Cannot be null.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchRequest.privateAddress">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchRequest.publicAddress">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchRequest.size">
<summary>
<para>Max number of clients that may join the match to create, including the host.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.CreateMatchRequest.#ctor">
<summary>
<para>Class constructor.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.CreateMatchRequest.IsValid">
<summary>
<para>Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.CreateMatchRequest.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.CreateMatchResponse">
<summary>
<para>JSON response for a CreateMatchRequest. It contains all information necessdary to continue joining a match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchResponse.accessTokenString">
<summary>
<para>JSON encoding for the binary access token this client uses to authenticate its session for future commands.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchResponse.address">
<summary>
<para>Network address to connect to in order to join the match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchResponse.networkId">
<summary>
<para>The network id for the match created.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchResponse.nodeId">
<summary>
<para>NodeId for the requesting client in the created match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchResponse.port">
<summary>
<para>Network port to connect to in order to join the match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.CreateMatchResponse.usingRelay">
<summary>
<para>If the match is hosted by a relay server.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.CreateMatchResponse.#ctor">
<summary>
<para>Constructor for response class.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.CreateMatchResponse.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.CreateOrJoinMatchRequest">
<summary>
<para>JSON object to join an ongoing match or to create a new one if it doesn't exist.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.CreateOrJoinMatchRequest.#ctor">
<summary>
<para>Constructor for CreateOrJoinMatchRequest class.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.DestroyMatchRequest">
<summary>
<para>JSON object to request a UNET match destruction.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.DestroyMatchRequest.networkId">
<summary>
<para>NetworkID of the match to destroy.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.DestroyMatchRequest.#ctor">
<summary>
<para>Class constructor.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.DestroyMatchRequest.IsValid">
<summary>
<para>Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.DestroyMatchRequest.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.DropConnectionRequest">
<summary>
<para>JSON object to request a UNET match drop a client.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.DropConnectionRequest.networkId">
<summary>
<para>NetworkID of the match the client to drop is in.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.DropConnectionRequest.nodeId">
<summary>
<para>NodeID of the connection to drop.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.DropConnectionRequest.#ctor">
<summary>
<para>Class constructor.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.DropConnectionRequest.IsValid">
<summary>
<para>Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.DropConnectionRequest.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="?:UnityEngine.Networking.Match.IResponse">
<summary>
<para>Response Interface class to define necessary interfaces on a server Response.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.JoinMatchRequest">
<summary>
<para>JSON object to request joining an existing UNET match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchRequest.eloScore">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchRequest.networkId">
<summary>
<para>NetworkID of the match to join.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchRequest.password">
<summary>
<para>Password for the match to join. Leave blank for no password. Cannot be null.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchRequest.privateAddress">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchRequest.publicAddress">
<summary>
<para>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.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.JoinMatchRequest.#ctor">
<summary>
<para>Class constructor.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.JoinMatchRequest.IsValid">
<summary>
<para>Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.JoinMatchRequest.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.JoinMatchResponse">
<summary>
<para>JSON response for a JoinMatchRequest. It contains all information necessdary to continue joining a match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchResponse.accessTokenString">
<summary>
<para>JSON encoding for the binary access token this client uses to authenticate its session for future commands.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchResponse.address">
<summary>
<para>Network address to connect to in order to join the match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchResponse.networkId">
<summary>
<para>NetworkID of the match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchResponse.nodeId">
<summary>
<para>NodeID for the requesting client in the mach that it is joining.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchResponse.port">
<summary>
<para>Network port to connect to in order to join the match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.JoinMatchResponse.usingRelay">
<summary>
<para>If the match is hosted by a relay server.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.JoinMatchResponse.#ctor">
<summary>
<para>Constructor for response class.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.JoinMatchResponse.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.ListMatchRequest">
<summary>
<para>JSON object to request a list of UNET matches. This list is page based with a 1 index.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchRequest.eloScore">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchRequest.includePasswordMatches">
<summary>
<para>Only return matches that have a password if this is true, only return matches without a password if this is false.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchRequest.matchAttributeFilterEqualTo">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchRequest.matchAttributeFilterGreaterThan">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchRequest.matchAttributeFilterLessThan">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchRequest.nameFilter">
<summary>
<para>Name filter to apply to the match list.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchRequest.pageNum">
<summary>
<para>1 based page number requested.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchRequest.pageSize">
<summary>
<para>Number of results per page to be returned.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.ListMatchRequest.#ctor">
<summary>
<para>Class constructor.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.ListMatchRequest.IsValid">
<summary>
<para>Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.ListMatchRequest.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.ListMatchResponse">
<summary>
<para>JSON response for a ListMatchRequest. It contains a list of matches that can be parsed through to describe a page of matches.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.ListMatchResponse.matches">
<summary>
<para>List of matches fitting the requested description.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.ListMatchResponse.#ctor">
<summary>
<para>Constructor for response class.</para>
</summary>
<param name="matches">A list of matches to give to the object. Only used when generating a new response and not used by callers of a ListMatchRequest.</param>
<param name="otherMatches"></param>
</member>
<member name="M:UnityEngine.Networking.Match.ListMatchResponse.#ctor(System.Collections.Generic.List`1&lt;UnityEngine.Networking.Match.MatchDesc&gt;)">
<summary>
<para>Constructor for response class.</para>
</summary>
<param name="matches">A list of matches to give to the object. Only used when generating a new response and not used by callers of a ListMatchRequest.</param>
<param name="otherMatches"></param>
</member>
<member name="M:UnityEngine.Networking.Match.ListMatchResponse.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.MatchDesc">
<summary>
<para>A member contained in a ListMatchResponse.matches list. Each element describes an individual match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.averageEloScore">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.currentSize">
<summary>
<para>Current number of users connected to a match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.directConnectInfos">
<summary>
<para>Direct connection info for network games; This is not required for games utilizing matchmaker.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.hostNodeId">
<summary>
<para>The NodeID of the host in a matchmaker match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.isPrivate">
<summary>
<para>Describes if this match is considered private.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.matchAttributes">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.maxSize">
<summary>
<para>Max number of users that may connect to a match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.name">
<summary>
<para>Name of the match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDesc.networkId">
<summary>
<para>NetworkID of the match.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.MatchDesc.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.MatchDirectConnectInfo">
<summary>
<para>Class describing a client in a network match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDirectConnectInfo.nodeId">
<summary>
<para>NodeID of the client described in this direct connect info.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDirectConnectInfo.privateAddress">
<summary>
<para>Private address the client described by this class provided.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchDirectConnectInfo.publicAddress">
<summary>
<para>Public address the client described by this class provided.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.MatchInfo">
<summary>
<para>Details about a UNET Matchmaker match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchInfo.accessToken">
<summary>
<para>The binary access token this client uses to authenticate its session for future commands.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchInfo.address">
<summary>
<para>IP address of the host of the match,.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchInfo.networkId">
<summary>
<para>The unique ID of this match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchInfo.nodeId">
<summary>
<para>NodeID for this member client in the match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchInfo.port">
<summary>
<para>Port of the host of the match.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.MatchInfo.usingRelay">
<summary>
<para>Flag to say if the math uses a relay server.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.NetworkMatch">
<summary>
<para>A component for communicating with the UNET Matchmaking service.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.NetworkMatch.baseUri">
<summary>
<para>The base URI of the UNET MatchMaker that this NetworkMatch will communicate with.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.CreateMatch(System.String,System.UInt32,System.Boolean,System.String,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.CreateMatchResponse&gt;)">
<summary>
<para>A match accessor to create a new match hosted on this client.</para>
</summary>
<param name="req">A CreateMatchRequest describing the match to create.</param>
<param name="callback">A callback delegate that takes a CreateMatchResponse that indicates the return of the request after coroutine processing.</param>
<param name="matchName">Name of match to create.</param>
<param name="matchSize">Maximum number of users in the match.</param>
<param name="matchAdvertise">Flag to advertise this match in searches.</param>
<param name="matchPassword">Password required to enter the match.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.CreateMatch(UnityEngine.Networking.Match.CreateMatchRequest,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.CreateMatchResponse&gt;)">
<summary>
<para>A match accessor to create a new match hosted on this client.</para>
</summary>
<param name="req">A CreateMatchRequest describing the match to create.</param>
<param name="callback">A callback delegate that takes a CreateMatchResponse that indicates the return of the request after coroutine processing.</param>
<param name="matchName">Name of match to create.</param>
<param name="matchSize">Maximum number of users in the match.</param>
<param name="matchAdvertise">Flag to advertise this match in searches.</param>
<param name="matchPassword">Password required to enter the match.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.DestroyMatch(UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.BasicResponse&gt;)">
<summary>
<para>Destroy a match (that this client owns) on the UNET Matchmaker.</para>
</summary>
<param name="callback">A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing.</param>
<param name="req">A CreateMatchRequest describing the match to destroy.</param>
<param name="netId">Id of the match to destroy.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.DestroyMatch(UnityEngine.Networking.Match.DestroyMatchRequest,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.BasicResponse&gt;)">
<summary>
<para>Destroy a match (that this client owns) on the UNET Matchmaker.</para>
</summary>
<param name="callback">A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing.</param>
<param name="req">A CreateMatchRequest describing the match to destroy.</param>
<param name="netId">Id of the match to destroy.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.DropConnection(UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.NodeID,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.BasicResponse&gt;)">
<summary>
<para>This causes a client to be dropped from a UNET Matchmaker match.</para>
</summary>
<param name="callback">A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing.</param>
<param name="req">A DropConnectionRequest describing the match to destroy.</param>
<param name="netId">Id of the match to drop from.</param>
<param name="dropNodeId">NodeId of the client to drop.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.DropConnection(UnityEngine.Networking.Match.DropConnectionRequest,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.BasicResponse&gt;)">
<summary>
<para>This causes a client to be dropped from a UNET Matchmaker match.</para>
</summary>
<param name="callback">A callback delegate that takes a BasicResponse that indicates the return of the request after coroutine processing.</param>
<param name="req">A DropConnectionRequest describing the match to destroy.</param>
<param name="netId">Id of the match to drop from.</param>
<param name="dropNodeId">NodeId of the client to drop.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.JoinMatch(UnityEngine.Networking.Types.NetworkID,System.String,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.JoinMatchResponse&gt;)">
<summary>
<para>Join a match on the UNET Matchmaker.</para>
</summary>
<param name="callback">A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing.</param>
<param name="req">A JoinMatchRequest describing the match to destroy.</param>
<param name="netId">Id of the match to join.</param>
<param name="matchPassword">Password to join with.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.JoinMatch(UnityEngine.Networking.Match.JoinMatchRequest,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.JoinMatchResponse&gt;)">
<summary>
<para>Join a match on the UNET Matchmaker.</para>
</summary>
<param name="callback">A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing.</param>
<param name="req">A JoinMatchRequest describing the match to destroy.</param>
<param name="netId">Id of the match to join.</param>
<param name="matchPassword">Password to join with.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.ListMatches(System.Int32,System.Int32,System.String,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.ListMatchResponse&gt;)">
<summary>
<para>This requests a list of the active matches from a UNET MatchMaker.</para>
</summary>
<param name="callback">A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing.</param>
<param name="req">A ListMatchRequest describing the match to destroy.</param>
<param name="startPageNumber">First page of results.</param>
<param name="resultPageSize">Number of matches in each page.</param>
<param name="matchNameFilter">String to filter names on.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.ListMatches(UnityEngine.Networking.Match.ListMatchRequest,UnityEngine.Networking.Match.NetworkMatch/ResponseDelegate`1&lt;UnityEngine.Networking.Match.ListMatchResponse&gt;)">
<summary>
<para>This requests a list of the active matches from a UNET MatchMaker.</para>
</summary>
<param name="callback">A callback delegate that takes a JoinMatchResponse that indicates the return of the request after coroutine processing.</param>
<param name="req">A ListMatchRequest describing the match to destroy.</param>
<param name="startPageNumber">First page of results.</param>
<param name="resultPageSize">Number of matches in each page.</param>
<param name="matchNameFilter">String to filter names on.</param>
<returns>
<para>A coroutine for managing the async operation. if using the callback, this can be ignored.</para>
</returns>
</member>
<member name="T:UnityEngine.Networking.Match.NetworkMatch.ResponseDelegate_1">
<summary>
<para>Delegate for responses from matchmaker.</para>
</summary>
<param name="response"></param>
</member>
<member name="M:UnityEngine.Networking.Match.NetworkMatch.SetProgramAppID(UnityEngine.Networking.Types.AppID)">
<summary>
<para>Set this before calling any UNET functions. Must match AppID for this program from the Cloud API.</para>
</summary>
<param name="programAppID">AppID that corresponds to the Cloud API AppID for this app.</param>
</member>
<member name="T:UnityEngine.Networking.Match.Request">
<summary>
<para>Abstract base for requests, which includes common info in all requests.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.Request.accessTokenString">
<summary>
<para>The JSON encoded binary access token this client uses to authenticate its session for future commands.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.Request.appId">
<summary>
<para>AppID for the current game, required in every request. This is generated from the Cloud API.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.Request.domain">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.Request.projectId">
<summary>
<para>The Cloud Project Id for this game, required in every request. This is used to match games of the same type.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.Request.sourceId">
<summary>
<para>SourceID for the current client, required in every request. This is generated from the Cloud API.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Match.Request.version">
<summary>
<para>Matchmaker protocol version info.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.Request.IsValid">
<summary>
<para>Accessor to verify if the contained data is a valid request with respect to initialized variables and accepted parameters.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.Request.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.Response">
<summary>
<para>Abstract class that contains shared accessors for any response.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.Response.extendedInfo">
<summary>
<para>Extended string information that is returned when the server encounters an error processing a request.</para>
</summary>
</member>
<member name="P:UnityEngine.Networking.Match.Response.success">
<summary>
<para>Bool describing if the request was successful.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Match.Response.ToString">
<summary>
<para>Provides string description of current class data.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Match.ResponseBase">
<summary>
<para>A response object base.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.NetworkError">
<summary>
<para>Possible transport layer erors.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.BadMessage">
<summary>
<para>Obsolete.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.CRCMismatch">
<summary>
<para>Two ends of connection have different agreement about channels, channels qos and network parameters.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.DNSFailure">
<summary>
<para>The address supplied to connect to was invalid or could not be resolved.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.MessageToLong">
<summary>
<para>Sending message too long to fit internal buffers, or user doesn't present buffer with length enouf to contain receiving message.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.NoResources">
<summary>
<para>No internal resources ro acomplish request.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.Ok">
<summary>
<para>Everything good so far.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.Timeout">
<summary>
<para>Timeout happened.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.VersionMismatch">
<summary>
<para>Different version of protocol on ends of connection.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.WrongChannel">
<summary>
<para>Channel doesn't exist.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.WrongConnection">
<summary>
<para>Connection doesn't exist.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.WrongHost">
<summary>
<para>Host doesn't exist.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkError.WrongOperation">
<summary>
<para>Operation is not supported.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.NetworkEventType">
<summary>
<para>Type of events returned from Receive() function.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkEventType.BroadcastEvent">
<summary>
<para>Broadcast discovery event received. To obtain sender connection info and possible complimentary message from him call GetBroadcastConnectionInfo() and GetBroadcastConnectionMessage() functions.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkEventType.ConnectEvent">
<summary>
<para>New connection has been connected.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkEventType.DataEvent">
<summary>
<para>New data come in.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkEventType.DisconnectEvent">
<summary>
<para>Connection has been disconnected.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.NetworkEventType.Nothing">
<summary>
<para>Nothing happened.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.NetworkTransport">
<summary>
<para>Low level (transport layer) API.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.AddHost(UnityEngine.Networking.HostTopology,System.Int32)">
<summary>
<para>Will create host (open socket) with given topology and port.</para>
</summary>
<param name="topology">Topology.</param>
<param name="port">Port.</param>
<returns>
<para>Return host id.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.AddHostWithSimulator(UnityEngine.Networking.HostTopology,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Will create host (open socket) and configure them to simulate internet latency (works on editor and development build only).</para>
</summary>
<param name="topology">Topology.</param>
<param name="port">Port.</param>
<param name="minTimeout">Min delay timeout.</param>
<param name="maxTimeout">Max delay timeout.</param>
<returns>
<para>Host id.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.AddWebsocketHost(UnityEngine.Networking.HostTopology,System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="port">Listening tcp port.</param>
<param name="topology">Topology.</param>
<returns>
<para>Web socket host id.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.Connect(System.Int32,System.String,System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Try to establish connection to other peer.</para>
</summary>
<param name="hostId">Host (actually socket) id for this connection.</param>
<param name="address">Ip4 address.</param>
<param name="port">Port.</param>
<param name="exeptionConnectionId">0 in the case of a default connection.</param>
<param name="error">Possible error, kOK if it is good.</param>
<returns>
<para>ConnectionId on success (otherwise zero).</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.ConnectAsNetworkHost(System.Int32,System.String,System.Int32,UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.SourceID,UnityEngine.Networking.Types.NodeID,System.Byte&amp;)">
<summary>
<para>Create dedicated connection to relay server.</para>
</summary>
<param name="hostId">Id of udp socket used to establish connection.</param>
<param name="address">Ip4.</param>
<param name="port">Port.</param>
<param name="network">Guid of relay network.</param>
<param name="source">Guid of user.</param>
<param name="error">Possible error (&lt;a href="Networking.NetworkError.html&gt;NetworkError&lt;/a&gt;.Ok if success).</param>
<param name="node">Slot id for this user.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.ConnectEndPoint(System.Int32,System.Net.EndPoint,System.Int32,System.Byte&amp;)">
<summary>
<para>Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint.</para>
</summary>
<param name="hostId">Host (actually socket) id for this connection.</param>
<param name="error">Return kOk on success, otherwise a one-byte error code.</param>
<param name="xboxOneEndPoint">A valid System.EndPoint.</param>
<param name="exceptionConnectionId">0 in the case of a default connection.</param>
<returns>
<para>ConnectionId on success (otherwise zero).</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.ConnectToNetworkPeer(System.Int32,System.String,System.Int32,System.Int32,System.Int32,UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.SourceID,UnityEngine.Networking.Types.NodeID,System.Int32,System.Single,System.Byte&amp;)">
<summary>
<para>Create connection to other peer in the relay group.</para>
</summary>
<param name="hostId">Id of udp socket used to establish connection.</param>
<param name="address">IP.</param>
<param name="port">Port.</param>
<param name="exceptionConnectionId">Id of exception, default in case 0.</param>
<param name="relaySlotId">Id of remote peer in relay.</param>
<param name="network">Guid of relay network.</param>
<param name="source">Guid of user who want to establish connect (serve as tmp password).</param>
<param name="error">Possible error.</param>
<param name="node">Slot id reserved for user.</param>
<param name="bucketSizeFactor">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.</param>
<param name="bytesPerSec">Average bandwidth (bandwidth will be throttled on this level).</param>
<returns>
<para>ConnectionId on success (otherwise zero).</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.ConnectToNetworkPeer(System.Int32,System.String,System.Int32,System.Int32,System.Int32,UnityEngine.Networking.Types.NetworkID,UnityEngine.Networking.Types.SourceID,UnityEngine.Networking.Types.NodeID,System.Byte&amp;)">
<summary>
<para>Create connection to other peer in the relay group.</para>
</summary>
<param name="hostId">Id of udp socket used to establish connection.</param>
<param name="address">IP.</param>
<param name="port">Port.</param>
<param name="exceptionConnectionId">Id of exception, default in case 0.</param>
<param name="relaySlotId">Id of remote peer in relay.</param>
<param name="network">Guid of relay network.</param>
<param name="source">Guid of user who want to establish connect (serve as tmp password).</param>
<param name="error">Possible error.</param>
<param name="node">Slot id reserved for user.</param>
<param name="bucketSizeFactor">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.</param>
<param name="bytesPerSec">Average bandwidth (bandwidth will be throttled on this level).</param>
<returns>
<para>ConnectionId on success (otherwise zero).</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.ConnectWithSimulator(System.Int32,System.String,System.Int32,System.Int32,System.Byte&amp;,UnityEngine.Networking.ConnectionSimulatorConfig)">
<summary>
<para>Connect with simulated latency.</para>
</summary>
<param name="hostId">Host id.</param>
<param name="address">Peer ip.</param>
<param name="port">Peer port.</param>
<param name="exeptionConnectionId">Special connection id or 0 for default.</param>
<param name="error">Returned error.</param>
<param name="conf">Simulation configuration definec latency for this connection.</param>
<returns>
<para>ConnectionId on success (otherwise zero).</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.Disconnect(System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>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.</para>
</summary>
<param name="hostId">Id of udp socket used to establish connection.</param>
<param name="connectionId">Id of closing connection.</param>
<param name="error">kOK if it was successful.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.DisconnectNetworkHost(System.Int32,System.Byte&amp;)">
<summary>
<para>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).</para>
</summary>
<param name="hostId">Id of udp socket used to.</param>
<param name="error">kOk in case success.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.FinishSendMulticast(System.Int32,System.Byte&amp;)">
<summary>
<para>Function will finalize sending message to group of connection. (only one multicast message per time is allowed for host).</para>
</summary>
<param name="hostId">Id of udp socket used to establish connection.</param>
<param name="error">Possible error (kOK in case success).</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetAssetId(UnityEngine.GameObject)">
<summary>
<para>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.</para>
</summary>
<param name="go">Target game object to get asset Id for.</param>
<returns>
<para>The assetId of the game object's prefab.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetBroadcastConnectionInfo(System.Int32,System.String&amp;,System.Int32&amp;,System.Byte&amp;)">
<summary>
<para>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.</para>
</summary>
<param name="hostId">Id of broadcast receiver (returns with Receve() function).</param>
<param name="address">Ip address of broadcast sender.</param>
<param name="port">Port of broadcast sender.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetBroadcastConnectionMessage(System.Int32,System.Byte[],System.Int32,System.Int32&amp;,System.Byte&amp;)">
<summary>
<para>If Receive() function returns BroadcastEvent, immedeately this function will return complimentary message of broadcast sender.</para>
</summary>
<param name="hostId">Id of broadcast receiver (returns with Receve() function).</param>
<param name="buffer">Message buffer provided by caller.</param>
<param name="bufferSize">Buffer size.</param>
<param name="receivedSize">Received size (if received size &gt; bufferSize, corresponding error will be set).</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetConnectionInfo(System.Int32,System.Int32,System.String&amp;,System.Int32&amp;,UnityEngine.Networking.Types.NetworkID&amp;,UnityEngine.Networking.Types.NodeID&amp;,System.Byte&amp;)">
<summary>
<para>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.</para>
</summary>
<param name="hostId">Id of udp socket used to.</param>
<param name="connectionId">Id of connection.</param>
<param name="address">Ip4.</param>
<param name="port">Port.</param>
<param name="network">Relay network guid.</param>
<param name="error">Possible error.</param>
<param name="dstNode">Destination slot id.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetCurrentIncomingMessageAmount">
<summary>
<para>Return value of messages waiting for reading.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetCurrentOutgoingMessageAmount">
<summary>
<para>Return total message amount waiting for sending.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetCurrentRtt(System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Return round trip time for connection.</para>
</summary>
<param name="hostId">Id of udp socket used to.</param>
<param name="connectionId">Id of connection.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetNetIOTimeuS">
<summary>
<para>Function returns time spent on network io operations in micro seconds.</para>
</summary>
<returns>
<para>Time in micro seconds.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetNetworkTimestamp">
<summary>
<para>Get UNET timestamp which can be added to message for further definitions of packet delaying.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetPacketReceivedRate(System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Return current receive rate in bytes per sec.</para>
</summary>
<param name="hostId">Id of udp socket used to.</param>
<param name="connectionId">Id of connection.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetPacketSentRate(System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Reurn outgoing rate in bytes per second.</para>
</summary>
<param name="hostId">Id of udp socket used to.</param>
<param name="connectionId">Connection id.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetRemoteDelayTimeMS(System.Int32,System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Return time delay for timestamp received from message (previously created by GetNetworkTimestamp()).</para>
</summary>
<param name="hostId">Id of udp socket used to.</param>
<param name="connectionId">Id of connection.</param>
<param name="remoteTime">Timestamp delivered from peer.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.GetRemotePacketReceivedRate(System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Get received rate in bytes per second for remote peer, comparison with local send rate can give information how many bytes was lost.</para>
</summary>
<param name="hostId">Id of udp socket used to.</param>
<param name="connectionId">Id of connection.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.Init">
<summary>
<para>First function which should be called before any other NetworkTransport function.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.IsBroadcastDiscoveryRunning">
<summary>
<para>Check if broadcastdiscovery sender works.</para>
</summary>
<returns>
<para>True if it works.</para>
</returns>
</member>
<member name="P:UnityEngine.Networking.NetworkTransport.IsStarted">
<summary>
<para>Obsolete, will be removed.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.Receive(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Byte[],System.Int32,System.Int32&amp;,System.Byte&amp;)">
<summary>
<para>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.</para>
</summary>
<param name="hostId">Id of udp socket where event happened.</param>
<param name="connectionId">Connection id for event.</param>
<param name="channelId">Channel id for data event.</param>
<param name="buffer">Prepared incoming buffer.</param>
<param name="bufferSize">Prepared buffer size.</param>
<param name="receivedSize">Actually received length.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.ReceiveFromHost(System.Int32,System.Int32&amp;,System.Int32&amp;,System.Byte[],System.Int32,System.Int32&amp;,System.Byte&amp;)">
<summary>
<para>Similar to Receive() but will ask only provided host. It for example allows to mix server/client in the same game.</para>
</summary>
<param name="hostId">Id of udp socket used to check for event.</param>
<param name="connectionId">Connection id for event.</param>
<param name="channelId">Channel id for data event.</param>
<param name="buffer">Prepared incoming buffer.</param>
<param name="bufferSize">Prepared buffer size.</param>
<param name="receivedSize">Actually received length.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.ReceiveRelayEventFromHost(System.Int32,System.Byte&amp;)">
<summary>
<para>Function delivered relay group event for group owner.</para>
</summary>
<param name="hostId">Id of udp socket used to check for event.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.RemoveHost(System.Int32)">
<summary>
<para>Close opened socket, close all connection belonging this socket.</para>
</summary>
<param name="hostId">If of opened udp socket.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.Send(System.Int32,System.Int32,System.Int32,System.Byte[],System.Int32,System.Byte&amp;)">
<summary>
<para>Send data to peer.</para>
</summary>
<param name="hostId">Id of udp socket using for send.</param>
<param name="connectionId">Id of connection.</param>
<param name="channelId">If for channel.</param>
<param name="buffer">Binary buffer containing data for sending.</param>
<param name="size">Buffer size.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.SendMulticast(System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Function adds another connection to multy peer sends.</para>
</summary>
<param name="hostId">Id of udp socket used for sending.</param>
<param name="connectionId">Connection id.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.SetBroadcastCredentials(System.Int32,System.Int32,System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Set credentials for received broadcast message. If one of credentials is wrong, received brodcast discovery message will drop.</para>
</summary>
<param name="hostId">Id of the host whihc will receive broadcast discovery message.</param>
<param name="key">Credential.</param>
<param name="version">Credential.</param>
<param name="subversion">Credential.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.SetPacketStat">
<summary>
<para>Used to inform the profiler of network packet statistics.</para>
</summary>
<param name="packetStatId">The Id of the message being reported.</param>
<param name="numMsgs">Number of message being reported.</param>
<param name="numBytes">Number of bytes used by reported messages.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.Shutdown">
<summary>
<para>Shutdown the transport layer, after calling this function no any other function can be called.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.StartBroadcastDiscovery(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Byte[],System.Int32,System.Int32,System.Byte&amp;)">
<summary>
<para>Function starts send broadcasting message in all local subnets.</para>
</summary>
<param name="hostId">Host id which should be reported via broadcast (broadcast receivers will connect to this host).</param>
<param name="broadcastPort">Port using for broadcast message (usuall port of broadcast receivers).</param>
<param name="key">Part of credentials, if key of receiver will not be equal to key of sender broadcast message will drop.</param>
<param name="version">Part of credentials.</param>
<param name="subversion">Part of credentials.</param>
<param name="buffer">Complimentary message. This message will delivered to receiver with Broadcast event.</param>
<param name="size">Size of message.</param>
<param name="timeout">How often broadcast message shoule be sent (ms).</param>
<param name="error">Error.</param>
<returns>
<para>Return true if broadcasting request has been submitted.</para>
</returns>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.StartSendMulticast(System.Int32,System.Int32,System.Byte[],System.Int32,System.Byte&amp;)">
<summary>
<para>Start process sending message per group of connected connection.</para>
</summary>
<param name="hostId">Id of udp socket used to establish connection.</param>
<param name="channelId">First connection id from group connection.</param>
<param name="buffer">Data buffer.</param>
<param name="size">Data buffer length.</param>
<param name="error">Possible error.</param>
</member>
<member name="M:UnityEngine.Networking.NetworkTransport.StopBroadcastDiscovery">
<summary>
<para>Stop sending broadcast discovery message.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.QosType">
<summary>
<para>Descibed allowed types of quality of service for channels.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.AllCostDelivery">
<summary>
<para>Reliable message will resend almost with each frame, without waiting delivery notification. usefull for important urgent short messages, like a shoot.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.Reliable">
<summary>
<para>Channel will be configured as relaiable, each message sent in this channel will be delivered or connection will be disconnected.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.ReliableFragmented">
<summary>
<para>Same as reliable, but big messages are allowed (up to 32 fragment with fragmentsize each for message).</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.ReliableSequenced">
<summary>
<para>The same as reliable, but with granting message order.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.ReliableStateUpdate">
<summary>
<para>The same as StateUpdate, but reliable.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.StateUpdate">
<summary>
<para>Unreliable, only last message in send buffer will be sent, only most recent message in reading buffer will be delivered.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.Unreliable">
<summary>
<para>Just sending message, no grants.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.UnreliableFragmented">
<summary>
<para>The same as unreliable, but big message (up to 32 fragment per message) can be sent.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.QosType.UnreliableSequenced">
<summary>
<para>The same as unrelaible but all unorder messages will be dropped. Example: VoIP.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.ReactorModel">
<summary>
<para>Define how unet will handle network io operation.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.ReactorModel.FixRateReactor">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.ReactorModel.SelectReactor">
<summary>
<para>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).</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Types.AppID">
<summary>
<para>The AppID identifies the application on the Unity Cloud or UNET servers.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.AppID.Invalid">
<summary>
<para>Invalid AppID.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Types.NetworkAccessLevel">
<summary>
<para>Describes the access levels granted to this client.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.NetworkAccessLevel.Admin">
<summary>
<para>Administration access level, generally describing clearence to perform game altering actions against anyone inside a particular match.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.NetworkAccessLevel.Invalid">
<summary>
<para>Invalid access level, signifying no access level has been granted/specified.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.NetworkAccessLevel.Owner">
<summary>
<para>Access level Owner, generally granting access for operations key to the peer host server performing it's work.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.NetworkAccessLevel.User">
<summary>
<para>User access level. This means you can do operations which affect yourself only, like disconnect yourself from the match.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Types.NetworkAccessToken">
<summary>
<para>Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.NetworkAccessToken.array">
<summary>
<para>Binary field for the actual token.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Types.NetworkAccessToken.GetByteString">
<summary>
<para>Accessor to get an encoded string from the m_array data.</para>
</summary>
</member>
<member name="M:UnityEngine.Networking.Types.NetworkAccessToken.IsValid">
<summary>
<para>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).</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Types.NetworkID">
<summary>
<para>Network ID, used for match making.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.NetworkID.Invalid">
<summary>
<para>Invalid NetworkID.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Types.NodeID">
<summary>
<para>The NodeID is the ID used in relay matches to track nodes in a network.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.NodeID.Invalid">
<summary>
<para>The invalid case of a NodeID.</para>
</summary>
</member>
<member name="T:UnityEngine.Networking.Types.SourceID">
<summary>
<para>Identifies a specific game instance.</para>
</summary>
</member>
<member name="F:UnityEngine.Networking.Types.SourceID.Invalid">
<summary>
<para>Invalid SourceID.</para>
</summary>
</member>
<member name="T:UnityEngine.NetworkLogLevel">
<summary>
<para>Describes different levels of log information the network layer supports.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkLogLevel.Full">
<summary>
<para>Full debug level logging down to each individual message being reported.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkLogLevel.Informational">
<summary>
<para>Report informational messages like connectivity events.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkLogLevel.Off">
<summary>
<para>Only report errors, otherwise silent.</para>
</summary>
</member>
<member name="T:UnityEngine.NetworkMessageInfo">
<summary>
<para>This data structure contains information on a message just received from the network.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkMessageInfo.networkView">
<summary>
<para>The [[NetworkView]] who sent this message.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkMessageInfo.sender">
<summary>
<para>The player who sent this network message (owner).</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkMessageInfo.timestamp">
<summary>
<para>The time stamp when the Message was sent in seconds.</para>
</summary>
</member>
<member name="T:UnityEngine.NetworkPeerType">
<summary>
<para>Describes the status of the network interface peer type as returned by Network.peerType.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkPeerType.Client">
<summary>
<para>Running as client.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkPeerType.Connecting">
<summary>
<para>Attempting to connect to a server.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkPeerType.Disconnected">
<summary>
<para>No client connection running. Server not initialized.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkPeerType.Server">
<summary>
<para>Running as server.</para>
</summary>
</member>
<member name="T:UnityEngine.NetworkPlayer">
<summary>
<para>The NetworkPlayer is a data structure with which you can locate another player over the network.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkPlayer.externalIP">
<summary>
<para>Returns the external IP address of the network interface.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkPlayer.externalPort">
<summary>
<para>Returns the external port of the network interface.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkPlayer.guid">
<summary>
<para>The GUID for this player, used when connecting with NAT punchthrough.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkPlayer.ipAddress">
<summary>
<para>The IP address of this player.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkPlayer.port">
<summary>
<para>The port of this player.</para>
</summary>
</member>
<member name="?:UnityEngine.NetworkPlayer.op_Equal(UnityEngine.NetworkPlayer,UnityEngine.NetworkPlayer)">
<summary>
<para>Returns true if two NetworkPlayers are the same player.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.NetworkPlayer.op_NotEqual(UnityEngine.NetworkPlayer,UnityEngine.NetworkPlayer)">
<summary>
<para>Returns true if two NetworkPlayers are not the same player.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.NetworkPlayer.ToString">
<summary>
<para>Returns the index number for this network player.</para>
</summary>
</member>
<member name="T:UnityEngine.NetworkReachability">
<summary>
<para>Describes network reachability options.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkReachability.NotReachable">
<summary>
<para>Network is not reachable.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkReachability.ReachableViaCarrierDataNetwork">
<summary>
<para>Network is reachable via carrier data network.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkReachability.ReachableViaLocalAreaNetwork">
<summary>
<para>Network is reachable via WiFi or cable.</para>
</summary>
</member>
<member name="T:UnityEngine.NetworkStateSynchronization">
<summary>
<para>Different types of synchronization for the [[NetworkView]] component.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkStateSynchronization.Off">
<summary>
<para>No state data will be synchronized.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkStateSynchronization.ReliableDeltaCompressed">
<summary>
<para>All packets are sent reliable and ordered.</para>
</summary>
</member>
<member name="F:UnityEngine.NetworkStateSynchronization.Unreliable">
<summary>
<para>Brute force unreliable state sending.</para>
</summary>
</member>
<member name="T:UnityEngine.NetworkView">
<summary>
<para>The network view is the binding material of multiplayer games.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkView.group">
<summary>
<para>The network group number of this network view.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkView.isMine">
<summary>
<para>Is the network view controlled by this object?</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkView.observed">
<summary>
<para>The component the network view is observing.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkView.owner">
<summary>
<para>The [[NetworkPlayer]] who owns this network view.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkView.stateSynchronization">
<summary>
<para>The type of [[NetworkStateSynchronization]] set for this network view.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkView.viewID">
<summary>
<para>The ViewID of this network view.</para>
</summary>
</member>
<member name="M:UnityEngine.NetworkView.Find(UnityEngine.NetworkViewID)">
<summary>
<para>Find a network view based on a [[NetworkViewID]].</para>
</summary>
<param name="viewID"></param>
</member>
<member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.RPCMode,System.Object[])">
<summary>
<para>Call a [[RPC]] function on all connected peers.</para>
</summary>
<param name="name"></param>
<param name="mode"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.NetworkPlayer,System.Object[])">
<summary>
<para>Call a RPC function on a specific player.</para>
</summary>
<param name="name"></param>
<param name="target"></param>
<param name="args"></param>
</member>
<member name="M:UnityEngine.NetworkView.SetScope(UnityEngine.NetworkPlayer,System.Boolean)">
<summary>
<para>Set the scope of the network view in relation to a specific network player.</para>
</summary>
<param name="player"></param>
<param name="relevancy"></param>
</member>
<member name="T:UnityEngine.NetworkViewID">
<summary>
<para>The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkViewID.isMine">
<summary>
<para>True if instantiated by me.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkViewID.owner">
<summary>
<para>The [[NetworkPlayer]] who owns the [[NetworkView]]. Could be the server.</para>
</summary>
</member>
<member name="P:UnityEngine.NetworkViewID.unassigned">
<summary>
<para>Represents an invalid network view ID.</para>
</summary>
</member>
<member name="?:UnityEngine.NetworkViewID.op_Equal(UnityEngine.NetworkViewID,UnityEngine.NetworkViewID)">
<summary>
<para>Returns true if two NetworkViewIDs are identical.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.NetworkViewID.op_NotEqual(UnityEngine.NetworkViewID,UnityEngine.NetworkViewID)">
<summary>
<para>Returns true if two NetworkViewIDs are not identical.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.NetworkViewID.ToString">
<summary>
<para>Returns a formatted string with details on this NetworkViewID.</para>
</summary>
</member>
<member name="T:UnityEngine.NotConvertedAttribute">
<summary>
<para>Instructs the build pipeline not to convert a type or member to the target platform.</para>
</summary>
</member>
<member name="T:UnityEngine.NotFlashValidatedAttribute">
<summary>
<para>Instructs the build pipeline not to try and validate a type or member for the flash platform. (obsolete in Unity 5.0 and above)</para>
</summary>
</member>
<member name="T:UnityEngine.NotRenamedAttribute">
<summary>
<para>Prevent name mangling of constructors, methods, fields and properties.</para>
</summary>
</member>
<member name="T:UnityEngine.NPOTSupport">
<summary>
<para>NPOT [[Texture2D|textures]] support.</para>
</summary>
</member>
<member name="F:UnityEngine.NPOTSupport.Full">
<summary>
<para>Full NPOT support.</para>
</summary>
</member>
<member name="F:UnityEngine.NPOTSupport.None">
<summary>
<para>NPOT textures are not supported. Will be upscaled/padded at loading time.</para>
</summary>
</member>
<member name="F:UnityEngine.NPOTSupport.Restricted">
<summary>
<para>Limited NPOT support: no mip-maps and clamp [[TextureWrapMode|wrap mode]] will be forced.</para>
</summary>
</member>
<member name="T:UnityEngine.Object">
<summary>
<para>Base class for all objects Unity can reference.</para>
</summary>
</member>
<member name="P:UnityEngine.Object.hideFlags">
<summary>
<para>Should the object be hidden, saved with the scene or modifiable by the user?</para>
</summary>
</member>
<member name="P:UnityEngine.Object.name">
<summary>
<para>The name of the object.</para>
</summary>
</member>
<member name="M:UnityEngine.Object.Destroy">
<summary>
<para>Removes a gameobject, component or asset.</para>
</summary>
<param name="obj"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Object.Destroy(UnityEngine.Object,System.Single)">
<summary>
<para>Removes a gameobject, component or asset.</para>
</summary>
<param name="obj"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Object.DestroyImmediate">
<summary>
<para>Destroys the object /obj/ immediately. You are strongly recommended to use Destroy instead.</para>
</summary>
<param name="obj">Object to be destroyed.</param>
<param name="allowDestroyingAssets">Set to true to allow assets to be destoyed.</param>
</member>
<member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object,System.Boolean)">
<summary>
<para>Destroys the object /obj/ immediately. You are strongly recommended to use Destroy instead.</para>
</summary>
<param name="obj">Object to be destroyed.</param>
<param name="allowDestroyingAssets">Set to true to allow assets to be destoyed.</param>
</member>
<member name="M:UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)">
<summary>
<para>Makes the object /target/ not be destroyed automatically when loading a new scene.</para>
</summary>
<param name="target"></param>
</member>
<member name="M:UnityEngine.Object.FindObjectOfType(System.Type)">
<summary>
<para>Returns the first active loaded object of Type /type/.</para>
</summary>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Object.FindObjectsOfType(System.Type)">
<summary>
<para>Returns a list of all active loaded objects of Type /type/.</para>
</summary>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Object.GetInstanceID">
<summary>
<para>Returns the instance id of the object.</para>
</summary>
</member>
<member name="?:UnityEngine.Object.implop_bool(Object)(UnityEngine.Object)">
<summary>
<para>Does the object exist?</para>
</summary>
<param name="exists"></param>
</member>
<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>
<para>Clones the object /original/ and returns the clone.</para>
</summary>
<param name="original">An existing object that you want to make a copy of.</param>
<param name="position">Position for the new object.</param>
<param name="rotation">Orientation of the new object.</param>
</member>
<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object)">
<summary>
<para>Clones the object /original/ and returns the clone.</para>
</summary>
<param name="original">An existing object that you want to make a copy of.</param>
<param name="position">Position for the new object.</param>
<param name="rotation">Orientation of the new object.</param>
</member>
<member name="M:UnityEngine.Object.Instantiate(T)">
<summary>
<para>Generic version. See the [[wiki:Generic Functions|Generic Functions]] page for more details.</para>
</summary>
<param name="original"></param>
</member>
<member name="?:UnityEngine.Object.op_Equal(UnityEngine.Object,UnityEngine.Object)">
<summary>
<para>Compares two object references to see if they refer to the same object.</para>
</summary>
<param name="x">The first Object.</param>
<param name="y">The Object to compare against the first.</param>
</member>
<member name="?:UnityEngine.Object.op_NotEqual(UnityEngine.Object,UnityEngine.Object)">
<summary>
<para>Compares if two objects refer to a different object.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Object.ToString">
<summary>
<para>Returns the name of the game object.</para>
</summary>
</member>
<member name="T:UnityEngine.ObstacleAvoidanceType">
<summary>
<para>Level of obstacle avoidance.</para>
</summary>
</member>
<member name="F:UnityEngine.ObstacleAvoidanceType.GoodQualityObstacleAvoidance">
<summary>
<para>Good avoidance. High performance impact.</para>
</summary>
</member>
<member name="F:UnityEngine.ObstacleAvoidanceType.HighQualityObstacleAvoidance">
<summary>
<para>Enable highest precision. Highest performance impact.</para>
</summary>
</member>
<member name="F:UnityEngine.ObstacleAvoidanceType.LowQualityObstacleAvoidance">
<summary>
<para>Enable simple avoidance. Low performance impact.</para>
</summary>
</member>
<member name="F:UnityEngine.ObstacleAvoidanceType.MedQualityObstacleAvoidance">
<summary>
<para>Medium avoidance. Medium performance impact.</para>
</summary>
</member>
<member name="F:UnityEngine.ObstacleAvoidanceType.NoObstacleAvoidance">
<summary>
<para>Disable avoidance.</para>
</summary>
</member>
<member name="T:UnityEngine.OcclusionArea">
<summary>
<para>OcclusionArea is an area in which occlusion culling is performed.</para>
</summary>
</member>
<member name="P:UnityEngine.OcclusionArea.center">
<summary>
<para>Center of the occlusion area relative to the transform.</para>
</summary>
</member>
<member name="P:UnityEngine.OcclusionArea.size">
<summary>
<para>Size that the occlusion area will have.</para>
</summary>
</member>
<member name="T:UnityEngine.OcclusionPortal">
<summary>
<para>The portal for dynamically changing occlusion at runtime.</para>
</summary>
</member>
<member name="P:UnityEngine.OcclusionPortal.open">
<summary>
<para>Gets / sets the portal's open state.</para>
</summary>
</member>
<member name="T:UnityEngine.OffMeshLink">
<summary>
<para>Link allowing movement outside the planar navigation mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.activated">
<summary>
<para>Is link active.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.area">
<summary>
<para>NavMesh area index for this OffMeshLink component.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.autoUpdatePositions">
<summary>
<para>Automatically update endpoints.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.biDirectional">
<summary>
<para>Can link be traversed in both directions.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.costOverride">
<summary>
<para>Modify pathfinding cost for the link.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.endTransform">
<summary>
<para>The transform representing link end position.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.navMeshLayer">
<summary>
<para>NavMeshLayer for this OffMeshLink component.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.occupied">
<summary>
<para>Is link occupied. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLink.startTransform">
<summary>
<para>The transform representing link start position.</para>
</summary>
</member>
<member name="M:UnityEngine.OffMeshLink.UpdatePositions">
<summary>
<para>Explicitly update the link endpoints.</para>
</summary>
</member>
<member name="T:UnityEngine.OffMeshLinkData">
<summary>
<para>State of OffMeshLink.</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLinkData.activated">
<summary>
<para>Is link active (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLinkData.endPos">
<summary>
<para>Link end world position (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLinkData.linkType">
<summary>
<para>Link type specifier (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLinkData.offMeshLink">
<summary>
<para>The [[OffMeshLink]] if the link type is a manually placed Offmeshlink (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLinkData.startPos">
<summary>
<para>Link start world position (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.OffMeshLinkData.valid">
<summary>
<para>Is link valid (RO).</para>
</summary>
</member>
<member name="T:UnityEngine.OffMeshLinkType">
<summary>
<para>Link type specifier.</para>
</summary>
</member>
<member name="F:UnityEngine.OffMeshLinkType.LinkTypeDropDown">
<summary>
<para>Vertical drop.</para>
</summary>
</member>
<member name="F:UnityEngine.OffMeshLinkType.LinkTypeJumpAcross">
<summary>
<para>Horizontal jump.</para>
</summary>
</member>
<member name="F:UnityEngine.OffMeshLinkType.LinkTypeManual">
<summary>
<para>Manually specified type of link.</para>
</summary>
</member>
<member name="T:UnityEngine.Particle">
<summary>
<para>(Legacy Particle system).</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.angularVelocity">
<summary>
<para>The angular velocity of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.color">
<summary>
<para>The color of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.energy">
<summary>
<para>The energy of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.position">
<summary>
<para>The position of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.rotation">
<summary>
<para>The rotation of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.size">
<summary>
<para>The size of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.startEnergy">
<summary>
<para>The starting energy of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.Particle.velocity">
<summary>
<para>The velocity of the particle.</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleAnimator">
<summary>
<para>(Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag &amp; color cycling to your particle emitters.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.autodestruct">
<summary>
<para>Does the [[GameObject]] of this particle animator auto destructs?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.colorAnimation">
<summary>
<para>Colors the particles will cycle through over their lifetime.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.damping">
<summary>
<para>How much particles are slowed down every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.doesAnimateColor">
<summary>
<para>Do particles cycle their color over their lifetime?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.force">
<summary>
<para>The force being applied to particles every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.localRotationAxis">
<summary>
<para>Local space axis the particles rotate around.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.rndForce">
<summary>
<para>A random force added to particles every frame.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.sizeGrow">
<summary>
<para>How the particle sizes grow over their lifetime.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleAnimator.worldRotationAxis">
<summary>
<para>World space axis the particles rotate around.</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleCollisionEvent">
<summary>
<para>Information about a particle collision.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleCollisionEvent.collider">
<summary>
<para>The [[Collider]] for the GameObject struck by the particles.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleCollisionEvent.intersection">
<summary>
<para>Intersection point of the collision in world coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleCollisionEvent.normal">
<summary>
<para>Geometry normal at the intersection point of the collision.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleCollisionEvent.velocity">
<summary>
<para>Incident velocity at the intersection point of the collision.</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleEmitter">
<summary>
<para>(Legacy Particles) Script interface for particle emitters.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.angularVelocity">
<summary>
<para>The angular velocity of new particles in degrees per second.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.emit">
<summary>
<para>Should particles be automatically emitted each frame?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.emitterVelocityScale">
<summary>
<para>The amount of the emitter's speed that the particles inherit.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.enabled">
<summary>
<para>Turns the ParticleEmitter on or off.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.localVelocity">
<summary>
<para>The starting speed of particles along X, Y, and Z, measured in the object's orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.maxEmission">
<summary>
<para>The maximum number of particles that will be spawned every second.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.maxEnergy">
<summary>
<para>The maximum lifetime of each particle, measured in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.maxSize">
<summary>
<para>The maximum size each particle can be at the time when it is spawned.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.minEmission">
<summary>
<para>The minimum number of particles that will be spawned every second.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.minEnergy">
<summary>
<para>The minimum lifetime of each particle, measured in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.minSize">
<summary>
<para>The minimum size each particle can be at the time when it is spawned.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.particleCount">
<summary>
<para>The current number of particles (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.particles">
<summary>
<para>Returns a copy of all particles and assigns an array of all particles to be the current particles.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.rndAngularVelocity">
<summary>
<para>A random angular velocity modifier for new particles.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.rndRotation">
<summary>
<para>If enabled, the particles will be spawned with random rotations.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.rndVelocity">
<summary>
<para>A random speed along X, Y, and Z that is added to the velocity.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.useWorldSpace">
<summary>
<para>If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleEmitter.worldVelocity">
<summary>
<para>The starting speed of particles in world space, along X, Y, and Z.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticleEmitter.ClearParticles">
<summary>
<para>Removes all particles from the particle emitter.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticleEmitter.Emit">
<summary>
<para>Emit a number of particles.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticleEmitter.Emit(System.Int32)">
<summary>
<para>Emit /count/ particles immediately.</para>
</summary>
<param name="count"></param>
</member>
<member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color)">
<summary>
<para>Emit a single particle with given parameters.</para>
</summary>
<param name="pos">The position of the particle.</param>
<param name="velocity">The velocity of the particle.</param>
<param name="size">The size of the particle.</param>
<param name="energy">The remaining lifetime of the particle.</param>
<param name="color">The color of the particle.</param>
</member>
<member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color,System.Single,System.Single)">
<summary>
<para></para>
</summary>
<param name="rotation">The initial rotation of the particle in degrees.</param>
<param name="angularVelocity">The angular velocity of the particle in degrees per second.</param>
<param name="pos"></param>
<param name="velocity"></param>
<param name="size"></param>
<param name="energy"></param>
<param name="color"></param>
</member>
<member name="M:UnityEngine.ParticleEmitter.Simulate(System.Single)">
<summary>
<para>Advance particle simulation by given time.</para>
</summary>
<param name="deltaTime"></param>
</member>
<member name="T:UnityEngine.ParticlePhysicsExtensions">
<summary>
<para>Method extension for Physics in Particle System.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticlePhysicsExtensions.GetCollisionEvents(UnityEngine.ParticleSystem,UnityEngine.GameObject,UnityEngine.ParticleCollisionEvent[])">
<summary>
<para>Get the particle collision events for a GameObject. Returns the number of events written to the array.</para>
</summary>
<param name="go">The GameObject for which to retrieve collision events.</param>
<param name="collisionEvents">Array to write collision events to.</param>
<param name="ps"></param>
</member>
<member name="M:UnityEngine.ParticlePhysicsExtensions.GetSafeCollisionEventSize(UnityEngine.ParticleSystem)">
<summary>
<para>Safe array size for use with [[ParticleSystem.GetCollisionEvents]].</para>
</summary>
<param name="ps"></param>
</member>
<member name="T:UnityEngine.ParticleRenderer">
<summary>
<para>(Legacy Particles) Renders particles on to the screen.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.cameraVelocityScale">
<summary>
<para>How much are the particles strected depending on the [[Camera]]'s speed.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.lengthScale">
<summary>
<para>How much are the particles stretched in their direction of motion.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.maxParticleSize">
<summary>
<para>Clamp the maximum particle size.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.particleRenderMode">
<summary>
<para>How particles are drawn.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.uvAnimationCycles">
<summary>
<para>Set uv animation cycles.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.uvAnimationXTile">
<summary>
<para>Set horizontal tiling count.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.uvAnimationYTile">
<summary>
<para>Set vertical tiling count.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleRenderer.velocityScale">
<summary>
<para>How much are the particles strectched depending on "how fast they move".</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleRenderMode">
<summary>
<para>The rendering mode for legacy particles.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.Billboard">
<summary>
<para>Render the particles as billboards facing the player. (Default)</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.HorizontalBillboard">
<summary>
<para>Render the particles as billboards always facing up along the y-Axis.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.SortedBillboard">
<summary>
<para>Sort the particles back-to-front and render as billboards.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.Stretch">
<summary>
<para>Stretch particles in the direction of motion.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleRenderMode.VerticalBillboard">
<summary>
<para>Render the particles as billboards always facing the player, but not pitching along the x-Axis.</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleSystem">
<summary>
<para>Script interface for particle systems (Shuriken).</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.duration">
<summary>
<para>The duration of the particle system in seconds (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.emissionRate">
<summary>
<para>The rate of emission.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.enableEmission">
<summary>
<para>When set to false, the particle system will not emit particles.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.gravityModifier">
<summary>
<para>Scale being applied to the gravity defined by [[Physics.gravity]].</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.isPaused">
<summary>
<para>Is the particle system paused right now ?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.isPlaying">
<summary>
<para>Is the particle system playing right now ?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.isStopped">
<summary>
<para>Is the particle system stopped right now ?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.loop">
<summary>
<para>Is the particle system looping?</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.maxParticles">
<summary>
<para>The maximum number of particles to emit.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.particleCount">
<summary>
<para>The current number of particles (Read Only).</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.playbackSpeed">
<summary>
<para>The playback speed of the particle system. 1 is normal playback speed.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.playOnAwake">
<summary>
<para>If set to true, the particle system will automatically start playing on startup.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.randomSeed">
<summary>
<para>Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.simulationSpace">
<summary>
<para>This selects the space in which to simulate particles. It can be either world or local space.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.startColor">
<summary>
<para>The initial color of particles when emitted.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.startDelay">
<summary>
<para>Start delay in seconds.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.startLifetime">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.startRotation">
<summary>
<para>The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.startSize">
<summary>
<para>The initial size of particles when emitted. When using curves, this values acts as a scale on the curve.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.startSpeed">
<summary>
<para>The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.time">
<summary>
<para>Playback position in seconds.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticleSystem.Clear">
<summary>
<para>Remove all particles in the particle system.</para>
</summary>
<param name="withChildren">Clear all child particle systems as well.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Clear(System.Boolean)">
<summary>
<para>Remove all particles in the particle system.</para>
</summary>
<param name="withChildren">Clear all child particle systems as well.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Emit(System.Int32)">
<summary>
<para>Emit /count/ particles immediately.</para>
</summary>
<param name="count"></param>
</member>
<member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color32)">
<summary>
<para>Emit a single particle with given parameters.</para>
</summary>
<param name="position">The position of the particle.</param>
<param name="velocity">The velocity of the particle.</param>
<param name="size">The size of the particle.</param>
<param name="lifetime">The remaining lifetime of the particle.</param>
<param name="color">The color of the particle.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.ParticleSystem/Particle)">
<summary>
<para>Emit a single particle.</para>
</summary>
<param name="particle"></param>
</member>
<member name="M:UnityEngine.ParticleSystem.GetParticles(UnityEngine.ParticleSystem/Particle[])">
<summary>
<para>Get the particles of this particle system.</para>
</summary>
<param name="particles">Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array.</param>
<returns>
<para>The number of particles written to the input particle array (the number of particles currently alive).</para>
</returns>
</member>
<member name="M:UnityEngine.ParticleSystem.IsAlive">
<summary>
<para>Does the system have any live particles (or will produce more)?</para>
</summary>
<param name="withChildren">Check all child particle systems as well.</param>
<returns>
<para>True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead.</para>
</returns>
</member>
<member name="M:UnityEngine.ParticleSystem.IsAlive(System.Boolean)">
<summary>
<para>Does the system have any live particles (or will produce more)?</para>
</summary>
<param name="withChildren">Check all child particle systems as well.</param>
<returns>
<para>True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead.</para>
</returns>
</member>
<member name="T:UnityEngine.ParticleSystem.Particle">
<summary>
<para>Script interface for a Particle.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.angularVelocity">
<summary>
<para>The angular velocity of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.color">
<summary>
<para>The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.lifetime">
<summary>
<para>The lifetime of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.position">
<summary>
<para>The position of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.randomSeed">
<summary>
<para>The random seed of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.randomValue">
<summary>
<para>The random value of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.rotation">
<summary>
<para>The rotation of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.size">
<summary>
<para>The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.startLifetime">
<summary>
<para>The starting lifetime of the particle.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystem.Particle.velocity">
<summary>
<para>The velocity of the particle.</para>
</summary>
</member>
<member name="M:UnityEngine.ParticleSystem.Pause">
<summary>
<para>Pauses playing the particle system.</para>
</summary>
<param name="withChildren">Pause all child particle systems as well.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Pause(System.Boolean)">
<summary>
<para>Pauses playing the particle system.</para>
</summary>
<param name="withChildren">Pause all child particle systems as well.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Play">
<summary>
<para>Plays the particle system.</para>
</summary>
<param name="withChildren">Play all child particle systems as well.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Play(System.Boolean)">
<summary>
<para>Plays the particle system.</para>
</summary>
<param name="withChildren">Play all child particle systems as well.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.SetParticles(UnityEngine.ParticleSystem/Particle[],System.Int32)">
<summary>
<para>Set the particles of this particle system. /size/ is the number of particles that is set.</para>
</summary>
<param name="particles"></param>
<param name="size"></param>
</member>
<member name="M:UnityEngine.ParticleSystem.Simulate">
<summary>
<para>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</para>
</summary>
<param name="t">Time to fastforward the particle system.</param>
<param name="withChildren">Fastforward all child particle systems as well.</param>
<param name="restart">Restart and start from the beginning.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Simulate">
<summary>
<para>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</para>
</summary>
<param name="t">Time to fastforward the particle system.</param>
<param name="withChildren">Fastforward all child particle systems as well.</param>
<param name="restart">Restart and start from the beginning.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean,System.Boolean)">
<summary>
<para>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</para>
</summary>
<param name="t">Time to fastforward the particle system.</param>
<param name="withChildren">Fastforward all child particle systems as well.</param>
<param name="restart">Restart and start from the beginning.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Stop">
<summary>
<para>Stops playing the particle system.</para>
</summary>
<param name="withChildren">Stop all child particle systems as well.</param>
</member>
<member name="M:UnityEngine.ParticleSystem.Stop(System.Boolean)">
<summary>
<para>Stops playing the particle system.</para>
</summary>
<param name="withChildren">Stop all child particle systems as well.</param>
</member>
<member name="T:UnityEngine.ParticleSystemRenderer">
<summary>
<para>Renders particles on to the screen (Shuriken).</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystemRenderer.cameraVelocityScale">
<summary>
<para>How much are the particles strected depending on the [[Camera]]'s speed.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystemRenderer.lengthScale">
<summary>
<para>How much are the particles stretched in their direction of motion.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystemRenderer.maxParticleSize">
<summary>
<para>Clamp the maximum particle size.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystemRenderer.mesh">
<summary>
<para>Mesh used as particle instead of billboarded texture.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystemRenderer.renderMode">
<summary>
<para>How particles are drawn.</para>
</summary>
</member>
<member name="P:UnityEngine.ParticleSystemRenderer.velocityScale">
<summary>
<para>How much are the particles strectched depending on "how fast they move".</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleSystemRenderMode">
<summary>
<para>The rendering mode for particle systems (Shuriken).</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleSystemRenderMode.Billboard">
<summary>
<para>Render particles as billboards facing the player. (Default)</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleSystemRenderMode.HorizontalBillboard">
<summary>
<para>Render particles as billboards always facing up along the y-Axis.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleSystemRenderMode.Mesh">
<summary>
<para>Render particles as meshes.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleSystemRenderMode.Stretch">
<summary>
<para>Stretch particles in the direction of motion.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleSystemRenderMode.VerticalBillboard">
<summary>
<para>Render particles as billboards always facing the player, but not pitching along the x-Axis.</para>
</summary>
</member>
<member name="T:UnityEngine.ParticleSystemSimulationSpace">
<summary>
<para>The space to simulate particles in.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleSystemSimulationSpace.Local">
<summary>
<para>Simulate particles in local space.</para>
</summary>
</member>
<member name="F:UnityEngine.ParticleSystemSimulationSpace.World">
<summary>
<para>Simulate particles in world space.</para>
</summary>
</member>
<member name="T:UnityEngine.PhysicMaterial">
<summary>
<para>Physics material describes how to handle colliding objects (friction, bounciness).</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicMaterial.bounceCombine">
<summary>
<para>Determines how the bounciness is combined.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicMaterial.bounciness">
<summary>
<para>How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicMaterial.dynamicFriction">
<summary>
<para>The friction used when already moving. This value has to be between 0 and 1.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicMaterial.dynamicFriction2">
<summary>
<para>If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicMaterial.frictionCombine">
<summary>
<para>Determines how the friction is combined.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicMaterial.frictionDirection2">
<summary>
<para>The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicMaterial.staticFriction">
<summary>
<para>The friction coefficient used when an object is lying on a surface.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicMaterial.staticFriction2">
<summary>
<para>If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.</para>
</summary>
</member>
<member name="M:UnityEngine.PhysicMaterial.#ctor">
<summary>
<para>Creates a new material.</para>
</summary>
</member>
<member name="M:UnityEngine.PhysicMaterial.#ctor(System.String)">
<summary>
<para>Creates a new material named /name/.</para>
</summary>
<param name="name"></param>
</member>
<member name="T:UnityEngine.PhysicMaterialCombine">
<summary>
<para>Describes how physic materials of colliding objects are combined.</para>
</summary>
</member>
<member name="F:UnityEngine.PhysicMaterialCombine.Average">
<summary>
<para>Averages the friction/bounce of the two colliding materials.</para>
</summary>
</member>
<member name="F:UnityEngine.PhysicMaterialCombine.Maximum">
<summary>
<para>Uses the larger friction/bounce of the two colliding materials.</para>
</summary>
</member>
<member name="F:UnityEngine.PhysicMaterialCombine.Minimum">
<summary>
<para>Uses the smaller friction/bounce of the two colliding materials.</para>
</summary>
</member>
<member name="F:UnityEngine.PhysicMaterialCombine.Multiply">
<summary>
<para>Multiplies the friction/bounce of the two colliding materials.</para>
</summary>
</member>
<member name="T:UnityEngine.Physics">
<summary>
<para>Global physics properties and helper methods.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.bounceThreshold">
<summary>
<para>Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.defaultContactOffset">
<summary>
<para>The default contact offset of the newly created colliders.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.gravity">
<summary>
<para>The gravity applied to all rigid bodies in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.maxAngularVelocity">
<summary>
<para>The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.minPenetrationForPenalty">
<summary>
<para>The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.sleepAngularVelocity">
<summary>
<para>The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.sleepThreshold">
<summary>
<para>The mass-normalized energy threshold, below which objects start going to sleep.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.sleepVelocity">
<summary>
<para>The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics.solverIterationCount">
<summary>
<para>The default solver iteration count permitted for any rigid bodies (default 7). Must be positive.</para>
</summary>
</member>
<member name="F:UnityEngine.Physics.AllLayers">
<summary>
<para>Layer mask constant to select all layers.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics.CapsuleCast">
<summary>
<para>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the capsule sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCast">
<summary>
<para>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the capsule sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCast">
<summary>
<para>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the capsule sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCast">
<summary>
<para>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the capsule sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the capsule sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32)">
<summary>
<para>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the capsule sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCastAll">
<summary>
<para>Like [[Physics.CapsuleCast]], but this function will return all hits the capsule sweep intersects.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<param name="layermask"></param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCastAll">
<summary>
<para>Like [[Physics.CapsuleCast]], but this function will return all hits the capsule sweep intersects.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<param name="layermask"></param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Like [[Physics.CapsuleCast]], but this function will return all hits the capsule sweep intersects.</para>
</summary>
<param name="point1">The centre of the sphere at the start of the capsule.</param>
<param name="point2">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="direction">The direction into which to sweep the capsule.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<param name="layermask"></param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.CheckCapsule">
<summary>
<para>Checks if any colliders overlap a capsule-shaped volume in world space.</para>
</summary>
<param name="start">The centre of the sphere at the start of the capsule.</param>
<param name="end">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="layermask"></param>
</member>
<member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Checks if any colliders overlap a capsule-shaped volume in world space.</para>
</summary>
<param name="start">The centre of the sphere at the start of the capsule.</param>
<param name="end">The centre of the sphere at the end of the capsule.</param>
<param name="radius">The radius of the capsule.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="layermask"></param>
</member>
<member name="M:UnityEngine.Physics.CheckSphere">
<summary>
<para>Returns true if there are any colliders overlapping the sphere defined by /position/ and /radius/ in world coordinates.</para>
</summary>
<param name="position"></param>
<param name="radius"></param>
<param name="layerMask"></param>
</member>
<member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Returns true if there are any colliders overlapping the sphere defined by /position/ and /radius/ in world coordinates.</para>
</summary>
<param name="position"></param>
<param name="radius"></param>
<param name="layerMask"></param>
</member>
<member name="F:UnityEngine.Physics.DefaultRaycastLayers">
<summary>
<para>Layer mask constant to select default raycast layers.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics.GetIgnoreLayerCollision(System.Int32,System.Int32)">
<summary>
<para>Are collisions between /layer1/ and /layer2/ being ignored?</para>
</summary>
<param name="layer1"></param>
<param name="layer2"></param>
</member>
<member name="M:UnityEngine.Physics.IgnoreCollision">
<summary>
<para>Makes the collision detection system ignore all collisions between /collider1/ and /collider2/.</para>
</summary>
<param name="collider1"></param>
<param name="collider2"></param>
<param name="ignore"></param>
</member>
<member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider,System.Boolean)">
<summary>
<para>Makes the collision detection system ignore all collisions between /collider1/ and /collider2/.</para>
</summary>
<param name="collider1"></param>
<param name="collider2"></param>
<param name="ignore"></param>
</member>
<member name="M:UnityEngine.Physics.IgnoreLayerCollision">
<summary>
<para>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.</para>
</summary>
<param name="layer1"></param>
<param name="layer2"></param>
<param name="ignore"></param>
</member>
<member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
<summary>
<para>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.</para>
</summary>
<param name="layer1"></param>
<param name="layer2"></param>
<param name="ignore"></param>
</member>
<member name="F:UnityEngine.Physics.IgnoreRaycastLayer">
<summary>
<para>Layer mask constant to select ignore raycast layer.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics.Linecast">
<summary>
<para>Returns true if there is any collider intersecting the line between /start/ and /end/.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="layerMask"></param>
</member>
<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
<summary>
<para>Returns true if there is any collider intersecting the line between /start/ and /end/.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="layerMask"></param>
</member>
<member name="M:UnityEngine.Physics.Linecast">
<summary>
<para>Returns true if there is any collider intersecting the line between /start/ and /end/.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="hitInfo"></param>
<param name="layerMask"></param>
</member>
<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Int32)">
<summary>
<para>Returns true if there is any collider intersecting the line between /start/ and /end/.</para>
</summary>
<param name="start"></param>
<param name="end"></param>
<param name="hitInfo"></param>
<param name="layerMask"></param>
</member>
<member name="M:UnityEngine.Physics.OverlapSphere">
<summary>
<para>Returns an array with all colliders touching or inside the sphere.</para>
</summary>
<param name="position"></param>
<param name="radius"></param>
<param name="layerMask"></param>
</member>
<member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Returns an array with all colliders touching or inside the sphere.</para>
</summary>
<param name="position"></param>
<param name="radius"></param>
<param name="layerMask"></param>
</member>
<member name="M:UnityEngine.Physics.Raycast">
<summary>
<para>Casts a ray against all colliders in the scene.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast">
<summary>
<para>Casts a ray against all colliders in the scene.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Casts a ray against all colliders in the scene.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast">
<summary>
<para>Casts a ray against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast">
<summary>
<para>Casts a ray against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32)">
<summary>
<para>Casts a ray against all colliders in the scene and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast">
<summary>
<para>Same as above using /ray.origin/ and /ray.direction/ instead of /origin/ and /direction/.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast">
<summary>
<para>Same as above using /ray.origin/ and /ray.direction/ instead of /origin/ and /direction/.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single,System.Int32)">
<summary>
<para>Same as above using /ray.origin/ and /ray.direction/ instead of /origin/ and /direction/.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast">
<summary>
<para>Same as above using /ray.origin/ and /ray.direction/ instead of /origin/ and /direction/.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast">
<summary>
<para>Same as above using /ray.origin/ and /ray.direction/ instead of /origin/ and /direction/.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&amp;,System.Single,System.Int32)">
<summary>
<para>Same as above using /ray.origin/ and /ray.direction/ instead of /origin/ and /direction/.</para>
</summary>
<param name="ray">The starting point and direction of the ray.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the ray.</param>
<param name="layerMask">A [[wiki:comp:Layers|Layer mask]] that is used to selectively ignore colliders when casting a ray.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the ray intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.RaycastAll">
<summary>
<para>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</para>
</summary>
<param name="ray"></param>
<param name="maxDistance"></param>
<param name="layerMask"></param>
<param name="origin"></param>
<param name="direction"></param>
<param name="layermask"></param>
</member>
<member name="M:UnityEngine.Physics.RaycastAll">
<summary>
<para>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</para>
</summary>
<param name="ray"></param>
<param name="maxDistance"></param>
<param name="layerMask"></param>
<param name="origin"></param>
<param name="direction"></param>
<param name="layermask"></param>
</member>
<member name="M:UnityEngine.Physics.RaycastAll">
<summary>
<para>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</para>
</summary>
<param name="ray"></param>
<param name="maxDistance"></param>
<param name="layerMask"></param>
<param name="origin"></param>
<param name="direction"></param>
<param name="layermask"></param>
</member>
<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single,System.Int32)">
<summary>
<para>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</para>
</summary>
<param name="ray"></param>
<param name="maxDistance"></param>
<param name="layerMask"></param>
<param name="origin"></param>
<param name="direction"></param>
<param name="layermask"></param>
</member>
<member name="M:UnityEngine.Physics.RaycastAll">
<summary>
<para>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</para>
</summary>
<param name="ray"></param>
<param name="maxDistance"></param>
<param name="layerMask"></param>
<param name="origin"></param>
<param name="direction"></param>
<param name="layermask"></param>
</member>
<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</para>
</summary>
<param name="ray"></param>
<param name="maxDistance"></param>
<param name="layerMask"></param>
<param name="origin"></param>
<param name="direction"></param>
<param name="layermask"></param>
</member>
<member name="M:UnityEngine.Physics.SphereCast">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction into which to sweep the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction into which to sweep the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single,System.Int32)">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction into which to sweep the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single,System.Int32)">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&amp;,System.Single,System.Int32)">
<summary>
<para>Casts a sphere along a ray and returns detailed information on what was hit.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a capsule.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the sphere sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCastAll">
<summary>
<para>Like [[Physics.SphereCast]], but this function will return all hits the sphere sweep intersects.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction in which to sweep the sphere.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere.</param>
<param name="maxDistance"></param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCastAll">
<summary>
<para>Like [[Physics.SphereCast]], but this function will return all hits the sphere sweep intersects.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction in which to sweep the sphere.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere.</param>
<param name="maxDistance"></param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
<summary>
<para>Like [[Physics.SphereCast]], but this function will return all hits the sphere sweep intersects.</para>
</summary>
<param name="origin">The center of the sphere at the start of the sweep.</param>
<param name="radius">The radius of the sphere.</param>
<param name="direction">The direction in which to sweep the sphere.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere.</param>
<param name="maxDistance"></param>
<returns>
<para>An array of all colliders hit in the sweep.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics.SphereCastAll">
<summary>
<para>Like [[Physics.SphereCast]], but this function will return all hits the sphere sweep intersects.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere.</param>
<param name="maxDistance"></param>
</member>
<member name="M:UnityEngine.Physics.SphereCastAll">
<summary>
<para>Like [[Physics.SphereCast]], but this function will return all hits the sphere sweep intersects.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere.</param>
<param name="maxDistance"></param>
</member>
<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single,System.Int32)">
<summary>
<para>Like [[Physics.SphereCast]], but this function will return all hits the sphere sweep intersects.</para>
</summary>
<param name="ray">The starting point and direction of the ray into which the sphere sweep is cast.</param>
<param name="radius">The radius of the sphere.</param>
<param name="distance">The length of the sweep.</param>
<param name="layerMask">A [[wiki:Layers|Layer mask]] that is used to selectively ignore colliders when casting a sphere.</param>
<param name="maxDistance"></param>
</member>
<member name="T:UnityEngine.Physics2D">
<summary>
<para>Global settings and helpers for 2D physics.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.angularSleepTolerance">
<summary>
<para>A rigid-body cannot sleep if its angular velocity is above this tolerance.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.baumgarteScale">
<summary>
<para>The scale factor that controls how fast overlaps are resolved.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.baumgarteTOIScale">
<summary>
<para>The scale factor that controls how fast TOI overlaps are resolved.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.changeStopsCallbacks">
<summary>
<para>Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. </para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.deleteStopsCallbacks">
<summary>
<para>Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.gravity">
<summary>
<para>Acceleration due to gravity.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.linearSleepTolerance">
<summary>
<para>A rigid-body cannot sleep if its linear velocity is above this tolerance.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.maxAngularCorrection">
<summary>
<para>The maximum angular position correction used when solving constraints. This helps to prevent overshoot.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.maxLinearCorrection">
<summary>
<para>The maximum linear position correction used when solving constraints. This helps to prevent overshoot.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.maxRotationSpeed">
<summary>
<para>The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.maxTranslationSpeed">
<summary>
<para>The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.minPenetrationForPenalty">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.positionIterations">
<summary>
<para>The number of iterations of the physics solver when considering objects' positions.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.raycastsHitTriggers">
<summary>
<para>Do raycasts detect Colliders configured as triggers?</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.raycastsStartInColliders">
<summary>
<para>Do ray/line casts that start inside a collider(s) detect those collider(s)?</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.timeToSleep">
<summary>
<para>The time in seconds that a rigid-body must be still before it will go to sleep.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.velocityIterations">
<summary>
<para>The number of iterations of the physics solver when considering objects' velocities.</para>
</summary>
</member>
<member name="P:UnityEngine.Physics2D.velocityThreshold">
<summary>
<para>Any collisions with a relative linear velocity below this threshold will be treated as inelastic.</para>
</summary>
</member>
<member name="F:UnityEngine.Physics2D.AllLayers">
<summary>
<para>Layer mask constant that includes all layers.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a box against colliders in the scene, returning the first collider to contact with it.</para>
</summary>
<param name="origin">The point in 2D space where the shape originates.</param>
<param name="size">The size of the shape.</param>
<param name="angle">The angle of the shape (in degrees).</param>
<param name="direction">Vector representing the direction of the shape.</param>
<param name="distance">Maximum distance over which to cast the shape.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a box against colliders in the scene, returning all colliders that contact with it.</para>
</summary>
<param name="origin">The point in 2D space where the shape originates.</param>
<param name="size">The size of the shape.</param>
<param name="angle">The angle of the shape (in degrees).</param>
<param name="direction">Vector representing the direction of the shape.</param>
<param name="distance">Maximum distance over which to cast the shape.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a box into the scene, returning colliders that contact with it into the provided results array.</para>
</summary>
<param name="origin">The point in 2D space where the shape originates.</param>
<param name="size">The size of the shape.</param>
<param name="angle">The angle of the shape (in degrees).</param>
<param name="direction">Vector representing the direction of the shape.</param>
<param name="results">Array to receive results.</param>
<param name="distance">Maximum distance over which to cast the shape.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The number of results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a circle against colliders in the scene, returning the first collider to contact with it.</para>
</summary>
<param name="origin">The point in 2D space where the shape originates.</param>
<param name="radius">The radius of the shape.</param>
<param name="direction">Vector representing the direction of the shape.</param>
<param name="distance">Maximum distance over which to cast the shape.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a circle against colliders in the scene, returning all colliders that contact with it.</para>
</summary>
<param name="origin">The point in 2D space where the shape originates.</param>
<param name="radius">The radius of the shape.</param>
<param name="direction">Vector representing the direction of the shape.</param>
<param name="distance">Maximum distance over which to cast the shape.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</para>
</summary>
<param name="origin">The point in 2D space where the shape originates.</param>
<param name="radius">The radius of the shape.</param>
<param name="direction">Vector representing the direction of the shape.</param>
<param name="results">Array to receive results.</param>
<param name="distance">Maximum distance over which to cast the shape.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The number of results returned.</para>
</returns>
</member>
<member name="F:UnityEngine.Physics2D.DefaultRaycastLayers">
<summary>
<para>Layer mask constant that includes all layers participating in raycasts by default.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics2D.GetIgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D)">
<summary>
<para>Checks whether the collision detection system will ignore all collisions/triggers between /collider1/ and /collider2/ or not.</para>
</summary>
<param name="collider1">The first collider to compare to /collider2/.</param>
<param name="collider2">The second collider to compare to /collider1/.</param>
</member>
<member name="M:UnityEngine.Physics2D.GetIgnoreLayerCollision(System.Int32,System.Int32)">
<summary>
<para>Should collisions between the specified layers be ignored?</para>
</summary>
<param name="layer1">ID of first layer.</param>
<param name="layer2">ID of second layer.</param>
</member>
<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray,System.Single,System.Int32)">
<summary>
<para>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</para>
</summary>
<param name="ray">The 3D ray defining origin and direction to test.</param>
<param name="distance">Maximum distance over which to cast the ray.</param>
<param name="layerMask">Filter to detect colliders only on certain layers.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray,System.Single,System.Int32)">
<summary>
<para>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</para>
</summary>
<param name="ray">The 3D ray defining origin and direction to test.</param>
<param name="distance">Maximum distance over which to cast the ray.</param>
<param name="layerMask">Filter to detect colliders only on certain layers.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
<summary>
<para>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</para>
</summary>
<param name="ray">The 3D ray defining origin and direction to test.</param>
<param name="distance">Maximum distance over which to cast the ray.</param>
<param name="layerMask">Filter to detect colliders only on certain layers.</param>
<param name="results">Array to receive results.</param>
<returns>
<para>The number of results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.IgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D,System.Boolean)">
<summary>
<para>Makes the collision detection system ignore all collisions/triggers between /collider1/ and /collider2/.</para>
</summary>
<param name="collider1">The first collider to compare to /collider2/.</param>
<param name="collider2">The second collider to compare to /collider1/.</param>
<param name="ignore">Whether collisions/triggers between /collider1/ and /collider2/ should be ignored or not.</param>
</member>
<member name="M:UnityEngine.Physics2D.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Choose whether to detect or ignore collisions between a specified pair of layers.</para>
</summary>
<param name="layer1">ID of the first layer.</param>
<param name="layer2">ID of the second layer.</param>
<param name="ignore">Should collisions between these layers be ignored?</param>
</member>
<member name="F:UnityEngine.Physics2D.IgnoreRaycastLayer">
<summary>
<para>Layer mask constant for the default layer that ignores raycasts.</para>
</summary>
</member>
<member name="M:UnityEngine.Physics2D.IsTouching(UnityEngine.Collider2D,UnityEngine.Collider2D)">
<summary>
<para>Check whether /collider1/ is touching /collider2/ or not.</para>
</summary>
<param name="collider1">The collider to check if it is touching /collider2/.</param>
<param name="collider2">The collider to check if it is touching /collider1/.</param>
<returns>
<para>Whether /collider1/ is touching /collider2/ or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.IsTouchingLayers(UnityEngine.Collider2D,System.Int32)">
<summary>
<para>Checks whether the /collider/ is touching any colliders on the specified /layerMask/ or not.</para>
</summary>
<param name="collider">The collider to check if it is touching colliders on the /layerMask/.</param>
<param name="layerMask">Any colliders on any of these layers count as touching.</param>
<returns>
<para>Whether the /collider/ is touching any colliders on the specified /layerMask/ or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a line against colliders in the scene.</para>
</summary>
<param name="start">The start point of the line in world space.</param>
<param name="end">The end point of the line in world space.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a line against colliders in the scene.</para>
</summary>
<param name="start">The start point of the line in world space.</param>
<param name="end">The end point of the line in world space.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a line against colliders in the scene.</para>
</summary>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<param name="start">The start point of the line in world space.</param>
<param name="end">The end point of the line in world space.</param>
<param name="results">Returned array of objects that intersect the line.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<returns>
<para>The number of results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
<summary>
<para>Check if a collider falls within a rectangular area.</para>
</summary>
<param name="pointA">One corner of the rectangle.</param>
<param name="pointB">Diagonally opposite corner of the rectangle.</param>
<param name="layerMask">Filter to check objects only on specific layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
</member>
<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
<summary>
<para>Get a list of all colliders that fall within a rectangular area.</para>
</summary>
<param name="pointA">One corner of the rectangle.</param>
<param name="pointB">Diagonally opposite corner of the rectangle.</param>
<param name="layerMask">Filter to check objects only on specific layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
</member>
<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
<summary>
<para>Get a list of all colliders that fall within a specified area.</para>
</summary>
<param name="pointA">One corner of the rectangle.</param>
<param name="pointB">Diagonally opposite corner of the rectangle.</param>
<param name="results">Array to receive results.</param>
<param name="layerMask">Filter to check objects only on specified layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The number of results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Check if a collider falls within a circular area.</para>
</summary>
<param name="point">Centre of the circle.</param>
<param name="radius">Radius of the circle.</param>
<param name="layerMask">Filter to check objects only on specific layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
</member>
<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Get a list of all colliders that fall within a circular area.</para>
</summary>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<param name="point">Center of the circle.</param>
<param name="radius">Radius of the circle.</param>
<param name="layerMask">Filter to check objects only on specified layers.</param>
</member>
<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
<summary>
<para>Get a list of all colliders that fall within a circular area.</para>
</summary>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<param name="point">Center of the circle.</param>
<param name="radius">Radius of the circle.</param>
<param name="results">Array to receive results.</param>
<param name="layerMask">Filter to check objects only on specific layers.</param>
<returns>
<para>The number of results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
<summary>
<para>Check if a collider overlaps a point in space.</para>
</summary>
<param name="point">A point in world space.</param>
<param name="layerMask">Filter to check objects only on specific layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
</member>
<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
<summary>
<para>Get a list of all colliders that overlap a point in space.</para>
</summary>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<param name="point">A point in space.</param>
<param name="layerMask">Filter to check objects only on specific layers.</param>
</member>
<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
<summary>
<para>Get a list of all colliders that overlap a point in space.</para>
</summary>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<param name="point">A point in space.</param>
<param name="results">Array to receive results.</param>
<param name="layerMask">Filter to check objects only on specific layers.</param>
<returns>
<para>The number of results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a ray against colliders in the scene.</para>
</summary>
<param name="origin">The point in 2D space where the ray originates.</param>
<param name="direction">Vector representing the direction of the ray.</param>
<param name="distance">Maximum distance over which to cast the ray.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a ray against colliders in the scene, returning all colliders that contact with it.</para>
</summary>
<param name="origin">The point in 2D space where the ray originates.</param>
<param name="direction">Vector representing the direction of the ray.</param>
<param name="distance">Maximum distance over which to cast the ray.</param>
<param name="layerMask">Filter to detect Colliders only on certain layers.</param>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<returns>
<para>The cast results returned.</para>
</returns>
</member>
<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
<summary>
<para>Casts a ray into the scene.</para>
</summary>
<param name="minDepth">Only include objects with a Z coordinate (depth) greater than this value.</param>
<param name="maxDepth">Only include objects with a Z coordinate (depth) less than this value.</param>
<param name="origin">The point in 2D space where the ray originates.</param>
<param name="direction">Vector representing the direction of the ray.</param>
<param name="results">Array to receive results.</param>
<param name="distance">Maximum distance over which to cast the ray.</param>
<param name="layerMask">Filter to check objects only on specific layers.</param>
<returns>
<para>The number of results returned.</para>
</returns>
</member>
<member name="T:UnityEngine.PhysicsMaterial2D">
<summary>
<para>Asset type that defines the surface properties of a Collider2D.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicsMaterial2D.bounciness">
<summary>
<para>The degree of elasticity during collisions.</para>
</summary>
</member>
<member name="P:UnityEngine.PhysicsMaterial2D.friction">
<summary>
<para>Coefficient of friction.</para>
</summary>
</member>
<member name="T:UnityEngine.PhysicsUpdateBehaviour2D">
<summary>
<para>A base type for 2D physics components that required a callback during FixedUpdate.</para>
</summary>
</member>
<member name="T:UnityEngine.Ping">
<summary>
<para>Ping any given IP address (given in dot notation).</para>
</summary>
</member>
<member name="P:UnityEngine.Ping.ip">
<summary>
<para>The IP target of the ping.</para>
</summary>
</member>
<member name="P:UnityEngine.Ping.isDone">
<summary>
<para>Has the ping function completed?</para>
</summary>
</member>
<member name="P:UnityEngine.Ping.time">
<summary>
<para>This property contains the ping time result after isDone returns true.</para>
</summary>
</member>
<member name="M:UnityEngine.Ping.#ctor(System.String)">
<summary>
<para>Perform a ping to the supplied target IP address.</para>
</summary>
<param name="address"></param>
</member>
<member name="T:UnityEngine.Plane">
<summary>
<para>Representation of a plane in 3D space.</para>
</summary>
</member>
<member name="P:UnityEngine.Plane.distance">
<summary>
<para>Distance from the origin to the plane.</para>
</summary>
</member>
<member name="P:UnityEngine.Plane.normal">
<summary>
<para>Normal vector of the plane.</para>
</summary>
</member>
<member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a plane.</para>
</summary>
<param name="inNormal"></param>
<param name="inPoint"></param>
</member>
<member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,System.Single)">
<summary>
<para>Creates a plane.</para>
</summary>
<param name="inNormal"></param>
<param name="d"></param>
</member>
<member name="M:UnityEngine.Plane.#ctor(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a plane.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="c"></param>
</member>
<member name="M:UnityEngine.Plane.GetDistanceToPoint(UnityEngine.Vector3)">
<summary>
<para>Returns a signed distance from plane to point.</para>
</summary>
<param name="inPt"></param>
</member>
<member name="M:UnityEngine.Plane.GetSide(UnityEngine.Vector3)">
<summary>
<para>Is a point on the positive side of the plane?</para>
</summary>
<param name="inPt"></param>
</member>
<member name="M:UnityEngine.Plane.Raycast(UnityEngine.Ray,System.Single&amp;)">
<summary>
<para>Intersects a ray with the plane.</para>
</summary>
<param name="ray"></param>
<param name="enter"></param>
</member>
<member name="M:UnityEngine.Plane.SameSide(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Are two points on the same side of the plane?</para>
</summary>
<param name="inPt0"></param>
<param name="inPt1"></param>
</member>
<member name="M:UnityEngine.Plane.Set3Points(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>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.</para>
</summary>
<param name="a">First point in clockwise order.</param>
<param name="b">Second point in clockwise order.</param>
<param name="c">Third point in clockwise order.</param>
</member>
<member name="M:UnityEngine.Plane.SetNormalAndPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Sets a plane using a point that lies within it along with a normal to orient it.</para>
</summary>
<param name="inNormal">The plane's normal vector.</param>
<param name="inPoint">A point that lies on the plane.</param>
</member>
<member name="T:UnityEngine.PlatformEffector2D">
<summary>
<para>Applies "platform" behaviour such as one-way collisions etc.</para>
</summary>
</member>
<member name="P:UnityEngine.PlatformEffector2D.surfaceArc">
<summary>
<para>The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector.</para>
</summary>
</member>
<member name="P:UnityEngine.PlatformEffector2D.useOneWay">
<summary>
<para>Should the one-way collision behaviour be used?</para>
</summary>
</member>
<member name="P:UnityEngine.PlatformEffector2D.useSideBounce">
<summary>
<para>Should bounce be used on the platform sides?</para>
</summary>
</member>
<member name="P:UnityEngine.PlatformEffector2D.useSideFriction">
<summary>
<para>Should friction be used on the platform sides?</para>
</summary>
</member>
<member name="T:UnityEngine.PlayerPrefs">
<summary>
<para>Stores and accesses player preferences between game sessions.</para>
</summary>
</member>
<member name="M:UnityEngine.PlayerPrefs.DeleteAll">
<summary>
<para>Removes all keys and values from the preferences. Use with caution.</para>
</summary>
</member>
<member name="M:UnityEngine.PlayerPrefs.DeleteKey(System.String)">
<summary>
<para>Removes /key/ and its corresponding value from the preferences.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetFloat">
<summary>
<para>Returns the value corresponding to /key/ in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String,System.Single)">
<summary>
<para>Returns the value corresponding to /key/ in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetInt">
<summary>
<para>Returns the value corresponding to /key/ in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String,System.Int32)">
<summary>
<para>Returns the value corresponding to /key/ in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetString">
<summary>
<para>Returns the value corresponding to /key/ in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.GetString(System.String,System.String)">
<summary>
<para>Returns the value corresponding to /key/ in the preference file if it exists.</para>
</summary>
<param name="key"></param>
<param name="defaultValue"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.HasKey(System.String)">
<summary>
<para>Returns true if /key/ exists in the preferences.</para>
</summary>
<param name="key"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.Save">
<summary>
<para>Writes all modified preferences to disk.</para>
</summary>
</member>
<member name="M:UnityEngine.PlayerPrefs.SetFloat(System.String,System.Single)">
<summary>
<para>Sets the value of the preference identified by /key/.</para>
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.SetInt(System.String,System.Int32)">
<summary>
<para>Sets the value of the preference identified by /key/.</para>
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.PlayerPrefs.SetString(System.String,System.String)">
<summary>
<para>Sets the value of the preference identified by /key/.</para>
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="T:UnityEngine.PlayerPrefsException">
<summary>
<para>An exception thrown by the [[PlayerPrefs]] class in a web player build.</para>
</summary>
</member>
<member name="T:UnityEngine.PlayMode">
<summary>
<para>Used by [[Animation.Play]] function.</para>
</summary>
</member>
<member name="F:UnityEngine.PlayMode.StopAll">
<summary>
<para>Will stop all animations that were started with this component before playing.</para>
</summary>
</member>
<member name="F:UnityEngine.PlayMode.StopSameLayer">
<summary>
<para>Will stop all animations that were started in the same layer. This is the default when playing animations.</para>
</summary>
</member>
<member name="T:UnityEngine.PointEffector2D">
<summary>
<para>Applies forces to attract/repulse against a point.</para>
</summary>
</member>
<member name="P:UnityEngine.PointEffector2D.angularDrag">
<summary>
<para>The angular drag to apply to rigid-bodies.</para>
</summary>
</member>
<member name="P:UnityEngine.PointEffector2D.distanceScale">
<summary>
<para>The scale applied to the calculated distance between source and target.</para>
</summary>
</member>
<member name="P:UnityEngine.PointEffector2D.drag">
<summary>
<para>The linear drag to apply to rigid-bodies.</para>
</summary>
</member>
<member name="P:UnityEngine.PointEffector2D.forceMagnitude">
<summary>
<para>The magnitude of the force to be applied.</para>
</summary>
</member>
<member name="P:UnityEngine.PointEffector2D.forceMode">
<summary>
<para>The mode used to apply the effector force.</para>
</summary>
</member>
<member name="P:UnityEngine.PointEffector2D.forceSource">
<summary>
<para>The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point.</para>
</summary>
</member>
<member name="P:UnityEngine.PointEffector2D.forceTarget">
<summary>
<para>The target for where the effector applies any force.</para>
</summary>
</member>
<member name="P:UnityEngine.PointEffector2D.forceVariation">
<summary>
<para>The variation of the magnitude of the force to be applied.</para>
</summary>
</member>
<member name="T:UnityEngine.PolygonCollider2D">
<summary>
<para>Collider for 2D physics representing an arbitrary polygon defined by its vertices.</para>
</summary>
</member>
<member name="P:UnityEngine.PolygonCollider2D.pathCount">
<summary>
<para>The number of paths in the polygon.</para>
</summary>
</member>
<member name="P:UnityEngine.PolygonCollider2D.points">
<summary>
<para>Corner points that define the collider's shape in local space.</para>
</summary>
</member>
<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Creates as regular primitive polygon with the specified number of sides.</para>
</summary>
<param name="sides">The number of sides in the polygon. This must be greater than two.</param>
<param name="scale">The X/Y scale of the polygon. These must be greater than zero.</param>
<param name="offset">The X/Y offset of the polygon.</param>
</member>
<member name="M:UnityEngine.PolygonCollider2D.GetPath(System.Int32)">
<summary>
<para>Get a path from the polygon by its index.</para>
</summary>
<param name="index">The index of the path to retrieve.</param>
</member>
<member name="M:UnityEngine.PolygonCollider2D.GetTotalPointCount">
<summary>
<para>Return the total number of points in the polygon in all paths.</para>
</summary>
</member>
<member name="M:UnityEngine.PolygonCollider2D.SetPath(System.Int32,UnityEngine.Vector2[])">
<summary>
<para>Define a path by its constituent points.</para>
</summary>
<param name="index">Index of the path to set.</param>
<param name="points">Points that define the path.</param>
</member>
<member name="T:UnityEngine.PrimitiveType">
<summary>
<para>The various primitives that can be created using the GameObject.CreatePrimitive function.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Capsule">
<summary>
<para>A capsule primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Cube">
<summary>
<para>A cube primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Cylinder">
<summary>
<para>A cylinder primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Plane">
<summary>
<para>A plane primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Quad">
<summary>
<para>A Quad primitive.</para>
</summary>
</member>
<member name="F:UnityEngine.PrimitiveType.Sphere">
<summary>
<para>A sphere primitive.</para>
</summary>
</member>
<member name="T:UnityEngine.ProceduralCacheSize">
<summary>
<para>Substance memory budget.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralCacheSize.Heavy">
<summary>
<para>A limit of 512MB for the cache or the working memory.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralCacheSize.Medium">
<summary>
<para>A limit of 256MB for the cache or the working memory.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralCacheSize.NoLimit">
<summary>
<para>No limit for the cache or the working memory.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralCacheSize.None">
<summary>
<para>A limit of 1B (one byte) for the cache or the working memory.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralCacheSize.Tiny">
<summary>
<para>A limit of 128MB for the cache or the working memory.</para>
</summary>
</member>
<member name="T:UnityEngine.ProceduralLoadingBehavior">
<summary>
<para>ProceduralMaterial loading behavior.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralLoadingBehavior.BakeAndDiscard">
<summary>
<para>Bake the textures to speed up loading and discard the ProceduralMaterial data (default on unsupported platform).</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralLoadingBehavior.BakeAndKeep">
<summary>
<para>Bake the textures to speed up loading and keep the ProceduralMaterial data so that it can still be tweaked and regenerated later on.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralLoadingBehavior.Cache">
<summary>
<para>Generate the textures when loading and cache them to disk/flash to speed up subsequent game/application startups.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralLoadingBehavior.DoNothing">
<summary>
<para>Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralLoadingBehavior.DoNothingAndCache">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralLoadingBehavior.Generate">
<summary>
<para>Generate the textures when loading to favor application's size (default on supported platform).</para>
</summary>
</member>
<member name="T:UnityEngine.ProceduralMaterial">
<summary>
<para>Class for ProceduralMaterial handling.</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.animationUpdateRate">
<summary>
<para>Set or get the update rate in millisecond of the animated substance.</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.cacheSize">
<summary>
<para>Set or get the Procedural cache budget.</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.isCachedDataAvailable">
<summary>
<para>Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors).</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.isLoadTimeGenerated">
<summary>
<para>Should the ProceduralMaterial be generated at load time?</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.isProcessing">
<summary>
<para>Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt.</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.isReadable">
<summary>
<para>Set or get the "Readable" flag for a ProceduralMaterial.</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.isSupported">
<summary>
<para>Check if ProceduralMaterials are supported on the current platform.</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.loadingBehavior">
<summary>
<para>Get ProceduralMaterial loading behavior.</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.preset">
<summary>
<para>Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures).</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralMaterial.substanceProcessorUsage">
<summary>
<para>Used to specify the Substance engine CPU usage.</para>
</summary>
</member>
<member name="M:UnityEngine.ProceduralMaterial.CacheProceduralProperty(System.String,System.Boolean)">
<summary>
<para>Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking.</para>
</summary>
<param name="inputName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.ClearCache">
<summary>
<para>Clear the Procedural cache.</para>
</summary>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTexture(System.String)">
<summary>
<para>This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name.</para>
</summary>
<param name="textureName">The name of the ProceduralTexture to get.</param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTextures">
<summary>
<para>Get generated textures.</para>
</summary>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralBoolean(System.String)">
<summary>
<para>Get a named Procedural boolean property.</para>
</summary>
<param name="inputName"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralColor(System.String)">
<summary>
<para>Get a named Procedural color property.</para>
</summary>
<param name="inputName"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralEnum(System.String)">
<summary>
<para>Get a named Procedural enum property.</para>
</summary>
<param name="inputName"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralFloat(System.String)">
<summary>
<para>Get a named Procedural float property.</para>
</summary>
<param name="inputName"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralPropertyDescriptions">
<summary>
<para>Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.</para>
</summary>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralTexture(System.String)">
<summary>
<para>Get a named Procedural texture property.</para>
</summary>
<param name="inputName"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.GetProceduralVector(System.String)">
<summary>
<para>Get a named Procedural vector property.</para>
</summary>
<param name="inputName"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.HasProceduralProperty(System.String)">
<summary>
<para>Checks if the ProceduralMaterial has a ProceduralProperty of a given name.</para>
</summary>
<param name="inputName"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyCached(System.String)">
<summary>
<para>Checks if a named ProceduralProperty is cached for efficient runtime tweaking.</para>
</summary>
<param name="inputName"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.RebuildTextures">
<summary>
<para>Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures.</para>
</summary>
</member>
<member name="M:UnityEngine.ProceduralMaterial.RebuildTexturesImmediately">
<summary>
<para>Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.</para>
</summary>
</member>
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralBoolean(System.String,System.Boolean)">
<summary>
<para>Set a named Procedural boolean property.</para>
</summary>
<param name="inputName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralColor(System.String,UnityEngine.Color)">
<summary>
<para>Set a named Procedural color property.</para>
</summary>
<param name="inputName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralEnum(System.String,System.Int32)">
<summary>
<para>Set a named Procedural enum property.</para>
</summary>
<param name="inputName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralFloat(System.String,System.Single)">
<summary>
<para>Set a named Procedural float property.</para>
</summary>
<param name="inputName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralTexture(System.String,UnityEngine.Texture2D)">
<summary>
<para>Set a named Procedural texture property.</para>
</summary>
<param name="inputName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.SetProceduralVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Set a named Procedural vector property.</para>
</summary>
<param name="inputName"></param>
<param name="value"></param>
</member>
<member name="M:UnityEngine.ProceduralMaterial.StopRebuilds">
<summary>
<para>Discard all the queued ProceduralMaterial rendering operations that have not started yet.</para>
</summary>
</member>
<member name="T:UnityEngine.ProceduralOutputType">
<summary>
<para>The type of generated image in a ProceduralMaterial.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.AmbientOcclusion">
<summary>
<para>Ambient occlusion map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.DetailMask">
<summary>
<para>Detail mask map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Diffuse">
<summary>
<para>Diffuse map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Emissive">
<summary>
<para>Emissive map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Height">
<summary>
<para>Height map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Metallic">
<summary>
<para>Metalness map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Normal">
<summary>
<para>Normal (Bump) map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Opacity">
<summary>
<para>Opacity (Tranparency) map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Roughness">
<summary>
<para>Roughness map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Smoothness">
<summary>
<para>Smoothness map (formerly referred to as Glossiness).</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Specular">
<summary>
<para>Specular map.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralOutputType.Unknown">
<summary>
<para>Undefined type.</para>
</summary>
</member>
<member name="T:UnityEngine.ProceduralProcessorUsage">
<summary>
<para>The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property).</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralProcessorUsage.All">
<summary>
<para>All physical processor cores are used for ProceduralMaterial generation.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralProcessorUsage.Half">
<summary>
<para>Half of all physical processor cores are used for ProceduralMaterial generation.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralProcessorUsage.One">
<summary>
<para>A single physical processor core is used for ProceduralMaterial generation.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralProcessorUsage.Unsupported">
<summary>
<para>Exact control of processor usage is not available.</para>
</summary>
</member>
<member name="T:UnityEngine.ProceduralPropertyDescription">
<summary>
<para>Describes a ProceduralProperty.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.componentLabels">
<summary>
<para>The names of the individual components of a Vector2/3/4 ProceduralProperty.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.enumOptions">
<summary>
<para>The available options for a ProceduralProperty of type Enum.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.group">
<summary>
<para>The name of the GUI group. Used to display ProceduralProperties in groups.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.hasRange">
<summary>
<para>If true, the Float or Vector property is constrained to values within a specified range.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.label">
<summary>
<para>The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.maximum">
<summary>
<para>If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.minimum">
<summary>
<para>If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.name">
<summary>
<para>The name of the ProceduralProperty. Used to get and set the values.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.step">
<summary>
<para>Specifies the step size of this Float or Vector property. Zero is no step.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyDescription.type">
<summary>
<para>The [[ProceduralPropertyType]] describes what type of property this is.</para>
</summary>
</member>
<member name="T:UnityEngine.ProceduralPropertyType">
<summary>
<para>The type of a ProceduralProperty.</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Boolean">
<summary>
<para>Procedural boolean property. Use with [[ProceduralMaterial.GetProceduralBoolean]].</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Color3">
<summary>
<para>Procedural Color property without alpha. Use with [[ProceduralMaterial.GetProceduralColor]].</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Color4">
<summary>
<para>Procedural Color property with alpha. Use with [[ProceduralMaterial.GetProceduralColor]].</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Enum">
<summary>
<para>Procedural Enum property. Use with [[ProceduralMaterial.GetProceduralEnum]].</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Float">
<summary>
<para>Procedural float property. Use with [[ProceduralMaterial.GetProceduralFloat]].</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Texture">
<summary>
<para>Procedural Texture property. Use with [[ProceduralMaterial.GetProceduralTexture]].</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Vector2">
<summary>
<para>Procedural Vector2 property. Use with [[ProceduralMaterial.GetProceduralVector]].</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Vector3">
<summary>
<para>Procedural Vector3 property. Use with [[ProceduralMaterial.GetProceduralVector]].</para>
</summary>
</member>
<member name="F:UnityEngine.ProceduralPropertyType.Vector4">
<summary>
<para>Procedural Vector4 property. Use with [[ProceduralMaterial.GetProceduralVector]].</para>
</summary>
</member>
<member name="T:UnityEngine.ProceduralTexture">
<summary>
<para>Class for ProceduralTexture handling.</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralTexture.format">
<summary>
<para>The format of the pixel data in the texture (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.ProceduralTexture.hasAlpha">
<summary>
<para>Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel.</para>
</summary>
</member>
<member name="M:UnityEngine.ProceduralTexture.GetPixels32(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Grab pixel values from a ProceduralTexture.
</para>
</summary>
<param name="x">X-coord of the top-left corner of the rectangle to grab.</param>
<param name="y">Y-coord of the top-left corner of the rectangle to grab.</param>
<param name="blockWidth">Width of rectangle to grab.</param>
<param name="blockHeight">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.</param>
</member>
<member name="M:UnityEngine.ProceduralTexture.GetProceduralOutputType">
<summary>
<para>The output type of this ProceduralTexture.</para>
</summary>
</member>
<member name="T:UnityEngine.Profiler">
<summary>
<para>Controls the [[wiki:Profiler]] from script.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiler.enableBinaryLog">
<summary>
<para>Sets profiler output file in built players.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiler.enabled">
<summary>
<para>Enables the Profiler.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiler.logFile">
<summary>
<para>Sets profiler output file in built players.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiler.maxNumberOfSamplesPerFrame">
<summary>
<para>Resize the profiler sample buffers to allow the desired amount of samples per thread.</para>
</summary>
</member>
<member name="P:UnityEngine.Profiler.usedHeapSize">
<summary>
<para>Heap size used by the program.</para>
</summary>
<returns>
<para>Size of the used heap in bytes, (or 0 if the profiler is disabled).</para>
</returns>
</member>
<member name="M:UnityEngine.Profiler.AddFramesFromFile(System.String)">
<summary>
<para>Displays the recorded profiledata in the profiler.</para>
</summary>
<param name="file"></param>
</member>
<member name="M:UnityEngine.Profiler.BeginSample(System.String)">
<summary>
<para>Begin profiling a piece of code with a custom label.</para>
</summary>
<param name="name"></param>
<param name="targetObject"></param>
</member>
<member name="M:UnityEngine.Profiler.BeginSample(System.String,UnityEngine.Object)">
<summary>
<para>Begin profiling a piece of code with a custom label.</para>
</summary>
<param name="name"></param>
<param name="targetObject"></param>
</member>
<member name="M:UnityEngine.Profiler.EndSample">
<summary>
<para>End profiling a piece of code with a custom label.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiler.GetMonoHeapSize">
<summary>
<para>Returns the size of the mono heap.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiler.GetMonoUsedSize">
<summary>
<para>Returns the used size from mono.</para>
</summary>
</member>
<member name="M:UnityEngine.Profiler.GetRuntimeMemorySize(UnityEngine.Object)">
<summary>
<para>Returns the runtime memory usage of the resource.</para>
</summary>
<param name="o"></param>
</member>
<member name="T:UnityEngine.Projector">
<summary>
<para>A script interface for a [[wiki:class-Projector|projector component]].</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.aspectRatio">
<summary>
<para>The aspect ratio of the projection.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.farClipPlane">
<summary>
<para>The far clipping plane distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.fieldOfView">
<summary>
<para>The field of view of the projection in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.ignoreLayers">
<summary>
<para>Which object layers are ignored by the projector.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.material">
<summary>
<para>The material that will be projected onto every object.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.nearClipPlane">
<summary>
<para>The near clipping plane distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.orthographic">
<summary>
<para>Is the projection orthographic (''true'') or perspective (''false'')?</para>
</summary>
</member>
<member name="P:UnityEngine.Projector.orthographicSize">
<summary>
<para>Projection's half-size when in orthographic mode.</para>
</summary>
</member>
<member name="T:UnityEngine.PropertyAttribute">
<summary>
<para>Base class to derive custom property attributes from. Use this to create custom attributes for script variables.</para>
</summary>
</member>
<member name="P:UnityEngine.PropertyAttribute.order">
<summary>
<para>Optional field to specify the order that multiple DecorationDrawers should be drawn in.</para>
</summary>
</member>
<member name="T:UnityEngine.QualitySettings">
<summary>
<para>Script interface for [[wiki:class-QualitySettings|Quality Settings]].</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.activeColorSpace">
<summary>
<para>Active color space.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.anisotropicFiltering">
<summary>
<para>Global anisotropic filtering mode.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.antiAliasing">
<summary>
<para>Set The AA Filtering option.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.billboardsFaceCameraPosition">
<summary>
<para>If enabled, billboards will face towards camera position rather than camera orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.blendWeights">
<summary>
<para>Blend weights.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.desiredColorSpace">
<summary>
<para>Desired color space.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.lodBias">
<summary>
<para>Global multiplier for the LOD's switching distance.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.masterTextureLimit">
<summary>
<para>A texture size limit applied to all textures.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.maximumLODLevel">
<summary>
<para>A maximum LOD level. All LOD groups.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.maxQueuedFrames">
<summary>
<para>Maximum number of frames queued up by graphics driver.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.names">
<summary>
<para>The indexed list of available Quality Settings.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.particleRaycastBudget">
<summary>
<para>Budget for how many ray casts can be performed per frame for approximate collision testing.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.pixelLightCount">
<summary>
<para>The maximum number of pixel lights that should affect any object.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.realtimeReflectionProbes">
<summary>
<para>Enables realtime reflection probes.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowCascade2Split">
<summary>
<para>The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowCascade4Split">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowCascades">
<summary>
<para>Number of cascades to use for directional light shadows.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowDistance">
<summary>
<para>Shadow drawing distance.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.shadowProjection">
<summary>
<para>Directional light shadow projection.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.softVegetation">
<summary>
<para>Use a two-pass shader for the vegetation in the terrain engine.</para>
</summary>
</member>
<member name="P:UnityEngine.QualitySettings.vSyncCount">
<summary>
<para>The VSync Count.</para>
</summary>
</member>
<member name="M:UnityEngine.QualitySettings.DecreaseLevel(System.Boolean)">
<summary>
<para>Decrease the current quality level.</para>
</summary>
<param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param>
</member>
<member name="M:UnityEngine.QualitySettings.GetQualityLevel">
<summary>
<para>Returns the current graphics quality level.</para>
</summary>
</member>
<member name="M:UnityEngine.QualitySettings.IncreaseLevel(System.Boolean)">
<summary>
<para>Increase the current quality level.</para>
</summary>
<param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param>
</member>
<member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32,System.Boolean)">
<summary>
<para>Sets a new graphics quality level.</para>
</summary>
<param name="index">Quality index to set.</param>
<param name="applyExpensiveChanges">Should expensive changes be applied (Anti-aliasing etc).</param>
</member>
<member name="T:UnityEngine.Quaternion">
<summary>
<para>Quaternions are used to represent rotations.</para>
</summary>
</member>
<member name="P:UnityEngine.Quaternion.eulerAngles">
<summary>
<para>Returns the euler angle representation of the rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.Quaternion.identity">
<summary>
<para>The identity rotation (RO).</para>
</summary>
</member>
<member name="F:UnityEngine.Quaternion.w">
<summary>
<para>W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
</summary>
</member>
<member name="F:UnityEngine.Quaternion.x">
<summary>
<para>X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
</summary>
</member>
<member name="F:UnityEngine.Quaternion.y">
<summary>
<para>Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
</summary>
</member>
<member name="F:UnityEngine.Quaternion.z">
<summary>
<para>Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</para>
</summary>
</member>
<member name="M:UnityEngine.Quaternion.Angle(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>Returns the angle in degrees between two rotations /a/ and /b/.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Quaternion.AngleAxis(System.Single,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation which rotates /angle/ degrees around /axis/.</para>
</summary>
<param name="angle"></param>
<param name="axis"></param>
</member>
<member name="M:UnityEngine.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Constructs new Quaternion with given x,y,z,w components.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="w"></param>
</member>
<member name="M:UnityEngine.Quaternion.Dot(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>The dot product between two rotations.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Quaternion.Euler(System.Single,System.Single,System.Single)">
<summary>
<para>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).</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Quaternion.Euler(UnityEngine.Vector3)">
<summary>
<para>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).</para>
</summary>
<param name="euler"></param>
</member>
<member name="M:UnityEngine.Quaternion.FromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation which rotates from /fromDirection/ to /toDirection/.</para>
</summary>
<param name="fromDirection"></param>
<param name="toDirection"></param>
</member>
<member name="M:UnityEngine.Quaternion.Inverse(UnityEngine.Quaternion)">
<summary>
<para>Returns the Inverse of /rotation/.</para>
</summary>
<param name="rotation"></param>
</member>
<member name="M:UnityEngine.Quaternion.Lerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
<para>Interpolates between /from/ and /to/ by /t/ and normalizes the result afterwards.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Quaternion.LookRotation">
<summary>
<para>Creates a rotation with the specified /forward/ and /upwards/ directions.</para>
</summary>
<param name="forward">The direction to look in.</param>
<param name="upwards">The vector that defines in which direction up is.</param>
</member>
<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation with the specified /forward/ and /upwards/ directions.</para>
</summary>
<param name="forward">The direction to look in.</param>
<param name="upwards">The vector that defines in which direction up is.</param>
</member>
<member name="?:UnityEngine.Quaternion.op_Equal(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>Are two quaternions equal to each other?</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Quaternion.op_Multiply(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>Combines rotations /lhs/ and /rhs/.</para>
</summary>
<param name="lhs">Left-hand side quaternion.</param>
<param name="rhs">Right-hand side quaternion.</param>
</member>
<member name="?:UnityEngine.Quaternion.op_Multiply(UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>
<para>Rotates the point /point/ with /rotation/.</para>
</summary>
<param name="rotation"></param>
<param name="point"></param>
</member>
<member name="?:UnityEngine.Quaternion.op_NotEqual(UnityEngine.Quaternion,UnityEngine.Quaternion)">
<summary>
<para>Are two quaternions different from each other?</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Quaternion.RotateTowards(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
<para>Rotates a rotation /from/ towards /to/.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="maxDegreesDelta"></param>
</member>
<member name="M:UnityEngine.Quaternion.Set(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Set x, y, z and w components of an existing Quaternion.</para>
</summary>
<param name="new_x"></param>
<param name="new_y"></param>
<param name="new_z"></param>
<param name="new_w"></param>
</member>
<member name="M:UnityEngine.Quaternion.SetFromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation which rotates from /fromDirection/ to /toDirection/.</para>
</summary>
<param name="fromDirection"></param>
<param name="toDirection"></param>
</member>
<member name="M:UnityEngine.Quaternion.SetLookRotation">
<summary>
<para>Creates a rotation with the specified /forward/ and /upwards/ directions.</para>
</summary>
<param name="view">The direction to look in.</param>
<param name="up">The vector that defines in which direction up is.</param>
</member>
<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a rotation with the specified /forward/ and /upwards/ directions.</para>
</summary>
<param name="view">The direction to look in.</param>
<param name="up">The vector that defines in which direction up is.</param>
</member>
<member name="M:UnityEngine.Quaternion.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
<summary>
<para>Spherically interpolates between /from/ and /to/ by t.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="P:UnityEngine.Quaternion.this">
<summary>
<para>Access the x, y, z, w components using [0], [1], [2], [3] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Quaternion.ToAngleAxis(System.Single&amp;,UnityEngine.Vector3&amp;)">
<summary>
<para>Converts a rotation to angle-axis representation (angles in degrees).</para>
</summary>
<param name="angle"></param>
<param name="axis"></param>
</member>
<member name="M:UnityEngine.Quaternion.ToString">
<summary>
<para>Returns a nicely formatted string of the Quaternion.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Quaternion.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string of the Quaternion.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.QueueMode">
<summary>
<para>Used by [[Animation.Play]] function.</para>
</summary>
</member>
<member name="F:UnityEngine.QueueMode.CompleteOthers">
<summary>
<para>Will start playing after all other animations have stopped playing.</para>
</summary>
</member>
<member name="F:UnityEngine.QueueMode.PlayNow">
<summary>
<para>Starts playing immediately. This can be used if you just want to quickly create a duplicate animation.</para>
</summary>
</member>
<member name="T:UnityEngine.Random">
<summary>
<para>Class for generating random data.</para>
</summary>
</member>
<member name="P:UnityEngine.Random.insideUnitCircle">
<summary>
<para>Returns a random point inside a circle with radius 1 (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.insideUnitSphere">
<summary>
<para>Returns a random point inside a sphere with radius 1 (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.onUnitSphere">
<summary>
<para>Returns a random point on the surface of a sphere with radius 1 (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.rotation">
<summary>
<para>Returns a random rotation (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.rotationUniform">
<summary>
<para>Returns a random rotation with uniform distribution (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Random.seed">
<summary>
<para>Sets the seed for the random number generator.</para>
</summary>
</member>
<member name="P:UnityEngine.Random.value">
<summary>
<para>Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Random.Range(System.Single,System.Single)">
<summary>
<para>Returns a random float number between and /min/ [inclusive] and /max/ [inclusive] (RO).</para>
</summary>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="M:UnityEngine.Random.Range(System.Int32,System.Int32)">
<summary>
<para>Returns a random integer number between /min/ [inclusive] and /max/ [exclusive] (RO).</para>
</summary>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="T:UnityEngine.RangeAttribute">
<summary>
<para>Attribute used to make a float or int variable in a script be restricted to a specific range.</para>
</summary>
</member>
<member name="M:UnityEngine.RangeAttribute.#ctor(System.Single,System.Single)">
<summary>
<para>Attribute used to make a float or int variable in a script be restricted to a specific range.</para>
</summary>
<param name="min">The minimum allowed value.</param>
<param name="max">The maximum allowed value.</param>
</member>
<member name="T:UnityEngine.Ray">
<summary>
<para>Representation of rays.</para>
</summary>
</member>
<member name="P:UnityEngine.Ray.direction">
<summary>
<para>The direction of the ray.</para>
</summary>
</member>
<member name="P:UnityEngine.Ray.origin">
<summary>
<para>The origin point of the ray.</para>
</summary>
</member>
<member name="M:UnityEngine.Ray.#ctor(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Creates a ray starting at /origin/ along /direction/.</para>
</summary>
<param name="origin"></param>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Ray.GetPoint(System.Single)">
<summary>
<para>Returns a point at /distance/ units along the ray.</para>
</summary>
<param name="distance"></param>
</member>
<member name="M:UnityEngine.Ray.ToString">
<summary>
<para>Returns a nicely formatted string for this ray.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Ray.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this ray.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Ray2D">
<summary>
<para>A ray in 2D space.</para>
</summary>
</member>
<member name="P:UnityEngine.Ray2D.direction">
<summary>
<para>The direction of the ray in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Ray2D.origin">
<summary>
<para>The starting point of the ray in world space.</para>
</summary>
</member>
<member name="M:UnityEngine.Ray2D.GetPoint(System.Single)">
<summary>
<para>Get a point that lies a given distance along a ray.</para>
</summary>
<param name="distance">Distance of the desired point along the path of the ray.</param>
</member>
<member name="T:UnityEngine.RaycastHit">
<summary>
<para>Structure used to get information back from a raycast.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.barycentricCoordinate">
<summary>
<para>The barycentric coordinate of the triangle we hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.collider">
<summary>
<para>The [[Collider]] that was hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.distance">
<summary>
<para>The distance from the ray's origin to the impact point.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.lightmapCoord">
<summary>
<para>The uv lightmap coordinate at the impact point.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.normal">
<summary>
<para>The normal of the surface the ray hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.point">
<summary>
<para>The impact point in world space where the ray hit the collider.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.rigidbody">
<summary>
<para>The [[Rigidbody]] of the collider that was hit. If the collider is not attached to a rigidbody then it is /null/.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.textureCoord">
<summary>
<para>The uv texture coordinate at the impact point.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.textureCoord2">
<summary>
<para>The secondary uv texture coordinate at the impact point.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.transform">
<summary>
<para>The [[Transform]] of the rigidbody or collider that was hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit.triangleIndex">
<summary>
<para>The index of the triangle that was hit.</para>
</summary>
</member>
<member name="T:UnityEngine.RaycastHit2D">
<summary>
<para>Information returned about an object detected by a raycast in 2D physics.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit2D.centroid">
<summary>
<para>The centroid of the primitive used to perform the cast.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit2D.collider">
<summary>
<para>The collider hit by the ray.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit2D.distance">
<summary>
<para>The distance from the ray origin to the impact point.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit2D.fraction">
<summary>
<para>Fraction of the distance along the ray that the hit occurred.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit2D.normal">
<summary>
<para>The normal vector of the surface hit by the ray.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit2D.point">
<summary>
<para>The point in world space where the ray hit the collider's surface.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit2D.rigidbody">
<summary>
<para>The Rigidbody2D attached to the object that was hit.</para>
</summary>
</member>
<member name="P:UnityEngine.RaycastHit2D.transform">
<summary>
<para>The Transform of the object that was hit.</para>
</summary>
</member>
<member name="T:UnityEngine.Rect">
<summary>
<para>A 2D Rectangle defined by x, y position and width, height.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.center">
<summary>
<para>Center coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.height">
<summary>
<para>Height of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.max">
<summary>
<para>Upper right corner of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.min">
<summary>
<para>Lower left corner of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.position">
<summary>
<para>The top left coordinates of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.size">
<summary>
<para>The size of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.width">
<summary>
<para>Width of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.x">
<summary>
<para>Left coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.xMax">
<summary>
<para>Right coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.xMin">
<summary>
<para>Left coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.y">
<summary>
<para>Top coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.yMax">
<summary>
<para>Bottom coordinate of the rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.Rect.yMin">
<summary>
<para>Top coordinate of the rectangle.</para>
</summary>
</member>
<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector2)">
<summary>
<para>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.</para>
</summary>
<param name="point">Point to test.</param>
<param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param>
</member>
<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3)">
<summary>
<para>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.</para>
</summary>
<param name="point">Point to test.</param>
<param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param>
</member>
<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3,System.Boolean)">
<summary>
<para>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.</para>
</summary>
<param name="point">Point to test.</param>
<param name="allowInverse">Does the test allow the Rect's width and height to be negative?</param>
</member>
<member name="M:UnityEngine.Rect.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates a new rectangle.</para>
</summary>
<param name="left"></param>
<param name="top"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.Rect.#ctor(UnityEngine.Rect)">
<summary>
<para></para>
</summary>
<param name="source"></param>
</member>
<member name="M:UnityEngine.Rect.#ctor(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Creates a rectangle given a size and position.</para>
</summary>
<param name="position">The position of the top-left corner.</param>
<param name="size">The width and height.</param>
</member>
<member name="M:UnityEngine.Rect.MinMaxRect(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates a rectangle from min/max coordinate values.</para>
</summary>
<param name="left"></param>
<param name="top"></param>
<param name="right"></param>
<param name="bottom"></param>
</member>
<member name="M:UnityEngine.Rect.NormalizedToPoint(UnityEngine.Rect,UnityEngine.Vector2)">
<summary>
<para>Returns a point inside a rectangle, given normalized coordinates.</para>
</summary>
<param name="rectangle">Rectangle to get a point inside.</param>
<param name="normalizedRectCoordinates">Normalized coordinates to get a point for.</param>
</member>
<member name="?:UnityEngine.Rect.op_Equal(UnityEngine.Rect,UnityEngine.Rect)">
<summary>
<para>Returns true if the rectangles are the same.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rect.op_NotEqual(UnityEngine.Rect,UnityEngine.Rect)">
<summary>
<para>Returns true if the rectangles are different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect)">
<summary>
<para>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.</para>
</summary>
<param name="other">Other rectangle to test overlapping with.</param>
<param name="allowInverse">Does the test allow the Rects' widths and heights to be negative?</param>
</member>
<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect,System.Boolean)">
<summary>
<para>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.</para>
</summary>
<param name="other">Other rectangle to test overlapping with.</param>
<param name="allowInverse">Does the test allow the Rects' widths and heights to be negative?</param>
</member>
<member name="M:UnityEngine.Rect.PointToNormalized(UnityEngine.Rect,UnityEngine.Vector2)">
<summary>
<para>Returns the normalized coordinates cooresponding the the point.</para>
</summary>
<param name="rectangle">Rectangle to get normalized coordinates inside.</param>
<param name="point">A point inside the rectangle to get normalized coordinates for.</param>
</member>
<member name="M:UnityEngine.Rect.Set(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Set components of an existing Rect.</para>
</summary>
<param name="left"></param>
<param name="top"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.Rect.ToString">
<summary>
<para>Returns a nicely formatted string for this Rect.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Rect.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this Rect.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.RectOffset">
<summary>
<para>Offsets for rectangles, borders, etc.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.bottom">
<summary>
<para>Bottom edge size.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.horizontal">
<summary>
<para>Shortcut for left + right. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.left">
<summary>
<para>Left edge size.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.right">
<summary>
<para>Right edge size.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.top">
<summary>
<para>Top edge size.</para>
</summary>
</member>
<member name="P:UnityEngine.RectOffset.vertical">
<summary>
<para>Shortcut for top + bottom. (RO)</para>
</summary>
</member>
<member name="M:UnityEngine.RectOffset.Add(UnityEngine.Rect)">
<summary>
<para>Add the border offsets to a /rect/.</para>
</summary>
<param name="rect"></param>
</member>
<member name="M:UnityEngine.RectOffset.#ctor">
<summary>
<para>Creates a new rectangle with offsets.</para>
</summary>
<param name="left"></param>
<param name="right"></param>
<param name="top"></param>
<param name="bottom"></param>
</member>
<member name="M:UnityEngine.RectOffset.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Creates a new rectangle with offsets.</para>
</summary>
<param name="left"></param>
<param name="right"></param>
<param name="top"></param>
<param name="bottom"></param>
</member>
<member name="M:UnityEngine.RectOffset.Remove(UnityEngine.Rect)">
<summary>
<para>Remove the border offsets from a /rect/.</para>
</summary>
<param name="rect"></param>
</member>
<member name="T:UnityEngine.RectTransform">
<summary>
<para>Position, size, anchor and pivot information for a rectangle.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.anchoredPosition">
<summary>
<para>The position of the pivot of this RectTransform relative to the anchor reference point.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.anchoredPosition3D">
<summary>
<para>The 3D position of the pivot of this RectTransform relative to the anchor reference point.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.anchorMax">
<summary>
<para>The normalized position in the parent RectTransform that the upper right corner is anchored to.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.anchorMin">
<summary>
<para>The normalized position in the parent RectTransform that the lower left corner is anchored to.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.offsetMax">
<summary>
<para>The offset of the upper right corner of the rectangle relative to the upper right anchor.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.offsetMin">
<summary>
<para>The offset of the lower left corner of the rectangle relative to the lower left anchor.</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.pivot">
<summary>
<para>The normalized position in this RectTransform that it rotates around.</para>
</summary>
</member>
<member name="?:UnityEngine.RectTransform.reapplyDrivenProperties(UnityEngine.RectTransform/ReapplyDrivenProperties)">
<summary>
<para>Event that is invoked for RectTransforms that need to have their driven properties reapplied.</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.RectTransform.rect">
<summary>
<para>The calculated rectangle in the local space of the [[Transform]].</para>
</summary>
</member>
<member name="P:UnityEngine.RectTransform.sizeDelta">
<summary>
<para>The size of this RectTransform relative to the distances between the anchors.</para>
</summary>
</member>
<member name="T:UnityEngine.RectTransform.Axis">
<summary>
<para>An axis that can be horizontal or vertical.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Axis.Horizontal">
<summary>
<para>Horizontal.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Axis.Vertical">
<summary>
<para>Vertical.</para>
</summary>
</member>
<member name="T:UnityEngine.RectTransform.Edge">
<summary>
<para>Enum used to specify one edge of a rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Edge.Bottom">
<summary>
<para>The bottom edge.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Edge.Left">
<summary>
<para>The left edge.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Edge.Right">
<summary>
<para>The right edge.</para>
</summary>
</member>
<member name="F:UnityEngine.RectTransform.Edge.Top">
<summary>
<para>The top edge.</para>
</summary>
</member>
<member name="M:UnityEngine.RectTransform.GetLocalCorners(UnityEngine.Vector3[])">
<summary>
<para>Get the corners of the calculated rectangle in the local space of its Transform.</para>
</summary>
<param name="fourCornersArray">Array that corners should be filled into.</param>
</member>
<member name="M:UnityEngine.RectTransform.GetWorldCorners(UnityEngine.Vector3[])">
<summary>
<para>Get the corners of the calculated rectangle in world space.</para>
</summary>
<param name="fourCornersArray">Array that corners should be filled into.</param>
</member>
<member name="T:UnityEngine.RectTransform.ReapplyDrivenProperties">
<summary>
<para>Delegate used for the ::ref::reapplyDrivenProperties event.</para>
</summary>
<param name="driven"></param>
</member>
<member name="M:UnityEngine.RectTransform.SetInsetAndSizeFromParentEdge(UnityEngine.RectTransform/Edge,System.Single,System.Single)">
<summary>
<para>Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size.</para>
</summary>
<param name="edge">The edge of the parent rectangle to inset from.</param>
<param name="inset">The inset distance.</param>
<param name="size">The size of the rectangle along the same direction of the inset.</param>
</member>
<member name="M:UnityEngine.RectTransform.SetSizeWithCurrentAnchors(UnityEngine.RectTransform/Axis,System.Single)">
<summary>
<para>Makes the RectTransform calculated rect be a given size on the specified axis.</para>
</summary>
<param name="axis">The axis to specify the size along.</param>
<param name="size">The desired size along the specified axis.</param>
</member>
<member name="T:UnityEngine.RectTransformUtility">
<summary>
<para>Utility class containing helper methods for working with [[RectTransform]].</para>
</summary>
</member>
<member name="M:UnityEngine.RectTransformUtility.FlipLayoutAxes(UnityEngine.RectTransform,System.Boolean,System.Boolean)">
<summary>
<para>Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.</para>
</summary>
<param name="rect">The RectTransform to flip.</param>
<param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
<param name="recursive">Flip the children as well?</param>
</member>
<member name="M:UnityEngine.RectTransformUtility.FlipLayoutOnAxis(UnityEngine.RectTransform,System.Int32,System.Boolean,System.Boolean)">
<summary>
<para>Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.</para>
</summary>
<param name="rect">The RectTransform to flip.</param>
<param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
<param name="recursive">Flip the children as well?</param>
<param name="axis">The axis to flip along. 0 is horizontal and 1 is vertical.</param>
</member>
<member name="M:UnityEngine.RectTransformUtility.PixelAdjustPoint(UnityEngine.Vector2,UnityEngine.Transform,UnityEngine.Canvas)">
<summary>
<para>Convert a given point in screen space into a pixel correct point.</para>
</summary>
<param name="point"></param>
<param name="elementTransform"></param>
<param name="canvas"></param>
<returns>
<para>Pixel adjusted point.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.PixelAdjustRect(UnityEngine.RectTransform,UnityEngine.Canvas)">
<summary>
<para>Given a rect transform, return the corner points in pixel accurate coordinates.</para>
</summary>
<param name="rectTransform"></param>
<param name="canvas"></param>
<returns>
<para>Pixel adjusted rect.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.RectangleContainsScreenPoint(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera)">
<summary>
<para>Does the RectTransform contain the screen point as seen from the given camera?</para>
</summary>
<param name="rect">The RectTransform to test with.</param>
<param name="screenPoint">The screen point to test.</param>
<param name="cam">The camera from which the test is performed from.</param>
<returns>
<para>True if the point is inside the rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector2&amp;)">
<summary>
<para>Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.</para>
</summary>
<param name="rect">The RectTransform to find a point inside.</param>
<param name="cam">The camera associated with the screen space position.</param>
<param name="screenPoint">Screen space position.</param>
<param name="localPoint">Point in local space of the rect transform.</param>
<returns>
<para>Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.</para>
</returns>
</member>
<member name="M:UnityEngine.RectTransformUtility.ScreenPointToWorldPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector3&amp;)">
<summary>
<para>Transform a screen space point to a position in world space that is on the plane of the given RectTransform.</para>
</summary>
<param name="rect">The RectTransform to find a point inside.</param>
<param name="cam">The camera associated with the screen space position.</param>
<param name="screenPoint">Screen space position.</param>
<param name="worldPoint">Point in world space.</param>
<returns>
<para>Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle.</para>
</returns>
</member>
<member name="T:UnityEngine.ReflectionProbe">
<summary>
<para>The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.backgroundColor">
<summary>
<para>The color with which the texture of reflection probe will be cleared.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.bakedTexture">
<summary>
<para>Reference to the baked texture of the reflection probe's surrounding.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.bounds">
<summary>
<para>The bounding volume of the reflection probe (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.boxProjection">
<summary>
<para>Should this reflection probe use box projection?</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.center">
<summary>
<para>The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.clearFlags">
<summary>
<para>How the reflection probe clears the background.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.cullingMask">
<summary>
<para>This is used to render parts of the reflecion probe's surrounding selectively.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.customBakedTexture">
<summary>
<para>Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.farClipPlane">
<summary>
<para>The far clipping plane distance when rendering the probe.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.hdr">
<summary>
<para>Should this reflection probe use HDR rendering?</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.importance">
<summary>
<para>Reflection probe importance.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.intensity">
<summary>
<para>The intensity modifier that is applied to the texture of reflection probe in the shader.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.mode">
<summary>
<para>Should reflection probe texture be generated in the Editor ([[ReflectionProbeMode.Baked]]) or should probe use custom specified texure ([[ReflectionProbeMode.Custom]])?</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.nearClipPlane">
<summary>
<para>The near clipping plane distance when rendering the probe.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.refreshMode">
<summary>
<para>Sets the way the probe will refresh.
SA: [[ReflectionProbeRefreshMode]].</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.resolution">
<summary>
<para>Resolution of the underlying reflection texture in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.shadowDistance">
<summary>
<para>Shadow drawing distance when rendering the probe.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.size">
<summary>
<para>The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.texture">
<summary>
<para>Texture which is passed to the shader of the objects in the vicinity of the reflection probe (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.timeSlicingMode">
<summary>
<para>Sets this probe time-slicing mode
SA: [[ReflectionProbeTimeSlicingMode]].</para>
</summary>
</member>
<member name="P:UnityEngine.ReflectionProbe.type">
<summary>
<para>Reflection probe type.</para>
</summary>
</member>
<member name="M:UnityEngine.ReflectionProbe.BlendCubemap(UnityEngine.Texture,UnityEngine.Texture,System.Single,UnityEngine.RenderTexture)">
<summary>
<para>Utility method to blend 2 cubemaps into a target render texture.</para>
</summary>
<param name="src">Cubemap to blend from.</param>
<param name="dst">Cubemap to blend to.</param>
<param name="blend">Blend weight.</param>
<param name="target">RenderTexture which will hold the result of the blend.</param>
<returns>
<para>Returns trues if cubemaps were blended, false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.ReflectionProbe.IsFinishedRendering(System.Int32)">
<summary>
<para>Checks if a probe has finished a time-sliced render.</para>
</summary>
<param name="renderId">An integer representing the RenderID as returned by the RenderProbe method.</param>
<returns>
<para>
True if the render has finished, false otherwise.
SA: ::ref::timeSlicingMode
</para>
</returns>
</member>
<member name="M:UnityEngine.ReflectionProbe.RenderProbe(UnityEngine.RenderTexture)">
<summary>
<para>Refreshes the probe's cubemap.</para>
</summary>
<param name="targetTexture">Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture.</param>
<returns>
<para>
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
</para>
</returns>
</member>
<member name="T:UnityEngine.RenderBuffer">
<summary>
<para>Color or depth buffer part of a [[RenderTexture]].</para>
</summary>
</member>
<member name="M:UnityEngine.RenderBuffer.GetNativeRenderBufferPtr">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.Renderer">
<summary>
<para>General functionality for all renderers.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.bounds">
<summary>
<para>The bounding volume of the renderer (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.enabled">
<summary>
<para>Makes the rendered 3D object visible if enabled.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.isPartOfStaticBatch">
<summary>
<para>Has this renderer been statically batched with any other renderers?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.isVisible">
<summary>
<para>Is this renderer visible in any camera? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.lightmapIndex">
<summary>
<para>The index of the baked lightmap applied to this renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.lightmapScaleOffset">
<summary>
<para>The UV scale &amp; offset used for a lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.localToWorldMatrix">
<summary>
<para>Matrix that transforms a point from local space into world space (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.material">
<summary>
<para>Returns the first instantiated [[Material]] assigned to the renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.materials">
<summary>
<para>Returns all the instantiated materials of this object.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.probeAnchor">
<summary>
<para>If set, Renderer will use this Transform's position to find the light or reflection probe.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.realtimeLightmapIndex">
<summary>
<para>The index of the realtime lightmap applied to this renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.realtimeLightmapScaleOffset">
<summary>
<para>The UV scale &amp; offset used for a realtime lightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.receiveShadows">
<summary>
<para>Does this object receive shadows?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.reflectionProbeUsage">
<summary>
<para>Should reflection probes be used for this Renderer?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.shadowCastingMode">
<summary>
<para>Does this object cast shadows?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sharedMaterial">
<summary>
<para>The shared material of this object.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sharedMaterials">
<summary>
<para>All the shared materials of this object.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sortingLayerID">
<summary>
<para>Unique ID of the Renderer's sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sortingLayerName">
<summary>
<para>Name of the Renderer's sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.sortingOrder">
<summary>
<para>Renderer's order within a sorting layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.useLightProbes">
<summary>
<para>Should light probes be used for this Renderer?</para>
</summary>
</member>
<member name="P:UnityEngine.Renderer.worldToLocalMatrix">
<summary>
<para>Matrix that transforms a point from world space into local space (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Renderer.GetClosestReflectionProbes(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.ReflectionProbeBlendInfo&gt;)">
<summary>
<para>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.</para>
</summary>
<param name="result"></param>
</member>
<member name="M:UnityEngine.Renderer.GetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Get per-renderer material property block.</para>
</summary>
<param name="dest"></param>
</member>
<member name="M:UnityEngine.Renderer.SetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Lets you add per-renderer material parameters without duplicating a material.</para>
</summary>
<param name="properties"></param>
</member>
<member name="T:UnityEngine.Rendering.AmbientMode">
<summary>
<para>Ambient lighting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.AmbientMode.Custom">
<summary>
<para>Ambient lighting is defined by a custom cubemap.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.AmbientMode.Flat">
<summary>
<para>Flat ambient lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.AmbientMode.Skybox">
<summary>
<para>Skybox-based or custom ambient lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.AmbientMode.Trilight">
<summary>
<para>Trilight ambient lighting.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BlendMode">
<summary>
<para>Blend mode for controlling the blending.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.DstAlpha">
<summary>
<para>Blend factor is (Ad, Ad, Ad, Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.DstColor">
<summary>
<para>Blend factor is (Rd, Gd, Bd, Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.One">
<summary>
<para>Blend factor is (1, 1, 1, 1).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.OneMinusDstAlpha">
<summary>
<para>Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.OneMinusDstColor">
<summary>
<para>Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha">
<summary>
<para>Blend factor is (1 - As, 1 - As, 1 - As, 1 - As).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.OneMinusSrcColor">
<summary>
<para>Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.SrcAlpha">
<summary>
<para>Blend factor is (As, As, As, As).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.SrcAlphaSaturate">
<summary>
<para>Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.SrcColor">
<summary>
<para>Blend factor is (Rs, Gs, Bs, As).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendMode.Zero">
<summary>
<para>Blend factor is (0, 0, 0, 0).</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BlendOp">
<summary>
<para>Blend operation.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Add">
<summary>
<para>Add (s + d).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.ColorBurn">
<summary>
<para>Color burn (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.ColorDodge">
<summary>
<para>Color dodge (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Darken">
<summary>
<para>Darken (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Difference">
<summary>
<para>Difference (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Exclusion">
<summary>
<para>Exclusion (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HardLight">
<summary>
<para>Hard light (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HSLColor">
<summary>
<para>HSL color (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HSLHue">
<summary>
<para>HSL Hue (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HSLLuminosity">
<summary>
<para>HSL luminosity (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.HSLSaturation">
<summary>
<para>HSL saturation (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Lighten">
<summary>
<para>Lighten (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalAnd">
<summary>
<para>Logical AND (s &amp; d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalAndInverted">
<summary>
<para>Logical inverted AND (!s &amp; d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalAndReverse">
<summary>
<para>Logical reverse AND (s &amp; !d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalClear">
<summary>
<para>Logical Clear (0).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalCopy">
<summary>
<para>Logical Copy (s) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalCopyInverted">
<summary>
<para>Logical inverted Copy (!s) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalEquivalence">
<summary>
<para>Logical Equivalence !(s XOR d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalInvert">
<summary>
<para>Logical Inverse (!d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalNand">
<summary>
<para>Logical NAND !(s &amp; d). D3D11.1 only.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalNoop">
<summary>
<para>Logical No-op (d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalNor">
<summary>
<para>Logical NOR !(s | d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalOr">
<summary>
<para>Logical OR (s | d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalOrInverted">
<summary>
<para>Logical inverted OR (!s | d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalOrReverse">
<summary>
<para>Logical reverse OR (s | !d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalSet">
<summary>
<para>Logical SET (1) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.LogicalXor">
<summary>
<para>Logical XOR (s XOR d) (D3D11.1 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Max">
<summary>
<para>Max.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Min">
<summary>
<para>Min.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Multiply">
<summary>
<para>Multiply (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Overlay">
<summary>
<para>Overlay (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.ReverseSubtract">
<summary>
<para>Reverse subtract.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Screen">
<summary>
<para>Screen (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.SoftLight">
<summary>
<para>Soft light (Advanced OpenGL blending).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BlendOp.Subtract">
<summary>
<para>Subtract.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.BuiltinRenderTextureType">
<summary>
<para>Built-in temporary render textures produced during camera's rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.CameraTarget">
<summary>
<para>Target texture of currently rendering camera.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.CurrentActive">
<summary>
<para>Currently active render target.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.Depth">
<summary>
<para>Camera's depth texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.DepthNormals">
<summary>
<para>Camera's depth+normals texture.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer0">
<summary>
<para>Deferred shading G-buffer #0 (typically diffuse color).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer1">
<summary>
<para>Deferred shading G-buffer #1 (typically specular + roughness).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer2">
<summary>
<para>Deferred shading G-buffer #2 (typically normals).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.GBuffer3">
<summary>
<para>Deferred shading G-buffer #3 (typically emission/lighting).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassLight">
<summary>
<para>Deferred lighting light buffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassLightSpec">
<summary>
<para>Deferred lighting HDR specular light buffer (Xbox 360 only).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.PrepassNormalsSpec">
<summary>
<para>Deferred lighting (normals+specular) G-buffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.BuiltinRenderTextureType.Reflections">
<summary>
<para>Reflections gathered from default reflection and reflections probes.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.CameraEvent">
<summary>
<para>Defines a place in camera's rendering to attach [[Rendering.CommandBuffer]] objects to.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterDepthNormalsTexture">
<summary>
<para>After camera's depth+normals texture is generated.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterDepthTexture">
<summary>
<para>After camera's depth texture is generated.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterEverything">
<summary>
<para>After camera has done rendering everything.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterFinalPass">
<summary>
<para>After final geometry pass in deferred lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterForwardAlpha">
<summary>
<para>After transparent objects in forward rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterForwardOpaque">
<summary>
<para>After opaque objects in forward rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterGBuffer">
<summary>
<para>After deferred rendering G-buffer is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterImageEffects">
<summary>
<para>After image effects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterImageEffectsOpaque">
<summary>
<para>After image effects that happen between opaque &amp; transparent objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterLighting">
<summary>
<para>After lighting pass in deferred rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterReflections">
<summary>
<para>After reflections pass in deferred rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.AfterSkybox">
<summary>
<para>After skybox is drawn.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeDepthNormalsTexture">
<summary>
<para>Before camera's depth+normals texture is generated.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeDepthTexture">
<summary>
<para>Before camera's depth texture is generated.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeFinalPass">
<summary>
<para>Before final geometry pass in deferred lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeForwardAlpha">
<summary>
<para>Before transparent objects in forward rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeForwardOpaque">
<summary>
<para>Before opaque objects in forward rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeGBuffer">
<summary>
<para>Before deferred rendering G-buffer is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeImageEffects">
<summary>
<para>Before image effects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeImageEffectsOpaque">
<summary>
<para>Before image effects that happen between opaque &amp; transparent objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeLighting">
<summary>
<para>Before lighting pass in deferred rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeReflections">
<summary>
<para>Before reflections pass in deferred rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CameraEvent.BeforeSkybox">
<summary>
<para>Before skybox is drawn.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ColorWriteMask">
<summary>
<para>Specifies which color components will get written into the target framebuffer.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.All">
<summary>
<para>Write all components (R, G, B and Alpha).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.Alpha">
<summary>
<para>Write alpha component.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.Blue">
<summary>
<para>Write blue component.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.Green">
<summary>
<para>Write green component.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ColorWriteMask.Red">
<summary>
<para>Write red component.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.CommandBuffer">
<summary>
<para>List of graphics commands to execute.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.CommandBuffer.name">
<summary>
<para>Name of this command buffer.</para>
</summary>
</member>
<member name="P:UnityEngine.Rendering.CommandBuffer.sizeInBytes">
<summary>
<para>Size of this command buffer in bytes (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Texture,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material,System.Int32)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Blit(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Material,System.Int32)">
<summary>
<para>Add a "blit into a render texture" command.</para>
</summary>
<param name="source">Source texture or render target to blit from.</param>
<param name="dest">Destination to blit into.</param>
<param name="mat">Material to use.</param>
<param name="pass">Shader pass to use (default is -1, meaning "all passes").</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.Clear">
<summary>
<para>Clear all commands in the buffer.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.ClearRenderTarget(System.Boolean,System.Boolean,UnityEngine.Color,System.Single)">
<summary>
<para>Adds a "clear render target" command.</para>
</summary>
<param name="clearDepth">Should clear depth buffer?</param>
<param name="clearColor">Should clear color buffer?</param>
<param name="backgroundColor">Color to clear with.</param>
<param name="depth">Depth to clear with (default is 1.0).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.#ctor">
<summary>
<para>Create a new empty command buffer.</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,System.Int32,UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Add a "draw mesh" command.</para>
</summary>
<param name="mesh">Mesh to draw.</param>
<param name="matrix">Transformation matrix to use.</param>
<param name="material">Material to use.</param>
<param name="submeshIndex">Which subset of the mesh to render.</param>
<param name="shaderPass">Which pass of the shader to use (default is -1, which renders all passes).</param>
<param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See [[MaterialPropertyBlock]].</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawProcedural(UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.MeshTopology,System.Int32,System.Int32,UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Add a "draw procedural geometry" command.</para>
</summary>
<param name="matrix">Transformation matrix to use.</param>
<param name="material">Material to use.</param>
<param name="shaderPass">Which pass of the shader to use (or -1 for all passes).</param>
<param name="topology">Topology of the procedural geometry.</param>
<param name="vertexCount">Vertex count to render.</param>
<param name="instanceCount">Instance count to render.</param>
<param name="properties">Additional material properties to apply just before rendering. See [[MaterialPropertyBlock]].</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawProceduralIndirect(UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32,UnityEngine.MaterialPropertyBlock)">
<summary>
<para>Add a "draw procedural geometry" command.</para>
</summary>
<param name="matrix">Transformation matrix to use.</param>
<param name="material">Material to use.</param>
<param name="shaderPass">Which pass of the shader to use (or -1 for all passes).</param>
<param name="topology">Topology of the procedural geometry.</param>
<param name="properties">Additional material properties to apply just before rendering. See [[MaterialPropertyBlock]].</param>
<param name="bufferWithArgs">Buffer with draw arguments.</param>
<param name="argsOffset">Offset where in the buffer the draw arguments are.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.DrawRenderer(UnityEngine.Renderer,UnityEngine.Material,System.Int32,System.Int32)">
<summary>
<para>Add a "draw renderer" command.</para>
</summary>
<param name="renderer">Renderer to draw.</param>
<param name="material">Material to use.</param>
<param name="submeshIndex">Which subset of the mesh to render.</param>
<param name="shaderPass">Which pass of the shader to use (default is -1, which renders all passes).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.GetTemporaryRT(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.FilterMode,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32)">
<summary>
<para>Add a "get a temporary render texture" command.</para>
</summary>
<param name="nameID">Shader property name for this texture.</param>
<param name="width">Width in pixels, or -1 for "camera pixel width".</param>
<param name="height">Height in pixels, or -1 for "camera pixel height".</param>
<param name="depthBuffer">Depth buffer bits (0, 16 or 24).</param>
<param name="filter">Texture filtering mode (default is Point).</param>
<param name="format">Format of the render texture (default is ARGB32).</param>
<param name="readWrite">Color space.</param>
<param name="antiAliasing">Anti-aliasing (default is no anti-aliasing).</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.ReleaseTemporaryRT(System.Int32)">
<summary>
<para>Add a "release a temporary render texture" command.</para>
</summary>
<param name="nameID">Shader property name for this texture.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalColor(System.String,UnityEngine.Color)">
<summary>
<para>Add a "set global shader color property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Add a "set global shader color property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloat(System.String,System.Single)">
<summary>
<para>Add a "set global shader float property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalFloat(System.Int32,System.Single)">
<summary>
<para>Add a "set global shader float property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Add a "set global shader matrix property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Add a "set global shader matrix property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalTexture(System.String,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set global shader texture property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalTexture(System.Int32,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set global shader texture property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Add a "set global shader vector property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetGlobalVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Add a "set global shader vector property" command.</para>
</summary>
<param name="name"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
</member>
<member name="M:UnityEngine.Rendering.CommandBuffer.SetRenderTarget(UnityEngine.Rendering.RenderTargetIdentifier[],UnityEngine.Rendering.RenderTargetIdentifier)">
<summary>
<para>Add a "set active render target" command.</para>
</summary>
<param name="rt">Render target to set for both color &amp; depth buffers.</param>
<param name="color">Render target to set as a color buffer.</param>
<param name="colors">Render targets to set as color buffers (MRT).</param>
<param name="depth">Render target to set as a depth buffer.</param>
</member>
<member name="T:UnityEngine.Rendering.CompareFunction">
<summary>
<para>Depth or stencil comparison function.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Always">
<summary>
<para>Always pass depth or stencil test.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Disabled">
<summary>
<para>Depth or stencil test is disabled.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Equal">
<summary>
<para>Pass depth or stencil test when values are equal.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Greater">
<summary>
<para>Pass depth or stencil test when new value is greater than old one.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.GreaterEqual">
<summary>
<para>Pass depth or stencil test when new value is greater or equal than old one.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Less">
<summary>
<para>Pass depth or stencil test when new value is less than old one.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.LessEqual">
<summary>
<para>Pass depth or stencil test when new value is less or equal than old one.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.Never">
<summary>
<para>Never pass depth or stencil test.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CompareFunction.NotEqual">
<summary>
<para>Pass depth or stencil test when values are different.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.CullMode">
<summary>
<para>Backface culling mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CullMode.Back">
<summary>
<para>Cull back-facing geometry.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CullMode.Front">
<summary>
<para>Cull front-facing geometry.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.CullMode.Off">
<summary>
<para>Disable culling.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.DefaultReflectionMode">
<summary>
<para>Default reflection mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.DefaultReflectionMode.Custom">
<summary>
<para>Custom default reflection.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.DefaultReflectionMode.Skybox">
<summary>
<para>Skybox-based default reflection.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.GraphicsDeviceType">
<summary>
<para>Graphics device API type.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D11">
<summary>
<para>Direct3D 11 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D12">
<summary>
<para>Direct3D 12 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Direct3D9">
<summary>
<para>Direct3D 9 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Metal">
<summary>
<para>iOS Metal graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Null">
<summary>
<para>No graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGL2">
<summary>
<para>OpenGL 2.x graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore">
<summary>
<para>OpenGL (Core profile - GL3 or later) graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2">
<summary>
<para>OpenGL ES 2.0 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3">
<summary>
<para>OpenGL ES 3.0 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStation3">
<summary>
<para>PlayStation 3 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStation4">
<summary>
<para>PlayStation 4 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStationMobile">
<summary>
<para>PlayStation Mobile (PSM) graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.PlayStationVita">
<summary>
<para>PlayStation Vita graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.Xbox360">
<summary>
<para>Xbox 360 graphics API.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.GraphicsDeviceType.XboxOne">
<summary>
<para>Xbox One graphics API.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.LightEvent">
<summary>
<para>Defines a place in light's rendering to attach [[Rendering.CommandBuffer]] objects to.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.AfterScreenspaceMask">
<summary>
<para>After directional light screenspace shadow mask is computed.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.AfterShadowMap">
<summary>
<para>After shadowmap is rendered.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.BeforeScreenspaceMask">
<summary>
<para>Before directional light screenspace shadow mask is computed.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.LightEvent.BeforeShadowMap">
<summary>
<para>Before shadowmap is rendered.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.OpaqueSortMode">
<summary>
<para>Opaque object sorting mode of a [[Camera]].</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.OpaqueSortMode.Default">
<summary>
<para>Default opaque sorting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.OpaqueSortMode.FrontToBack">
<summary>
<para>Do rough front-to-back sorting of opaque objects.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort">
<summary>
<para>Do not sort opaque objects by distance.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.PassType">
<summary>
<para>Shader pass type for Unity's lighting pipeline.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.Deferred">
<summary>
<para>Deferred Shading shader pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.ForwardAdd">
<summary>
<para>Forward rendering additive pixel light pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.ForwardBase">
<summary>
<para>Forward rendering base pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.LightPrePassBase">
<summary>
<para>Legacy deferred lighting (light pre-pass) base pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.LightPrePassFinal">
<summary>
<para>Legacy deferred lighting (light pre-pass) final pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.Meta">
<summary>
<para>Shader pass used to generate the albedo and emissive values used as input to lightmapping.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.Normal">
<summary>
<para>Regular shader pass that does not interact with lighting.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.ShadowCaster">
<summary>
<para>Shadow caster &amp; depth texure shader pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.Vertex">
<summary>
<para>Legacy vertex-lit shader pass.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.VertexLM">
<summary>
<para>Legacy vertex-lit shader pass, with mobile lightmaps.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.PassType.VertexLMRGBM">
<summary>
<para>Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeBlendInfo">
<summary>
<para>ReflectionProbeBlendInfo contains information required for blending probes.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeBlendInfo.probe">
<summary>
<para>Reflection Probe used in blending.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeBlendInfo.weight">
<summary>
<para>Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeClearFlags">
<summary>
<para>Values for ReflectionProbe.clearFlags, determining what to clear when rendering a [[ReflectionProbe]].</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeClearFlags.Skybox">
<summary>
<para>Clear with the skybox.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeClearFlags.SolidColor">
<summary>
<para>Clear with a background color.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeMode">
<summary>
<para>Reflection probe's update mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeMode.Baked">
<summary>
<para>Reflection probe is baked in the Editor.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeMode.Custom">
<summary>
<para>Reflection probe uses a custom texture specified by the user.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeMode.Realtime">
<summary>
<para>Reflection probe is updating in realtime.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeRefreshMode">
<summary>
<para>An enum describing the way a realtime reflection probe refreshes in the Player.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.EveryFrame">
<summary>
<para>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]].</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.OnAwake">
<summary>
<para>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]].</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeRefreshMode.ViaScripting">
<summary>
<para>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]].</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.IndividualFaces">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.NoTimeSlicing">
<summary>
<para>Unity will render the probe entirely in one frame.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeType">
<summary>
<para>Reflection probe type: cube or card.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeType.Card">
<summary>
<para>Surrounding of the reflection probe is rendered onto a quad.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeType.Cube">
<summary>
<para>Surrounding of the reflection probe is rendered into cubemap.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.ReflectionProbeUsage">
<summary>
<para>Reflection Probe usage.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeUsage.BlendProbes">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeUsage.BlendProbesAndSkybox">
<summary>
<para>Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeUsage.Off">
<summary>
<para>Reflection probes are disabled, skybox will be used for reflection.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ReflectionProbeUsage.Simple">
<summary>
<para>Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.RenderBufferLoadAction">
<summary>
<para>Handling of loading RenderBuffer contents on setting as active RenderTarget. It has effect only on some platforms.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferLoadAction.DontCare">
<summary>
<para>RenderBuffer will try to skip loading its contents on setting as Render Target.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferLoadAction.Load">
<summary>
<para>Make RenderBuffer to Load its contents when setting as RenderTarget.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.RenderBufferStoreAction">
<summary>
<para>Handling of storing RenderBuffer contents after it was an active RenderTarget and another RenderTarget was set. It has effect only on some platforms.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferStoreAction.DontCare">
<summary>
<para>RenderBuffer will try to skip storing its contents.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.RenderBufferStoreAction.Store">
<summary>
<para>Make RenderBuffer to Store its contents.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.RenderTargetIdentifier">
<summary>
<para>Identifies a [[RenderTexture]] for a [[Rendering.CommandBuffer]].</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(UnityEngine.Rendering.BuiltinRenderTextureType)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="rt">RenderTexture object to use.</param>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see [[Shader.PropertyToID]]).</param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(System.String)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="rt">RenderTexture object to use.</param>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see [[Shader.PropertyToID]]).</param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(System.Int32)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="rt">RenderTexture object to use.</param>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see [[Shader.PropertyToID]]).</param>
</member>
<member name="M:UnityEngine.Rendering.RenderTargetIdentifier.#ctor(UnityEngine.RenderTexture)">
<summary>
<para>Creates a render target identifier.</para>
</summary>
<param name="rt">RenderTexture object to use.</param>
<param name="type">Built-in temporary render texture type.</param>
<param name="name">Temporary render texture name.</param>
<param name="nameID">Temporary render texture name (as integer, see [[Shader.PropertyToID]]).</param>
</member>
<member name="T:UnityEngine.Rendering.ShadowCastingMode">
<summary>
<para>How shadows are cast from this object.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowCastingMode.Off">
<summary>
<para>No shadows are cast from this object.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowCastingMode.On">
<summary>
<para>Shadows are cast from this object.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly">
<summary>
<para>Object casts shadows, but is otherwise invisible in the scene.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.ShadowCastingMode.TwoSided">
<summary>
<para>Shadows are cast from this object, treating it as two-sided.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.SphericalHarmonicsL2">
<summary>
<para>Spherical harmonics up to the second order (3 bands, 9 coefficients).</para>
</summary>
</member>
<member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.AddAmbientLight(UnityEngine.Color)">
<summary>
<para>Add ambient lighting to probe data.</para>
</summary>
<param name="color"></param>
</member>
<member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.AddDirectionalLight(UnityEngine.Vector3,UnityEngine.Color,System.Single)">
<summary>
<para>Add directional light to probe data.</para>
</summary>
<param name="direction"></param>
<param name="color"></param>
<param name="intensity"></param>
</member>
<member name="M:UnityEngine.Rendering.SphericalHarmonicsL2.Clear">
<summary>
<para>Clears SH probe to zero.</para>
</summary>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Equal(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)">
<summary>
<para>Returns true if SH probes are equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Multiply(UnityEngine.Rendering.SphericalHarmonicsL2,System.Single)">
<summary>
<para>Scales SH by a given factor.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Multiply(System.Single,UnityEngine.Rendering.SphericalHarmonicsL2)">
<summary>
<para>Scales SH by a given factor.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_NotEqual(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)">
<summary>
<para>Returns true if SH probes are different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Rendering.SphericalHarmonicsL2.op_Plus(UnityEngine.Rendering.SphericalHarmonicsL2,UnityEngine.Rendering.SphericalHarmonicsL2)">
<summary>
<para>Adds two SH probes.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="P:UnityEngine.Rendering.SphericalHarmonicsL2.this">
<summary>
<para>Access individual SH coefficients.</para>
</summary>
</member>
<member name="T:UnityEngine.Rendering.StencilOp">
<summary>
<para>Specifies the operation that's performed on the stencil buffer when rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.DecrementSaturate">
<summary>
<para>Decrements the current stencil buffer value. Clamps to 0.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.DecrementWrap">
<summary>
<para>Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.IncrementSaturate">
<summary>
<para>Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.IncrementWrap">
<summary>
<para>Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.Invert">
<summary>
<para>Bitwise inverts the current stencil buffer value.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.Keep">
<summary>
<para>Keeps the current stencil value.</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.Replace">
<summary>
<para>Replace the stencil buffer value with reference value (specified in the shader).</para>
</summary>
</member>
<member name="F:UnityEngine.Rendering.StencilOp.Zero">
<summary>
<para>Sets the stencil buffer value to zero.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderingPath">
<summary>
<para>Rendering path of a [[Camera]].</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.DeferredLighting">
<summary>
<para>Deferred Lighting (Legacy).
</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.DeferredShading">
<summary>
<para>Deferred Shading.
</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.Forward">
<summary>
<para>Forward Rendering.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.UsePlayerSettings">
<summary>
<para>Use Player Settings.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderingPath.VertexLit">
<summary>
<para>Vertex Lit.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderMode">
<summary>
<para>RenderMode for the Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.ScreenSpaceCamera">
<summary>
<para>Render using the [[Camera]] configured on the Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.ScreenSpaceOverlay">
<summary>
<para>Render at the end of the scene using a 2D Canvas.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderMode.WorldSpace">
<summary>
<para>Render using any [[Camera]] in the scene that can render the layer.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderSettings">
<summary>
<para>The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientEquatorColor">
<summary>
<para>Ambient lighting coming from the sides.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientGroundColor">
<summary>
<para>Ambient lighting coming from below.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientIntensity">
<summary>
<para>How much the light from the Ambient Source affects the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientLight">
<summary>
<para>Flat ambient lighting color.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientMode">
<summary>
<para>Ambient lighting mode.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientProbe">
<summary>
<para>Custom or skybox ambient lighting data.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.ambientSkyColor">
<summary>
<para>Ambient lighting coming from above.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.customReflection">
<summary>
<para>Custom specular reflection cubemap.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.defaultReflectionMode">
<summary>
<para>Default reflection mode.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.defaultReflectionResolution">
<summary>
<para>Cubemap resolution for default reflection.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.flareFadeSpeed">
<summary>
<para>The fade speed of all flares in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.flareStrength">
<summary>
<para>The intensity of all flares in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fog">
<summary>
<para>Is fog enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogColor">
<summary>
<para>The color of the fog.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogDensity">
<summary>
<para>The density of the exponential fog.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogEndDistance">
<summary>
<para>The ending distance of linear fog.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogMode">
<summary>
<para>Fog mode to use.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.fogStartDistance">
<summary>
<para>The starting distance of linear fog.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.haloStrength">
<summary>
<para>Size of the [[Light]] halos.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.reflectionBounces">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.reflectionIntensity">
<summary>
<para>How much the skybox / custom cubemap reflection affects the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderSettings.skybox">
<summary>
<para>The global skybox to use.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderTexture">
<summary>
<para>Render textures are textures that can be rendered to.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.active">
<summary>
<para>Currently active render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.antiAliasing">
<summary>
<para>The antialiasing level for the RenderTexture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.colorBuffer">
<summary>
<para>Color buffer of the render texture (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.depth">
<summary>
<para>The precision of the render texture's depth buffer in bits (0, 16, 24 are supported).</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.depthBuffer">
<summary>
<para>Depth/stencil buffer of the render texture (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.enableRandomWrite">
<summary>
<para>Enable random access write into this render texture on Shader Model 5.0 level shaders.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.format">
<summary>
<para>The color format of the render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.generateMips">
<summary>
<para>Should mipmap levels be generated automatically?</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.height">
<summary>
<para>The height of the render texture in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.isCubemap">
<summary>
<para>If enabled, this Render Texture will be used as a [[Cubemap]].</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.isVolume">
<summary>
<para>If enabled, this Render Texture will be used as a [[Texture3D]].</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.sRGB">
<summary>
<para>Does this render texture use sRGB read / write (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.useMipMap">
<summary>
<para>Use mipmaps on a render texture?</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.volumeDepth">
<summary>
<para>Volume extent of a 3D render texture.</para>
</summary>
</member>
<member name="P:UnityEngine.RenderTexture.width">
<summary>
<para>The width of the render texture in pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.Create">
<summary>
<para>Actually creates the RenderTexture.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.#ctor(System.Int32,System.Int32,System.Int32)">
<summary>
<para>Creates a new RenderTexture object.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Texture color format.</param>
<param name="readWrite">How or if color space conversions should be done on texture read/write.</param>
</member>
<member name="M:UnityEngine.RenderTexture.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat)">
<summary>
<para>Creates a new RenderTexture object.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Texture color format.</param>
<param name="readWrite">How or if color space conversions should be done on texture read/write.</param>
</member>
<member name="M:UnityEngine.RenderTexture.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite)">
<summary>
<para>Creates a new RenderTexture object.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Texture color format.</param>
<param name="readWrite">How or if color space conversions should be done on texture read/write.</param>
</member>
<member name="M:UnityEngine.RenderTexture.DiscardContents">
<summary>
<para>Discards the contents of the RenderTexture.</para>
</summary>
<param name="discardColor">Should the colour buffer be discarded?</param>
<param name="discardDepth">Should the depth buffer be discarded?</param>
</member>
<member name="M:UnityEngine.RenderTexture.DiscardContents(System.Boolean,System.Boolean)">
<summary>
<para>Discards the contents of the RenderTexture.</para>
</summary>
<param name="discardColor">Should the colour buffer be discarded?</param>
<param name="discardDepth">Should the depth buffer be discarded?</param>
</member>
<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32)">
<summary>
<para>Allocate a temporary render texture.</para>
</summary>
<param name="width">Width in pixels.</param>
<param name="height">Height in pixels.</param>
<param name="depthBuffer">Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
<param name="format">Render texture format.</param>
<param name="readWrite">sRGB handling mode.</param>
<param name="antiAliasing">Anti-aliasing (1,2,4,8).</param>
</member>
<member name="M:UnityEngine.RenderTexture.IsCreated">
<summary>
<para>Is the render texture actually created?</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.MarkRestoreExpected">
<summary>
<para>Indicate that there's a RenderTexture restore operation expected.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.Release">
<summary>
<para>Releases the RenderTexture.</para>
</summary>
</member>
<member name="M:UnityEngine.RenderTexture.ReleaseTemporary(UnityEngine.RenderTexture)">
<summary>
<para>Release a temporary texture allocated with ::ref::GetTemporary.</para>
</summary>
<param name="temp"></param>
</member>
<member name="M:UnityEngine.RenderTexture.SetGlobalShaderProperty(System.String)">
<summary>
<para>Assigns this RenderTexture as a global shader property named /propertyName/.</para>
</summary>
<param name="propertyName"></param>
</member>
<member name="M:UnityEngine.RenderTexture.SupportsStencil(UnityEngine.RenderTexture)">
<summary>
<para>Does a RenderTexture have stencil buffer?</para>
</summary>
<param name="rt">Render texture, or null for main screen.</param>
</member>
<member name="T:UnityEngine.RenderTextureFormat">
<summary>
<para>Format of a [[RenderTexture]].</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB1555">
<summary>
<para>Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB2101010">
<summary>
<para>Color render texture format. 10 bits for colors, 2 bits for alpha.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB32">
<summary>
<para>Color render texture format, 8 bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGB4444">
<summary>
<para>Color render texture format, 4 bit per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGBFloat">
<summary>
<para>Color render texture format, 32 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGBHalf">
<summary>
<para>Color render texture format, 16 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.ARGBInt">
<summary>
<para>Four channel (ARGB) render texture format, 32 bit signed integer per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.Default">
<summary>
<para>Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.DefaultHDR">
<summary>
<para>Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.Depth">
<summary>
<para>A depth render texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.R8">
<summary>
<para>Scalar (R) render texture format, 8 bit fixed point.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RFloat">
<summary>
<para>Scalar (R) render texture format, 32 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGB565">
<summary>
<para>Color render texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGFloat">
<summary>
<para>Two color (RG) render texture format, 32 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGHalf">
<summary>
<para>Two color (RG) render texture format, 16 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RGInt">
<summary>
<para>Two channel (RG) render texture format, 32 bit signed integer per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RHalf">
<summary>
<para>Scalar (R) render texture format, 16 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.RInt">
<summary>
<para>Scalar (R) render texture format, 32 bit signed integer.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureFormat.Shadowmap">
<summary>
<para>A native shadowmap render texture format.</para>
</summary>
</member>
<member name="T:UnityEngine.RenderTextureReadWrite">
<summary>
<para>Color space conversion mode of a [[RenderTexture]].</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureReadWrite.sRGB">
<summary>
<para>sRGB reads and writes to this render texture.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureReadWrite.Default">
<summary>
<para>The correct color space for the current position in the rendering pipeline.</para>
</summary>
</member>
<member name="F:UnityEngine.RenderTextureReadWrite.Linear">
<summary>
<para>No sRGB reads or writes to this render texture.</para>
</summary>
</member>
<member name="T:UnityEngine.RequireComponent">
<summary>
<para>The RequireComponent attribute lets automatically add required component as a dependency.</para>
</summary>
</member>
<member name="M:UnityEngine.RequireComponent.#ctor(System.Type)">
<summary>
<para>Require a single component.</para>
</summary>
<param name="requiredComponent"></param>
</member>
<member name="M:UnityEngine.RequireComponent.#ctor(System.Type,System.Type)">
<summary>
<para>Require a two components.</para>
</summary>
<param name="requiredComponent"></param>
<param name="requiredComponent2"></param>
</member>
<member name="M:UnityEngine.RequireComponent.#ctor(System.Type,System.Type,System.Type)">
<summary>
<para>Require three components.</para>
</summary>
<param name="requiredComponent"></param>
<param name="requiredComponent2"></param>
<param name="requiredComponent3"></param>
</member>
<member name="T:UnityEngine.Resolution">
<summary>
<para>Represents a display resolution.</para>
</summary>
</member>
<member name="P:UnityEngine.Resolution.height">
<summary>
<para>Resolution height in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Resolution.refreshRate">
<summary>
<para>Resolution's vertical refresh rate in Hz.</para>
</summary>
</member>
<member name="P:UnityEngine.Resolution.width">
<summary>
<para>Resolution width in pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.Resolution.ToString">
<summary>
<para>Returns a nicely formatted string of the resolution.</para>
</summary>
<returns>
<para>A string with the format "width x height @ refreshRateHz".</para>
</returns>
</member>
<member name="T:UnityEngine.ResourceRequest">
<summary>
<para>Asynchronous load request from the Resources bundle.</para>
</summary>
</member>
<member name="P:UnityEngine.ResourceRequest.asset">
<summary>
<para>Asset object being loaded (RO).</para>
</summary>
</member>
<member name="T:UnityEngine.Resources">
<summary>
<para>The Resources class allows you to find and access Objects including assets.</para>
</summary>
</member>
<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll(System.Type)">
<summary>
<para>Returns a list of all objects of Type /type/.</para>
</summary>
<param name="type">Type of the class to match while searching.</param>
<returns>
<para>An array of objects whose class is ''type'' or is derived from ''type''.</para>
</returns>
</member>
<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll">
<summary>
<para>Returns a list of all objects of Type /T/.</para>
</summary>
</member>
<member name="M:UnityEngine.Resources.Load(System.String)">
<summary>
<para>Loads an asset stored at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
</member>
<member name="M:UnityEngine.Resources.Load(System.String,System.Type)">
<summary>
<para>Loads an asset stored at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
</member>
<member name="M:UnityEngine.Resources.Load(System.String)">
<summary>
<para>Loads an asset stored at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAll(System.String)">
<summary>
<para>Loads all assets in a folder or file at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAll(System.String,System.Type)">
<summary>
<para>Loads all assets in a folder or file at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAll(System.String)">
<summary>
<para>Loads all assets in a folder or file at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String,System.Type)">
<summary>
<para>Returns a resource at an asset path (Editor Only).</para>
</summary>
<param name="assetPath">Pathname of the target asset.</param>
<param name="type">Type filter for objects returned.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String)">
<summary>
<para>Returns a resource at an asset path (Editor Only).</para>
</summary>
<param name="assetPath">Pathname of the target asset.</param>
</member>
<member name="M:UnityEngine.Resources.LoadAsync(System.String)">
<summary>
<para>Asynchronously loads an asset stored at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Resources.LoadAsync(System.String,System.Type)">
<summary>
<para>Asynchronously loads an asset stored at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
<param name="systemTypeInstance">Type filter for objects returned.</param>
<param name="type"></param>
</member>
<member name="M:UnityEngine.Resources.LoadAsync(System.String)">
<summary>
<para>Asynchronously loads an asset stored at /path/ in a Resources folder.</para>
</summary>
<param name="path">Pathname of the target folder.</param>
</member>
<member name="M:UnityEngine.Resources.UnloadAsset(UnityEngine.Object)">
<summary>
<para>Unloads /assetToUnload/ from memory.</para>
</summary>
<param name="assetToUnload"></param>
</member>
<member name="M:UnityEngine.Resources.UnloadUnusedAssets">
<summary>
<para>Unloads assets that are not used.</para>
</summary>
<returns>
<para>Object on which you can yield to wait until the operation completes.</para>
</returns>
</member>
<member name="T:UnityEngine.Rigidbody">
<summary>
<para>Control of an object's position through physics simulation.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.angularDrag">
<summary>
<para>The angular drag of the object.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.angularVelocity">
<summary>
<para>The angular velocity vector of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.centerOfMass">
<summary>
<para>The center of mass relative to the transform's origin.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.collisionDetectionMode">
<summary>
<para>The Rigidbody's collision detection mode.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.constraints">
<summary>
<para>Controls which degrees of freedom are allowed for the simulation of this Rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.detectCollisions">
<summary>
<para>Should collision detection be enabled? (By default always enabled).</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.drag">
<summary>
<para>The drag of the object.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.freezeRotation">
<summary>
<para>Controls whether physics will change the rotation of the object.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.inertiaTensor">
<summary>
<para>The diagonal inertia tensor of mass relative to the center of mass.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.inertiaTensorRotation">
<summary>
<para>The rotation of the inertia tensor.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.interpolation">
<summary>
<para>Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.isKinematic">
<summary>
<para>Controls whether physics affects the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.mass">
<summary>
<para>The mass of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.maxAngularVelocity">
<summary>
<para>The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.maxDepenetrationVelocity">
<summary>
<para>Maximum velocity of a rigidbody when moving out of penetrating state.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.position">
<summary>
<para>The position of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.rotation">
<summary>
<para>The rotation of the rigdibody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.sleepAngularVelocity">
<summary>
<para>The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.sleepThreshold">
<summary>
<para>The mass-normalized energy threshold, below which objects start going to sleep.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.sleepVelocity">
<summary>
<para>The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.solverIterationCount">
<summary>
<para>Allows you to override the solver iteration count per rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.useConeFriction">
<summary>
<para>Force cone friction to be used for this rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.useGravity">
<summary>
<para>Controls whether gravity affects this rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.velocity">
<summary>
<para>The velocity vector of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody.worldCenterOfMass">
<summary>
<para>The center of mass of the rigidbody in world space (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.AddExplosionForce">
<summary>
<para>Applies a force to a rigidbody that simulates explosion effects.</para>
</summary>
<param name="explosionForce">The force of the explosion (which may be modified by distance).</param>
<param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param>
<param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param>
<param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param>
<param name="mode">The method used to apply the force to its targets.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddExplosionForce">
<summary>
<para>Applies a force to a rigidbody that simulates explosion effects.</para>
</summary>
<param name="explosionForce">The force of the explosion (which may be modified by distance).</param>
<param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param>
<param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param>
<param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param>
<param name="mode">The method used to apply the force to its targets.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Applies a force to a rigidbody that simulates explosion effects.</para>
</summary>
<param name="explosionForce">The force of the explosion (which may be modified by distance).</param>
<param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param>
<param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param>
<param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param>
<param name="mode">The method used to apply the force to its targets.</param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForce">
<summary>
<para>Adds a force to the rigidbody.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Adds a force to the rigidbody.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForce">
<summary>
<para>Adds a force to the rigidbody.</para>
</summary>
<param name="x">Size of force along the world x-axis.</param>
<param name="y">Size of force along the world y-axis.</param>
<param name="z">Size of force along the world z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Adds a force to the rigidbody.</para>
</summary>
<param name="x">Size of force along the world x-axis.</param>
<param name="y">Size of force along the world y-axis.</param>
<param name="z">Size of force along the world z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForceAtPosition">
<summary>
<para>Applies /force/ at /position/. As a result this will apply a torque and force on the object.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="position">Position in world coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Applies /force/ at /position/. As a result this will apply a torque and force on the object.</para>
</summary>
<param name="force">Force vector in world coordinates.</param>
<param name="position">Position in world coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeForce">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="force">Force vector in local coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="force">Force vector in local coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeForce">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="x">Size of force along the local x-axis.</param>
<param name="y">Size of force along the local y-axis.</param>
<param name="z">Size of force along the local z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Adds a force to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="x">Size of force along the local x-axis.</param>
<param name="y">Size of force along the local y-axis.</param>
<param name="z">Size of force along the local z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeTorque">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="torque">Torque vector in local coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="torque">Torque vector in local coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeTorque">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="x">Size of torque along the local x-axis.</param>
<param name="y">Size of torque along the local y-axis.</param>
<param name="z">Size of torque along the local z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody relative to its coordinate system.</para>
</summary>
<param name="x">Size of torque along the local x-axis.</param>
<param name="y">Size of torque along the local y-axis.</param>
<param name="z">Size of torque along the local z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddTorque">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="torque">Torque vector in world coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="torque">Torque vector in world coordinates.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddTorque">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="x">Size of torque along the world x-axis.</param>
<param name="y">Size of torque along the world y-axis.</param>
<param name="z">Size of torque along the world z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
<summary>
<para>Adds a torque to the rigidbody.</para>
</summary>
<param name="x">Size of torque along the world x-axis.</param>
<param name="y">Size of torque along the world y-axis.</param>
<param name="z">Size of torque along the world z-axis.</param>
<param name="mode"></param>
</member>
<member name="M:UnityEngine.Rigidbody.ClosestPointOnBounds(UnityEngine.Vector3)">
<summary>
<para>The closest point to the bounding box of the attached colliders.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Rigidbody.GetPointVelocity(UnityEngine.Vector3)">
<summary>
<para>The velocity of the rigidbody at the point /worldPoint/ in global space.</para>
</summary>
<param name="worldPoint"></param>
</member>
<member name="M:UnityEngine.Rigidbody.GetRelativePointVelocity(UnityEngine.Vector3)">
<summary>
<para>The velocity relative to the rigidbody at the point /relativePoint/.</para>
</summary>
<param name="relativePoint"></param>
</member>
<member name="M:UnityEngine.Rigidbody.IsSleeping">
<summary>
<para>Is the rigidbody sleeping?</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.MovePosition(UnityEngine.Vector3)">
<summary>
<para>Moves the rigidbody to /position/.</para>
</summary>
<param name="position">The new position for the Rigidbody object.</param>
</member>
<member name="M:UnityEngine.Rigidbody.MoveRotation(UnityEngine.Quaternion)">
<summary>
<para>Rotates the rigidbody to /rotation/.</para>
</summary>
<param name="rot">The new rotation for the Rigidbody.</param>
</member>
<member name="M:UnityEngine.Rigidbody.SetDensity(System.Single)">
<summary>
<para>Sets the mass based on the attached colliders assuming a constant density.</para>
</summary>
<param name="density"></param>
</member>
<member name="M:UnityEngine.Rigidbody.Sleep">
<summary>
<para>Forces a rigidbody to sleep at least one frame.</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody.SweepTest">
<summary>
<para>Tests if a rigidbody would collide with anything, if it was moved through the scene.</para>
</summary>
<param name="direction">The direction into which to sweep the rigidbody.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the rigidbody sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Rigidbody.SweepTest(UnityEngine.Vector3,UnityEngine.RaycastHit&amp;,System.Single)">
<summary>
<para>Tests if a rigidbody would collide with anything, if it was moved through the scene.</para>
</summary>
<param name="direction">The direction into which to sweep the rigidbody.</param>
<param name="hitInfo">If true is returned, /hitInfo/ will contain more information about where the collider was hit (SA: [[RaycastHit]]).</param>
<param name="distance">The length of the sweep.</param>
<param name="maxDistance"></param>
<returns>
<para>True when the rigidbody sweep intersects any collider, otherwise false.</para>
</returns>
</member>
<member name="M:UnityEngine.Rigidbody.SweepTestAll">
<summary>
<para>Like [[Rigidbody.SweepTest]], but returns all hits.</para>
</summary>
<param name="direction">Direction to sweep the Rigidbody object.</param>
<param name="distance">Length of the sweep.</param>
<param name="maxDistance"></param>
</member>
<member name="M:UnityEngine.Rigidbody.SweepTestAll(UnityEngine.Vector3,System.Single)">
<summary>
<para>Like [[Rigidbody.SweepTest]], but returns all hits.</para>
</summary>
<param name="direction">Direction to sweep the Rigidbody object.</param>
<param name="distance">Length of the sweep.</param>
<param name="maxDistance"></param>
</member>
<member name="M:UnityEngine.Rigidbody.WakeUp">
<summary>
<para>Forces a rigidbody to wake up.</para>
</summary>
</member>
<member name="T:UnityEngine.Rigidbody2D">
<summary>
<para>Rigidbody physics component for 2D sprites.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.angularDrag">
<summary>
<para>Coefficient of angular drag.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.angularVelocity">
<summary>
<para>Angular velocity in degrees per second.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.centerOfMass">
<summary>
<para>The center of mass of the rigidBody in local space.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.collisionDetectionMode">
<summary>
<para>The method used by the physics engine to check if two objects have collided.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.constraints">
<summary>
<para>Controls which degrees of freedom are allowed for the simulation of this [[Rigidbody2D]].</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.drag">
<summary>
<para>Coefficient of drag.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.fixedAngle">
<summary>
<para>Should the rigidbody be prevented from rotating?</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.freezeRotation">
<summary>
<para>Controls whether physics will change the rotation of the object.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.gravityScale">
<summary>
<para>The degree to which this object is affected by gravity.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.inertia">
<summary>
<para>The rigidBody rotational inertia.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.interpolation">
<summary>
<para>Physics interpolation used between updates.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.isKinematic">
<summary>
<para>Should this rigidbody be taken out of physics control?</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.mass">
<summary>
<para>Mass of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.position">
<summary>
<para>The position of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.rotation">
<summary>
<para>The rotation of the rigdibody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.simulated">
<summary>
<para>Indicates whether the rigid body should be simulated or not by the physics system.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.sleepMode">
<summary>
<para>The sleep state that the rigidbody will initially be in.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.velocity">
<summary>
<para>Linear velocity of the rigidbody.</para>
</summary>
</member>
<member name="P:UnityEngine.Rigidbody2D.worldCenterOfMass">
<summary>
<para>Gets the center of mass of the rigidBody in global space.</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2,UnityEngine.ForceMode2D)">
<summary>
<para>Apply a force to the rigidbody.</para>
</summary>
<param name="force">Components of the force in the X and Y axes.</param>
<param name="mode">The method used to apply the specified force.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.AddForceAtPosition(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.ForceMode2D)">
<summary>
<para>Apply a force at a given position in space.</para>
</summary>
<param name="force">Components of the force in the X and Y axes.</param>
<param name="position">Position in world space to apply the force.</param>
<param name="mode">The method used to apply the specified force.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.AddRelativeForce(UnityEngine.Vector2,UnityEngine.ForceMode2D)">
<summary>
<para>Adds a force to the rigidbody2D relative to its coordinate system.</para>
</summary>
<param name="relativeForce">Components of the force in the X and Y axes.</param>
<param name="mode">The method used to apply the specified force.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.AddTorque(System.Single,UnityEngine.ForceMode2D)">
<summary>
<para>Apply a torque at the rigidbody's centre of mass.</para>
</summary>
<param name="torque">Torque to apply.</param>
<param name="mode">The force mode to use.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.GetPoint(UnityEngine.Vector2)">
<summary>
<para>Get a local space point given the point /point/ in rigidBody global space.</para>
</summary>
<param name="point">The global space point to transform into local space.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.GetPointVelocity(UnityEngine.Vector2)">
<summary>
<para>The velocity of the rigidbody at the point /Point/ in global space.</para>
</summary>
<param name="point">The global space point to calculate velocity for.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.GetRelativePoint(UnityEngine.Vector2)">
<summary>
<para>Get a global space point given the point /relativePoint/ in rigidBody local space.</para>
</summary>
<param name="relativePoint">The local space point to transform into global space.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.GetRelativePointVelocity(UnityEngine.Vector2)">
<summary>
<para>The velocity of the rigidbody at the point /Point/ in local space.</para>
</summary>
<param name="relativePoint">The local space point to calculate velocity for.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.GetRelativeVector(UnityEngine.Vector2)">
<summary>
<para>Get a global space vector given the vector /relativeVector/ in rigidBody local space.</para>
</summary>
<param name="relativeVector">The local space vector to transform into a global space vector.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.GetVector(UnityEngine.Vector2)">
<summary>
<para>Get a local space vector given the vector /vector/ in rigidBody global space.</para>
</summary>
<param name="vector">The global space vector to transform into a local space vector.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.IsAwake">
<summary>
<para>Is the rigidbody "awake"?</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody2D.IsSleeping">
<summary>
<para>Is the rigidbody "sleeping"?</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody2D.IsTouching(UnityEngine.Collider2D)">
<summary>
<para>Check whether any of the collider(s) attached to this rigidbody are touching the /collider/ or not.</para>
</summary>
<param name="collider">The collider to check if it is touching any of the collider(s) attached to this rigidbody.</param>
<returns>
<para>Whether the /collider/ is touching any of the collider(s) attached to this rigidbody or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Rigidbody2D.IsTouchingLayers(System.Int32)">
<summary>
<para>Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified /layerMask/ or not.</para>
</summary>
<param name="layerMask">Any colliders on any of these layers count as touching.</param>
<returns>
<para>Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified /layerMask/ or not.</para>
</returns>
</member>
<member name="M:UnityEngine.Rigidbody2D.MovePosition(UnityEngine.Vector2)">
<summary>
<para>Moves the rigidbody to /position/.</para>
</summary>
<param name="position">The new position for the Rigidbody object.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.MoveRotation(System.Single)">
<summary>
<para>Rotates the rigidbody to /angle/ (given in degrees).</para>
</summary>
<param name="angle">The new rotation angle for the Rigidbody object.</param>
</member>
<member name="M:UnityEngine.Rigidbody2D.Sleep">
<summary>
<para>Make the rigidbody "sleep".</para>
</summary>
</member>
<member name="M:UnityEngine.Rigidbody2D.WakeUp">
<summary>
<para>Disables the "sleeping" state of a rigidbody.</para>
</summary>
</member>
<member name="T:UnityEngine.RigidbodyConstraints">
<summary>
<para>Use these flags to constrain motion of Rigidbodies.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeAll">
<summary>
<para>Freeze rotation and motion along all axes.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezePosition">
<summary>
<para>Freeze motion along all axes.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezePositionX">
<summary>
<para>Freeze motion along the X-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezePositionY">
<summary>
<para>Freeze motion along the Y-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezePositionZ">
<summary>
<para>Freeze motion along the Z-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeRotation">
<summary>
<para>Freeze rotation along all axes.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationX">
<summary>
<para>Freeze rotation along the X-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationY">
<summary>
<para>Freeze rotation along the Y-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.FreezeRotationZ">
<summary>
<para>Freeze rotation along the Z-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints.None">
<summary>
<para>No constraints.</para>
</summary>
</member>
<member name="T:UnityEngine.RigidbodyConstraints2D">
<summary>
<para>Use these flags to constrain motion of the [[Rigidbody2D]].</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints2D.FreezeAll">
<summary>
<para>Freeze rotation and motion along all axes.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints2D.FreezePosition">
<summary>
<para>Freeze motion along the X-axis and Y-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints2D.FreezePositionX">
<summary>
<para>Freeze motion along the X-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints2D.FreezePositionY">
<summary>
<para>Freeze motion along the Y-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints2D.FreezeRotation">
<summary>
<para>Freeze rotation along the Z-axis.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyConstraints2D.None">
<summary>
<para>No constraints.</para>
</summary>
</member>
<member name="T:UnityEngine.RigidbodyInterpolation">
<summary>
<para>[[Rigidbody]] interpolation mode.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation.Extrapolate">
<summary>
<para>Extrapolation will predict the position of the rigidbody based on the current velocity.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation.Interpolate">
<summary>
<para>Interpolation will always lag a little bit behind but can be smoother than extrapolation.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation.None">
<summary>
<para>No Interpolation.</para>
</summary>
</member>
<member name="T:UnityEngine.RigidbodyInterpolation2D">
<summary>
<para>Interpolation mode for Rigidbody2D objects.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation2D.Extrapolate">
<summary>
<para>Smooth an object's movement based on an estimate of its position in the next frame.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation2D.Interpolate">
<summary>
<para>Smooth movement based on the object's positions in previous frames.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodyInterpolation2D.None">
<summary>
<para>Do not apply any smoothing to the object's movement.</para>
</summary>
</member>
<member name="T:UnityEngine.RigidbodySleepMode2D">
<summary>
<para>Settings for a Rigidbody2D's initial sleep state.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodySleepMode2D.NeverSleep">
<summary>
<para>Rigidbody2D never automatically sleeps.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodySleepMode2D.StartAsleep">
<summary>
<para>Rigidbody2D is initially asleep.</para>
</summary>
</member>
<member name="F:UnityEngine.RigidbodySleepMode2D.StartAwake">
<summary>
<para>Rigidbody2D is initially awake.</para>
</summary>
</member>
<member name="T:UnityEngine.RotationDriveMode">
<summary>
<para>Control [[ConfigurableJoint]]'s rotation with either X &amp; YZ or Slerp Drive.</para>
</summary>
</member>
<member name="F:UnityEngine.RotationDriveMode.Slerp">
<summary>
<para>Use Slerp drive.</para>
</summary>
</member>
<member name="F:UnityEngine.RotationDriveMode.XYAndZ">
<summary>
<para>Use XY &amp; Z Drive.</para>
</summary>
</member>
<member name="T:UnityEngine.RPC">
<summary>
<para>Attribute for setting up RPC functions.</para>
</summary>
</member>
<member name="T:UnityEngine.RPCMode">
<summary>
<para>Option for who will receive an [[RPC]], used by NetworkView.RPC.</para>
</summary>
</member>
<member name="F:UnityEngine.RPCMode.All">
<summary>
<para>Sends to everyone.</para>
</summary>
</member>
<member name="F:UnityEngine.RPCMode.AllBuffered">
<summary>
<para>Sends to everyone and adds to the buffer.</para>
</summary>
</member>
<member name="F:UnityEngine.RPCMode.Others">
<summary>
<para>Sends to everyone except the sender.</para>
</summary>
</member>
<member name="F:UnityEngine.RPCMode.OthersBuffered">
<summary>
<para>Sends to everyone except the sender and adds to the buffer.</para>
</summary>
</member>
<member name="F:UnityEngine.RPCMode.Server">
<summary>
<para>Sends to the server only.</para>
</summary>
</member>
<member name="T:UnityEngine.RuntimeAnimatorController">
<summary>
<para>Runtime reprentation of the AnimatorController. It can be used to change the Animator's controller during runtime.</para>
</summary>
</member>
<member name="P:UnityEngine.RuntimeAnimatorController.animationClips">
<summary>
<para>Retrieves all AnimationClip used by the controller.</para>
</summary>
</member>
<member name="T:UnityEngine.RuntimeInitializeOnLoadMethodAttribute">
<summary>
<para>Allow an runtime class method to be initialized when Unity game loads runtime without action from the user.</para>
</summary>
</member>
<member name="T:UnityEngine.RuntimePlatform">
<summary>
<para>The platform application is running. Returned by Application.platform.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.Android">
<summary>
<para>In the player on Android devices.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.IPhonePlayer">
<summary>
<para>In the player on the iPhone.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.LinuxPlayer">
<summary>
<para>In the player on Linux.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.OSXDashboardPlayer">
<summary>
<para>In the Dashboard widget on Mac OS X.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.OSXEditor">
<summary>
<para>In the Unity editor on Mac OS X.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.OSXPlayer">
<summary>
<para>In the player on Mac OS X.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.OSXWebPlayer">
<summary>
<para>In the web player on Mac OS X.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.PS3">
<summary>
<para>In the player on the Play Station 3.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.PS4">
<summary>
<para>In the player on the Playstation 4.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.PSP2">
<summary>
<para>In the player on the PS Vita.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.SamsungTVPlayer">
<summary>
<para>In the player on Samsung Smart TV.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.TizenPlayer">
<summary>
<para>In the player on Tizen.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WebGLPlayer">
<summary>
<para>In the player on WebGL?</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WindowsEditor">
<summary>
<para>In the Unity editor on Windows.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WindowsPlayer">
<summary>
<para>In the player on Windows.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WindowsWebPlayer">
<summary>
<para>In the web player on Windows.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WP8Player">
<summary>
<para>In the player on Windows Phone 8 device.
</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WSAPlayerARM">
<summary>
<para>In the player on Windows Store Apps when CPU architecture is ARM.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WSAPlayerX64">
<summary>
<para>In the player on Windows Store Apps when CPU architecture is X64.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.WSAPlayerX86">
<summary>
<para>In the player on Windows Store Apps when CPU architecture is X86.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.XBOX360">
<summary>
<para>In the player on the XBOX360.</para>
</summary>
</member>
<member name="F:UnityEngine.RuntimePlatform.XboxOne">
<summary>
<para>In the player on Xbox One.</para>
</summary>
</member>
<member name="T:UnityEngine.ScaleMode">
<summary>
<para>Scaling mode to draw textures with.</para>
</summary>
</member>
<member name="F:UnityEngine.ScaleMode.ScaleAndCrop">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.ScaleMode.ScaleToFit">
<summary>
<para>Scales the texture, maintaining aspect ratio, so it completely fits withing the /position/ rectangle passed to GUI.DrawTexture.</para>
</summary>
</member>
<member name="F:UnityEngine.ScaleMode.StretchToFill">
<summary>
<para>Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture.</para>
</summary>
</member>
<member name="T:UnityEngine.Screen">
<summary>
<para>Access to display information.</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.autorotateToLandscapeLeft">
<summary>
<para>Allow auto-rotation to landscape left?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.autorotateToLandscapeRight">
<summary>
<para>Allow auto-rotation to landscape right?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.autorotateToPortrait">
<summary>
<para>Allow auto-rotation to portrait?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.autorotateToPortraitUpsideDown">
<summary>
<para>Allow auto-rotation to portrait, upside down?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.currentResolution">
<summary>
<para>The current screen resolution (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.dpi">
<summary>
<para>The current DPI of the screen / device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.fullScreen">
<summary>
<para>Is the game running fullscreen?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.height">
<summary>
<para>The current height of the screen window in pixels (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.lockCursor">
<summary>
<para>Should the cursor be locked?</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.orientation">
<summary>
<para>Specifies logical orientation of the screen.</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.resolutions">
<summary>
<para>All fullscreen resolutions supported by the monitor (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.sleepTimeout">
<summary>
<para>A power saving setting, allowing the screen to dim some time after the last active user interaction.</para>
</summary>
</member>
<member name="P:UnityEngine.Screen.width">
<summary>
<para>The current width of the screen window in pixels (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Screen.SetResolution">
<summary>
<para>Switches the screen resolution.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="fullscreen"></param>
<param name="preferredRefreshRate"></param>
</member>
<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean,System.Int32)">
<summary>
<para>Switches the screen resolution.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="fullscreen"></param>
<param name="preferredRefreshRate"></param>
</member>
<member name="T:UnityEngine.ScreenOrientation">
<summary>
<para>Describes screen orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.AutoRotation">
<summary>
<para>Auto-rotates the screen as necessary toward any of the enabled orientations.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.LandscapeLeft">
<summary>
<para>Landscape orientation, counter-clockwise from the portrait orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.LandscapeRight">
<summary>
<para>Landscape orientation, clockwise from the portrait orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.Portrait">
<summary>
<para>Portrait orientation.</para>
</summary>
</member>
<member name="F:UnityEngine.ScreenOrientation.PortraitUpsideDown">
<summary>
<para>Portrait orientation, upside down.</para>
</summary>
</member>
<member name="T:UnityEngine.ScriptableObject">
<summary>
<para>A class you can derive from if you want to create objects that don't need to be attached to game objects.</para>
</summary>
</member>
<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.String)">
<summary>
<para>Creates an instance of a scriptable object with /className/.</para>
</summary>
<param name="className"></param>
</member>
<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.Type)">
<summary>
<para>Creates an instance of a scriptable object with /type/.</para>
</summary>
<param name="type"></param>
</member>
<member name="M:UnityEngine.ScriptableObject.CreateInstance">
<summary>
<para>Creates an instance of a scriptable object with /T/.</para>
</summary>
</member>
<member name="T:UnityEngine.Scripting.PreserveAttribute">
<summary>
<para>PreserveAttribute prevents byte code stripping from removing a class, method, field, or property.</para>
</summary>
</member>
<member name="T:UnityEngine.Security">
<summary>
<para>Webplayer security related class.</para>
</summary>
</member>
<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[],System.String)">
<summary>
<para>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.</para>
</summary>
<param name="assemblyData">Assembly to verify.</param>
<param name="authorizationKey">Public key used to verify assembly.</param>
<returns>
<para>Loaded, verified, assembly, or null if the assembly cannot be verfied.</para>
</returns>
</member>
<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[])">
<summary>
<para>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.</para>
</summary>
<param name="assemblyData">Assembly to verify.</param>
<param name="authorizationKey">Public key used to verify assembly.</param>
<returns>
<para>Loaded, verified, assembly, or null if the assembly cannot be verfied.</para>
</returns>
</member>
<member name="M:UnityEngine.Security.PrefetchSocketPolicy">
<summary>
<para>Prefetch the webplayer socket security policy from a non-default port number.</para>
</summary>
<param name="ip">IP address of server.</param>
<param name="atPort">Port from where socket policy is read.</param>
<param name="timeout">Time to wait for response.</param>
</member>
<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32,System.Int32)">
<summary>
<para>Prefetch the webplayer socket security policy from a non-default port number.</para>
</summary>
<param name="ip">IP address of server.</param>
<param name="atPort">Port from where socket policy is read.</param>
<param name="timeout">Time to wait for response.</param>
</member>
<member name="T:UnityEngine.SelectionBaseAttribute">
<summary>
<para>Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.</para>
</summary>
</member>
<member name="T:UnityEngine.SendMessageOptions">
<summary>
<para>Options for how to send a message.</para>
</summary>
</member>
<member name="F:UnityEngine.SendMessageOptions.DontRequireReceiver">
<summary>
<para>No receiver is required for SendMessage.</para>
</summary>
</member>
<member name="F:UnityEngine.SendMessageOptions.RequireReceiver">
<summary>
<para>A receiver is required for SendMessage.</para>
</summary>
</member>
<member name="T:UnityEngine.Serialization.FormerlySerializedAsAttribute">
<summary>
<para>Use this attribute to rename a field without losing its serialized value.</para>
</summary>
</member>
<member name="P:UnityEngine.Serialization.FormerlySerializedAsAttribute.oldName">
<summary>
<para>The name of the field before the rename.</para>
</summary>
</member>
<member name="M:UnityEngine.Serialization.FormerlySerializedAsAttribute.#ctor(System.String)">
<summary>
<para></para>
</summary>
<param name="oldName">The name of the field before renaming.</param>
</member>
<member name="T:UnityEngine.SerializeField">
<summary>
<para>Force Unity to serialize a private field.</para>
</summary>
</member>
<member name="T:UnityEngine.Shader">
<summary>
<para>Shader scripts used for all rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.globalMaximumLOD">
<summary>
<para>Shader LOD level for all shaders.</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.isSupported">
<summary>
<para>Can this shader run on the end-users graphics card? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.maximumLOD">
<summary>
<para>Shader LOD level for this shader.</para>
</summary>
</member>
<member name="P:UnityEngine.Shader.renderQueue">
<summary>
<para>Render queue of this shader. (RO)</para>
</summary>
</member>
<member name="M:UnityEngine.Shader.DisableKeyword(System.String)">
<summary>
<para>Unset a global shader keyword.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Shader.EnableKeyword(System.String)">
<summary>
<para>Set a global shader keyword.</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Shader.Find(System.String)">
<summary>
<para>Finds a shader with the given /name/.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Shader.IsKeywordEnabled(System.String)">
<summary>
<para>Is global shader keyword enabled?</para>
</summary>
<param name="keyword"></param>
</member>
<member name="M:UnityEngine.Shader.PropertyToID(System.String)">
<summary>
<para>Gets unique identifier for a shader property name.</para>
</summary>
<param name="name"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalBuffer(System.String,UnityEngine.ComputeBuffer)">
<summary>
<para>Sets a global compute buffer property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="buffer"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalColor(System.String,UnityEngine.Color)">
<summary>
<para>Sets a global color property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="color"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalColor(System.Int32,UnityEngine.Color)">
<summary>
<para>Sets a global color property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="color"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalFloat(System.String,System.Single)">
<summary>
<para>Sets a global float property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalFloat(System.Int32,System.Single)">
<summary>
<para>Sets a global float property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalInt(System.String,System.Int32)">
<summary>
<para>Sets a global int property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalInt(System.Int32,System.Int32)">
<summary>
<para>Sets a global int property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="value"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalMatrix(System.String,UnityEngine.Matrix4x4)">
<summary>
<para>Sets a global matrix property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="mat"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalMatrix(System.Int32,UnityEngine.Matrix4x4)">
<summary>
<para>Sets a global matrix property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="mat"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalTexture(System.String,UnityEngine.Texture)">
<summary>
<para>Sets a global texture property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="tex"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalTexture(System.Int32,UnityEngine.Texture)">
<summary>
<para>Sets a global texture property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="tex"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalVector(System.String,UnityEngine.Vector4)">
<summary>
<para>Sets a global vector property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="vec"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.SetGlobalVector(System.Int32,UnityEngine.Vector4)">
<summary>
<para>Sets a global vector property for all shaders.</para>
</summary>
<param name="propertyName"></param>
<param name="vec"></param>
<param name="nameID"></param>
</member>
<member name="M:UnityEngine.Shader.WarmupAllShaders">
<summary>
<para>Fully load all shaders to prevent future performance hiccups.</para>
</summary>
</member>
<member name="T:UnityEngine.ShaderVariantCollection">
<summary>
<para>ShaderVariantCollection records which shader variants are actually used in each shader.</para>
</summary>
</member>
<member name="P:UnityEngine.ShaderVariantCollection.isWarmedUp">
<summary>
<para>Is this ShaderVariantCollection already warmed up? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.ShaderVariantCollection.shaderCount">
<summary>
<para>Number of shaders in this collection (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.ShaderVariantCollection.variantCount">
<summary>
<para>Number of total varians in this collection (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.Add(UnityEngine.ShaderVariantCollection/ShaderVariant)">
<summary>
<para>Adds a new shader variant to the collection.</para>
</summary>
<param name="variant">Shader variant to add.</param>
<returns>
<para>False if already in the collection.</para>
</returns>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.Clear">
<summary>
<para>Remove all shader variants from the collection.</para>
</summary>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.Contains(UnityEngine.ShaderVariantCollection/ShaderVariant)">
<summary>
<para>Checks if a shader variant is in the collection.</para>
</summary>
<param name="variant">Shader variant to check.</param>
<returns>
<para>True if the variant is in the collection.</para>
</returns>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.#ctor">
<summary>
<para>Create a new empty shader variant collection.</para>
</summary>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.Remove(UnityEngine.ShaderVariantCollection/ShaderVariant)">
<summary>
<para>Adds shader variant from the collection.</para>
</summary>
<param name="variant">Shader variant to add.</param>
<returns>
<para>False if was not in the collection.</para>
</returns>
</member>
<member name="T:UnityEngine.ShaderVariantCollection.ShaderVariant">
<summary>
<para>Identifies a specific variant of a shader.</para>
</summary>
</member>
<member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.keywords">
<summary>
<para>Array of shader keywords to use in this variant.</para>
</summary>
</member>
<member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.passType">
<summary>
<para>Pass type to use in this variant.</para>
</summary>
</member>
<member name="F:UnityEngine.ShaderVariantCollection.ShaderVariant.shader">
<summary>
<para>Shader to use in this variant.</para>
</summary>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.ShaderVariant.#ctor(UnityEngine.Shader,UnityEngine.Rendering.PassType,System.String[])">
<summary>
<para>Creates a ShaderVariant structure.</para>
</summary>
<param name="shader"></param>
<param name="passType"></param>
<param name="keywords"></param>
</member>
<member name="M:UnityEngine.ShaderVariantCollection.WarmUp">
<summary>
<para>Fully load shaders in ShaderVariantCollection.</para>
</summary>
</member>
<member name="T:UnityEngine.ShadowProjection">
<summary>
<para>Shadow projection type for [[wiki:class-QualitySettings|Quality Settings]].</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowProjection.CloseFit">
<summary>
<para>Close fit shadow maps with linear fadeout.</para>
</summary>
</member>
<member name="F:UnityEngine.ShadowProjection.StableFit">
<summary>
<para>Stable shadow maps with spherical fadeout.</para>
</summary>
</member>
<member name="T:UnityEngine.SharedBetweenAnimatorsAttribute">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.SkeletonBone">
<summary>
<para>Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose.</para>
</summary>
</member>
<member name="F:UnityEngine.SkeletonBone.name">
<summary>
<para>The name of the Transform mapped to the bone.</para>
</summary>
</member>
<member name="F:UnityEngine.SkeletonBone.position">
<summary>
<para>The T-pose position of the bone in local space.</para>
</summary>
</member>
<member name="F:UnityEngine.SkeletonBone.rotation">
<summary>
<para>The T-pose rotation of the bone in local space.</para>
</summary>
</member>
<member name="F:UnityEngine.SkeletonBone.scale">
<summary>
<para>The T-pose scaling of the bone in local space.</para>
</summary>
</member>
<member name="T:UnityEngine.SkinnedMeshRenderer">
<summary>
<para>The Skinned Mesh filter.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.bones">
<summary>
<para>The bones used to skin the mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.localBounds">
<summary>
<para>AABB of this Skinned Mesh in its local space.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.quality">
<summary>
<para>The maximum number of bones affecting a single vertex.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.sharedMesh">
<summary>
<para>The mesh used for skinning.</para>
</summary>
</member>
<member name="P:UnityEngine.SkinnedMeshRenderer.updateWhenOffscreen">
<summary>
<para>If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.</para>
</summary>
</member>
<member name="M:UnityEngine.SkinnedMeshRenderer.BakeMesh(UnityEngine.Mesh)">
<summary>
<para>Creates a snapshot of SkinnedMeshRenderer and stores it in /mesh/.</para>
</summary>
<param name="mesh">A static mesh that will receive the snapshot of the skinned mesh.</param>
</member>
<member name="M:UnityEngine.SkinnedMeshRenderer.GetBlendShapeWeight(System.Int32)">
<summary>
<para>Returns weight of BlendShape on this renderer.</para>
</summary>
<param name="index"></param>
</member>
<member name="M:UnityEngine.SkinnedMeshRenderer.SetBlendShapeWeight(System.Int32,System.Single)">
<summary>
<para>Sets weight of BlendShape on this renderer.</para>
</summary>
<param name="index"></param>
<param name="value"></param>
</member>
<member name="T:UnityEngine.SkinQuality">
<summary>
<para>The maximum number of bones affecting a single vertex.</para>
</summary>
</member>
<member name="F:UnityEngine.SkinQuality.Auto">
<summary>
<para>Chooses the number of bones from the number current [[QualitySettings]]. (Default)</para>
</summary>
</member>
<member name="F:UnityEngine.SkinQuality.Bone1">
<summary>
<para>Use only 1 bone to deform a single vertex. (The most important bone will be used).</para>
</summary>
</member>
<member name="F:UnityEngine.SkinQuality.Bone2">
<summary>
<para>Use 2 bones to deform a single vertex. (The most important bones will be used).</para>
</summary>
</member>
<member name="F:UnityEngine.SkinQuality.Bone4">
<summary>
<para>Use 4 bones to deform a single vertex.</para>
</summary>
</member>
<member name="T:UnityEngine.Skybox">
<summary>
<para>A script interface for the [[wiki:class-Skybox|skybox component]].</para>
</summary>
</member>
<member name="P:UnityEngine.Skybox.material">
<summary>
<para>The material used by the skybox.</para>
</summary>
</member>
<member name="T:UnityEngine.SleepTimeout">
<summary>
<para>Constants for special values of [[Screen.sleepTimeout]].</para>
</summary>
</member>
<member name="F:UnityEngine.SleepTimeout.NeverSleep">
<summary>
<para>Prevent screen dimming.</para>
</summary>
</member>
<member name="F:UnityEngine.SleepTimeout.SystemSetting">
<summary>
<para>Set the sleep timeout to whatever the user has specified in the system settings.</para>
</summary>
</member>
<member name="T:UnityEngine.SliderJoint2D">
<summary>
<para>Joint that restricts the motion of a [[Rigidbody2D]] object to a single line.</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.angle">
<summary>
<para>The angle of the line in space (in degrees).</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.jointSpeed">
<summary>
<para>The current joint speed.</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.jointTranslation">
<summary>
<para>The current joint translation.</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.limits">
<summary>
<para>Restrictions on how far the joint can slide in each direction along the line.</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.limitState">
<summary>
<para>Gets the state of the joint limit.</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.motor">
<summary>
<para>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.referenceAngle">
<summary>
<para>The angle (in degrees) referenced between the two bodies used as the constraint for the joint.</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.useLimits">
<summary>
<para>Should motion limits be used?</para>
</summary>
</member>
<member name="P:UnityEngine.SliderJoint2D.useMotor">
<summary>
<para>Should a motor force be applied automatically to the Rigidbody2D?</para>
</summary>
</member>
<member name="M:UnityEngine.SliderJoint2D.GetMotorForce(System.Single)">
<summary>
<para>Gets the motor force of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the motor force for.</param>
</member>
<member name="T:UnityEngine.Social">
<summary>
<para>Generic access to the Social API.</para>
</summary>
</member>
<member name="P:UnityEngine.Social.localUser">
<summary>
<para>The local user (potentially not logged in).</para>
</summary>
</member>
<member name="P:UnityEngine.Social.Active">
<summary>
<para>This is the currently active social platform. </para>
</summary>
</member>
<member name="M:UnityEngine.Social.CreateAchievement">
<summary>
<para>Create an IAchievement instance.</para>
</summary>
</member>
<member name="M:UnityEngine.Social.CreateLeaderboard">
<summary>
<para>Create an ILeaderboard instance.</para>
</summary>
</member>
<member name="M:UnityEngine.Social.LoadAchievementDescriptions(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievementDescription[]&gt;)">
<summary>
<para>Loads the achievement descriptions accociated with this application.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.LoadAchievements(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievement[]&gt;)">
<summary>
<para>Load the achievements the logged in user has already achieved or reported progress on.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.LoadScores(System.String,System.Action`1&lt;UnityEngine.SocialPlatforms.IScore[]&gt;)">
<summary>
<para>Load a default set of scores from the given leaderboard.</para>
</summary>
<param name="leaderboardID"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.LoadUsers(System.String[],System.Action`1&lt;UnityEngine.SocialPlatforms.IUserProfile[]&gt;)">
<summary>
<para>Load the user profiles accociated with the given array of user IDs.</para>
</summary>
<param name="userIDs"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.ReportProgress(System.String,System.Double,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Reports the progress of an achievement.</para>
</summary>
<param name="achievementID"></param>
<param name="progress"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.ReportScore(System.Int64,System.String,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Report a score to a specific leaderboard.</para>
</summary>
<param name="score"></param>
<param name="board"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.Social.ShowAchievementsUI">
<summary>
<para>Show a default/system view of the games achievements.</para>
</summary>
</member>
<member name="M:UnityEngine.Social.ShowLeaderboardUI">
<summary>
<para>Show a default/system view of the games leaderboards.</para>
</summary>
</member>
<member name="T:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform">
<summary>
<para>iOS GameCenter implementation for network services.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ResetAllAchievements(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Reset all the achievements for the local user.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ShowDefaultAchievementCompletionBanner(System.Boolean)">
<summary>
<para>Show the default iOS banner when achievements are completed.</para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.GameCenter.GameCenterPlatform.ShowLeaderboardUI(System.String,UnityEngine.SocialPlatforms.TimeScope)">
<summary>
<para>Show the leaderboard UI with a specific leaderboard shown initially with a specific time scope selected.</para>
</summary>
<param name="leaderboardID"></param>
<param name="timeScope"></param>
</member>
<member name="?:UnityEngine.SocialPlatforms.IAchievement">
<summary>
<para>Information for a users achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.completed">
<summary>
<para>Set to true when percentCompleted is 100.0.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.hidden">
<summary>
<para>This achievement is currently hidden from the user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.id">
<summary>
<para>The unique identifier of this achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.lastReportedDate">
<summary>
<para>Set by server when percentCompleted is updated.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievement.percentCompleted">
<summary>
<para>Progress for this achievement.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.IAchievement.ReportProgress(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Send notification about progress on this achievement.</para>
</summary>
<param name="callback"></param>
</member>
<member name="?:UnityEngine.SocialPlatforms.IAchievementDescription">
<summary>
<para>Static data describing an achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.achievedDescription">
<summary>
<para>Description when the achivement is completed.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.hidden">
<summary>
<para>Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0).</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.id">
<summary>
<para>Unique identifier for this achievement description.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.image">
<summary>
<para>Image representation of the achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.points">
<summary>
<para>Point value of this achievement.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.title">
<summary>
<para>Human readable title.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IAchievementDescription.unachievedDescription">
<summary>
<para>Description when the achivement has not been completed.</para>
</summary>
</member>
<member name="?:UnityEngine.SocialPlatforms.ILeaderboard">
<summary>
<para>The leaderboard contains the scores of all players for a particular game.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.id">
<summary>
<para>Unique identifier for this leaderboard.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.loading">
<summary>
<para>The leaderboad is in the process of loading scores.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.localUserScore">
<summary>
<para>The leaderboard score of the logged in user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.maxRange">
<summary>
<para>The total amount of scores the leaderboard contains.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.range">
<summary>
<para>The rank range this leaderboard returns.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.scores">
<summary>
<para>The leaderboard scores returned by a query.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.timeScope">
<summary>
<para>The time period/scope searched by this leaderboard.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.title">
<summary>
<para>The human readable title of this leaderboard.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILeaderboard.userScope">
<summary>
<para>The users scope searched by this leaderboard.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILeaderboard.LoadScores(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Load scores according to the filters set on this leaderboard.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILeaderboard.SetUserFilter(System.String[])">
<summary>
<para>Only search for these user IDs.</para>
</summary>
<param name="userIDs">List of user ids.</param>
</member>
<member name="?:UnityEngine.SocialPlatforms.ILocalUser">
<summary>
<para>Represents the local or currently logged in user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.authenticated">
<summary>
<para>Checks if the current user has been authenticated.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.friends">
<summary>
<para>The users friends list.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ILocalUser.underage">
<summary>
<para>Is the user underage?</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILocalUser.Authenticate(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ILocalUser.LoadFriends(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>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.</para>
</summary>
<param name="callback"></param>
</member>
<member name="?:UnityEngine.SocialPlatforms.IScore">
<summary>
<para>A game score.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.date">
<summary>
<para>The date the score was achieved.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.formattedValue">
<summary>
<para>The correctly formatted value of the score, like X points or X kills.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.leaderboardID">
<summary>
<para>The ID of the leaderboard this score belongs to.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.rank">
<summary>
<para>The rank or position of the score in the leaderboard. </para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.userID">
<summary>
<para>The user who owns this score.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IScore.value">
<summary>
<para>The score value achieved.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.IScore.ReportScore(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>Report this score instance.</para>
</summary>
<param name="callback"></param>
</member>
<member name="?:UnityEngine.SocialPlatforms.ISocialPlatform">
<summary>
<para>The generic Social API interface which implementations must inherit.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.ISocialPlatform.localUser">
<summary>
<para>See Social.localUser.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateAchievement">
<summary>
<para>See [[Social.CreateAchievement.]].</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.CreateLeaderboard">
<summary>
<para>See [[Social.CreateLeaderboard]].</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievementDescriptions(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievementDescription[]&gt;)">
<summary>
<para>See [[Social.LoadAchievementDescriptions]].</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadAchievements(System.Action`1&lt;UnityEngine.SocialPlatforms.IAchievement[]&gt;)">
<summary>
<para>See [[Social.LoadAchievements]].</para>
</summary>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(System.String,System.Action`1&lt;UnityEngine.SocialPlatforms.IScore[]&gt;)">
<summary>
<para>See [[Social.LoadScores]].</para>
</summary>
<param name="leaderboardID"></param>
<param name="callback"></param>
<param name="board"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadScores(UnityEngine.SocialPlatforms.ILeaderboard,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>See [[Social.LoadScores]].</para>
</summary>
<param name="leaderboardID"></param>
<param name="callback"></param>
<param name="board"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.LoadUsers(System.String[],System.Action`1&lt;UnityEngine.SocialPlatforms.IUserProfile[]&gt;)">
<summary>
<para>See [[Social.LoadUsers]].</para>
</summary>
<param name="userIDs"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportProgress(System.String,System.Double,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>See [[Social.ReportProgress]].</para>
</summary>
<param name="achievementID"></param>
<param name="progress"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ReportScore(System.Int64,System.String,System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>See [[Social.ReportScore]].</para>
</summary>
<param name="score"></param>
<param name="board"></param>
<param name="callback"></param>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowAchievementsUI">
<summary>
<para>See [[Social.ShowAchievementsUI]].</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.ISocialPlatform.ShowLeaderboardUI">
<summary>
<para>See [[Social.ShowLeaderboardUI]].</para>
</summary>
</member>
<member name="?:UnityEngine.SocialPlatforms.IUserProfile">
<summary>
<para>Represents generic user instances, like friends of the local user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.id">
<summary>
<para>This users unique identifier.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.image">
<summary>
<para>Avatar image of the user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.isFriend">
<summary>
<para>Is this user a friend of the current logged in user?</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.state">
<summary>
<para>Presence state of the user.</para>
</summary>
</member>
<member name="P:UnityEngine.SocialPlatforms.IUserProfile.userName">
<summary>
<para>This user's username or alias.</para>
</summary>
</member>
<member name="T:UnityEngine.SocialPlatforms.Range">
<summary>
<para>The score range a leaderboard query should include.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.Range.count">
<summary>
<para>The total amount of scores retreived.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.Range.from">
<summary>
<para>The rank of the first score which is returned.</para>
</summary>
</member>
<member name="M:UnityEngine.SocialPlatforms.Range.#ctor(System.Int32,System.Int32)">
<summary>
<para>Constructor for a score range, the range starts from a specific value and contains a maxium score count.</para>
</summary>
<param name="fromValue">The minimum allowed value.</param>
<param name="valueCount">The number of possible values.</param>
</member>
<member name="T:UnityEngine.SocialPlatforms.TimeScope">
<summary>
<para>The scope of time searched through when querying the leaderboard.</para>
</summary>
</member>
<member name="T:UnityEngine.SocialPlatforms.UserScope">
<summary>
<para>The scope of the users searched through when querying the leaderboard.</para>
</summary>
</member>
<member name="T:UnityEngine.SocialPlatforms.UserState">
<summary>
<para>User presence state.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.Offline">
<summary>
<para>The user is offline.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.Online">
<summary>
<para>The user is online.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndAway">
<summary>
<para>The user is online but away from his computer.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.OnlineAndBusy">
<summary>
<para>The user is only but set his status to busy.</para>
</summary>
</member>
<member name="F:UnityEngine.SocialPlatforms.UserState.Playing">
<summary>
<para>The user is playing a game.</para>
</summary>
</member>
<member name="T:UnityEngine.SoftJointLimit">
<summary>
<para>The limits defined by the [[CharacterJoint]].</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimit.bounciness">
<summary>
<para>When the joint hits the limit, it can be made to bounce off it.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimit.contactDistance">
<summary>
<para>Determines how far ahead in space the solver can "see" the joint limit.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimit.damper">
<summary>
<para>If spring is greater than zero, the limit is soft.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimit.limit">
<summary>
<para>The limit position/angle of the joint (in degrees).</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimit.spring">
<summary>
<para>If greater than zero, the limit is soft. The spring will pull the joint back.</para>
</summary>
</member>
<member name="T:UnityEngine.SoftJointLimitSpring">
<summary>
<para>The configuration of the spring attached to the joint's limits: linear and angular. Used by [[CharacterJoint]] and [[ConfigurableJoint]].</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimitSpring.damper">
<summary>
<para>The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero.</para>
</summary>
</member>
<member name="P:UnityEngine.SoftJointLimitSpring.spring">
<summary>
<para>The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft.</para>
</summary>
</member>
<member name="T:UnityEngine.Space">
<summary>
<para>The coordinate space in which to operate.</para>
</summary>
</member>
<member name="F:UnityEngine.Space.Self">
<summary>
<para>Applies transformation relative to the local coordinate system.</para>
</summary>
</member>
<member name="F:UnityEngine.Space.World">
<summary>
<para>Applies transformation relative to the world coordinate system.</para>
</summary>
</member>
<member name="T:UnityEngine.SpaceAttribute">
<summary>
<para>Use this [[PropertyAttribute]] to add some spacing in the Inspector.</para>
</summary>
</member>
<member name="F:UnityEngine.SpaceAttribute.height">
<summary>
<para>The spacing in pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.SpaceAttribute.#ctor(System.Single)">
<summary>
<para>Use this [[DecoratorDrawer]] to add some spacing in the Inspector.</para>
</summary>
<param name="height">The spacing in pixels.</param>
</member>
<member name="T:UnityEngine.SparseTexture">
<summary>
<para>Class for handling Sparse Textures.</para>
</summary>
</member>
<member name="P:UnityEngine.SparseTexture.isCreated">
<summary>
<para>Is the sparse texture actually created? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SparseTexture.tileHeight">
<summary>
<para>Get sparse texture tile height (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SparseTexture.tileWidth">
<summary>
<para>Get sparse texture tile width (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.SparseTexture.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Int32)">
<summary>
<para>Create a sparse texture.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="format">Texture format.</param>
<param name="mipCount">Mipmap count. Pass -1 to create full mipmap chain.</param>
<param name="linear">Whether texture data will be in linear or sRGB color space (default is sRGB).</param>
</member>
<member name="M:UnityEngine.SparseTexture.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Int32,System.Boolean)">
<summary>
<para>Create a sparse texture.</para>
</summary>
<param name="width">Texture width in pixels.</param>
<param name="height">Texture height in pixels.</param>
<param name="format">Texture format.</param>
<param name="mipCount">Mipmap count. Pass -1 to create full mipmap chain.</param>
<param name="linear">Whether texture data will be in linear or sRGB color space (default is sRGB).</param>
</member>
<member name="M:UnityEngine.SparseTexture.UnloadTile(System.Int32,System.Int32,System.Int32)">
<summary>
<para>Unload sparse texture tile.</para>
</summary>
<param name="tileX">Tile X coordinate.</param>
<param name="tileY">Tile Y coordinate.</param>
<param name="miplevel">Mipmap level of the texture.</param>
</member>
<member name="M:UnityEngine.SparseTexture.UpdateTile(System.Int32,System.Int32,System.Int32,UnityEngine.Color32[])">
<summary>
<para>Update sparse texture tile with color values.</para>
</summary>
<param name="tileX">Tile X coordinate.</param>
<param name="tileY">Tile Y coordinate.</param>
<param name="miplevel">Mipmap level of the texture.</param>
<param name="data">Tile color data.</param>
</member>
<member name="M:UnityEngine.SparseTexture.UpdateTileRaw(System.Int32,System.Int32,System.Int32,System.Byte[])">
<summary>
<para>Update sparse texture tile with raw pixel values.</para>
</summary>
<param name="tileX">Tile X coordinate.</param>
<param name="tileY">Tile Y coordinate.</param>
<param name="miplevel">Mipmap level of the texture.</param>
<param name="data">Tile raw pixel data.</param>
</member>
<member name="T:UnityEngine.SphereCollider">
<summary>
<para>A sphere-shaped primitive collider.</para>
</summary>
</member>
<member name="P:UnityEngine.SphereCollider.center">
<summary>
<para>The center of the sphere in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.SphereCollider.radius">
<summary>
<para>The radius of the sphere measured in the object's local space.</para>
</summary>
</member>
<member name="T:UnityEngine.SplatPrototype">
<summary>
<para>A Splat prototype is just a texture that is used by the TerrainData.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.metallic">
<summary>
<para>The metallic value of the splat layer.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.normalMap">
<summary>
<para>Normal map of the splat applied to the Terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.smoothness">
<summary>
<para>The smoothness value of the splat layer when the main texture has no alpha channel.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.texture">
<summary>
<para>Texture of the splat applied to the Terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.tileOffset">
<summary>
<para>Offset of the tile texture of the SplatPrototype.</para>
</summary>
</member>
<member name="P:UnityEngine.SplatPrototype.tileSize">
<summary>
<para>Size of the tile used in the texture of the SplatPrototype.</para>
</summary>
</member>
<member name="T:UnityEngine.SpringJoint">
<summary>
<para>The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.damper">
<summary>
<para>The damper force used to dampen the spring force.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.maxDistance">
<summary>
<para>The maximum distance between the bodies relative to their initial distance.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.minDistance">
<summary>
<para>The minimum distance between the bodies relative to their initial distance.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint.spring">
<summary>
<para>The spring force used to keep the two objects together.</para>
</summary>
</member>
<member name="T:UnityEngine.SpringJoint2D">
<summary>
<para>Joint that attempts to keep two [[Rigidbody2D]] objects a set distance apart by applying a force between them.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint2D.dampingRatio">
<summary>
<para>The amount by which the spring force is reduced in proportion to the movement speed.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint2D.distance">
<summary>
<para>The distance the spring will try to keep between the two objects.</para>
</summary>
</member>
<member name="P:UnityEngine.SpringJoint2D.frequency">
<summary>
<para>The frequency at which the spring oscillates around the distance distance between the objects.</para>
</summary>
</member>
<member name="M:UnityEngine.SpringJoint2D.GetReactionForce(System.Single)">
<summary>
<para>Gets the reaction force of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the reaction force for.</param>
</member>
<member name="M:UnityEngine.SpringJoint2D.GetReactionTorque(System.Single)">
<summary>
<para>Gets the reaction torque of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the reaction torque for.</param>
</member>
<member name="T:UnityEngine.Sprite">
<summary>
<para>Represents a Sprite object for use in 2D gameplay.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.border">
<summary>
<para>Returns the border sizes of the sprite.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.bounds">
<summary>
<para>Bounds of the Sprite, specified by its center and extents in world space units.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.packed">
<summary>
<para>Returns true if this Sprite is packed in an atlas.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.packingMode">
<summary>
<para>If Sprite is packed (see [[Sprite.packed]]), returns its SpritePackingMode.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.packingRotation">
<summary>
<para>If Sprite is packed (see [[Sprite.packed]]), returns its SpritePackingRotation.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.pivot">
<summary>
<para>Location of the Sprite's center point in the Rect on the original Texture, specified in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.pixelsPerUnit">
<summary>
<para>The number of pixels in the sprite that correspond to one unit in world space. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.rect">
<summary>
<para>Location of the Sprite on the original Texture, specified in pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.texture">
<summary>
<para>Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.textureRect">
<summary>
<para>Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.textureRectOffset">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.triangles">
<summary>
<para>Returns a copy of the array containing sprite mesh triangles.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.uv">
<summary>
<para>The base texture coordinates of the sprite mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Sprite.vertices">
<summary>
<para>Returns a copy of the array containing sprite mesh vertex positions.</para>
</summary>
</member>
<member name="M:UnityEngine.Sprite.Create">
<summary>
<para>Create a new Sprite object.</para>
</summary>
<param name="texture">Texture from which to obtain the sprite graphic.</param>
<param name="rect">Rectangular section of the texture to use for the sprite.</param>
<param name="pivot">Sprite's pivot point relative to its graphic rectangle.</param>
<param name="pixelsToUnits">Scaling to map pixels in the image to world space units.</param>
</member>
<member name="M:UnityEngine.Sprite.OverrideGeometry(UnityEngine.Vector2[],System.UInt16[])">
<summary>
<para>Sets up new Sprite geometry.</para>
</summary>
<param name="vertices">Array of vertex positions in Sprite Rect space.</param>
<param name="triangles">Array of sprite mesh triangle indices.</param>
</member>
<member name="T:UnityEngine.SpriteAlignment">
<summary>
<para>How a Sprite's graphic rectangle is aligned with its pivot point.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.BottomCenter">
<summary>
<para>Pivot is at the center of the bottom edge of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.BottomLeft">
<summary>
<para>Pivot is at the bottom left corner of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.BottomRight">
<summary>
<para>Pivot is at the bottom right corner of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.Center">
<summary>
<para>Pivot is at the center of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.Custom">
<summary>
<para>Pivot is at a custom position within the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.LeftCenter">
<summary>
<para>Pivot is at the center of the left edge of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.RightCenter">
<summary>
<para>Pivot is at the center of the right edge of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.TopCenter">
<summary>
<para>Pivot is at the center of the top edge of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.TopLeft">
<summary>
<para>Pivot is at the top left corner of the graphic rectangle.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteAlignment.TopRight">
<summary>
<para>Pivot is at the top right corner of the graphic rectangle.</para>
</summary>
</member>
<member name="T:UnityEngine.SpriteMeshType">
<summary>
<para>Defines the type of mesh generated for a sprite.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteMeshType.FullRect">
<summary>
<para>Rectangle mesh equal to the user specified sprite size.</para>
</summary>
</member>
<member name="F:UnityEngine.SpriteMeshType.Tight">
<summary>
<para>Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible.</para>
</summary>
</member>
<member name="T:UnityEngine.SpritePackingMode">
<summary>
<para>Sprite packing modes for the Sprite Packer.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingMode.Rectangle">
<summary>
<para>Alpha-cropped ractangle packing.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingMode.Tight">
<summary>
<para>Tight mesh based packing.</para>
</summary>
</member>
<member name="T:UnityEngine.SpritePackingRotation">
<summary>
<para>Sprite rotation modes for the Sprite Packer.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingRotation.Any">
<summary>
<para>Any rotation.</para>
</summary>
</member>
<member name="F:UnityEngine.SpritePackingRotation.None">
<summary>
<para>No rotation.</para>
</summary>
</member>
<member name="T:UnityEngine.SpriteRenderer">
<summary>
<para>Renders a Sprite for 2D graphics.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.color">
<summary>
<para>Rendering color for the Sprite graphic.</para>
</summary>
</member>
<member name="P:UnityEngine.SpriteRenderer.sprite">
<summary>
<para>The Sprite to render.</para>
</summary>
</member>
<member name="T:UnityEngine.Sprites.DataUtility">
<summary>
<para>Helper utilities for accessing [[Sprite]] data.</para>
</summary>
</member>
<member name="M:UnityEngine.Sprites.DataUtility.GetInnerUV(UnityEngine.Sprite)">
<summary>
<para>Inner UV's of the [[Sprite]].</para>
</summary>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Sprites.DataUtility.GetMinSize(UnityEngine.Sprite)">
<summary>
<para>Minimum width and height of the [[Sprite]].</para>
</summary>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Sprites.DataUtility.GetOuterUV(UnityEngine.Sprite)">
<summary>
<para>Outer UV's of the [[Sprite]].</para>
</summary>
<param name="sprite"></param>
</member>
<member name="M:UnityEngine.Sprites.DataUtility.GetPadding(UnityEngine.Sprite)">
<summary>
<para>Return the padding on the sprite.</para>
</summary>
<param name="sprite"></param>
</member>
<member name="T:UnityEngine.StateMachineBehaviour">
<summary>
<para>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.</para>
</summary>
</member>
<member name="M:UnityEngine.StateMachineBehaviour.OnStateEnter">
<summary>
<para>Called on the first Update frame when a statemachine evaluate this state.</para>
</summary>
</member>
<member name="M:UnityEngine.StateMachineBehaviour.OnStateExit">
<summary>
<para>Called on the last update frame when a statemachine evaluate this state.</para>
</summary>
</member>
<member name="M:UnityEngine.StateMachineBehaviour.OnStateIK">
<summary>
<para>Called right after [[MonoBehaviour.OnAnimatorIK]].</para>
</summary>
</member>
<member name="M:UnityEngine.StateMachineBehaviour.OnStateMachineEnter(UnityEngine.Animator,System.Int32)">
<summary>
<para>Called on the first Update frame when a transition from a state from another statemachine transition to one of this statemachine's state.</para>
</summary>
<param name="animator">The Animator playing this state machine.</param>
<param name="stateMachinePathHash">The full path hash for this state machine.</param>
</member>
<member name="M:UnityEngine.StateMachineBehaviour.OnStateMachineExit(UnityEngine.Animator,System.Int32)">
<summary>
<para>Called on the last Update frame when one of the statemachine's state is transitionning toward another state in another state machine.</para>
</summary>
<param name="animator">The Animator playing this state machine.</param>
<param name="stateMachinePathHash">The full path hash for this state machine.</param>
</member>
<member name="M:UnityEngine.StateMachineBehaviour.OnStateMove">
<summary>
<para>Called right after [[MonoBehaviour.OnAnimatorMove]].</para>
</summary>
</member>
<member name="M:UnityEngine.StateMachineBehaviour.OnStateUpdate">
<summary>
<para>Called at each Update frame except for the first and last frame.</para>
</summary>
</member>
<member name="T:UnityEngine.StaticBatchingUtility">
<summary>
<para>StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.</para>
</summary>
</member>
<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject)">
<summary>
<para>Combine will prepare all children of the @@staticBatchRoot@@ for static batching.</para>
</summary>
<param name="staticBatchRoot"></param>
</member>
<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject[],UnityEngine.GameObject)">
<summary>
<para>Combine will prepare all @@gos@@ for the static batching. @@staticBatchRoot@@ will be treated as their parent.</para>
</summary>
<param name="gos"></param>
<param name="staticBatchRoot"></param>
</member>
<member name="T:UnityEngine.SurfaceEffector2D">
<summary>
<para>Applies tangent forces along the surfaces of colliders.</para>
</summary>
</member>
<member name="P:UnityEngine.SurfaceEffector2D.forceScale">
<summary>
<para>The scale of the impulse force applied while attempting to reach the surface speed.</para>
</summary>
</member>
<member name="P:UnityEngine.SurfaceEffector2D.speed">
<summary>
<para>The speed to be maintained along the surface.</para>
</summary>
</member>
<member name="P:UnityEngine.SurfaceEffector2D.speedVariation">
<summary>
<para>The speed variation (from zero to the variation) added to base speed to be applied.</para>
</summary>
</member>
<member name="P:UnityEngine.SurfaceEffector2D.useBounce">
<summary>
<para>Should bounce be used for any contact with the surface?</para>
</summary>
</member>
<member name="P:UnityEngine.SurfaceEffector2D.useContactForce">
<summary>
<para>Should the impulse force but applied to the contact point?</para>
</summary>
</member>
<member name="P:UnityEngine.SurfaceEffector2D.useFriction">
<summary>
<para>Should friction be used for any contact with the surface?</para>
</summary>
</member>
<member name="T:UnityEngine.SystemInfo">
<summary>
<para>Access system information.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.deviceModel">
<summary>
<para>The model of the device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.deviceName">
<summary>
<para>The user defined name of the device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.deviceType">
<summary>
<para>Returns the kind of device the application is running on.</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.deviceUniqueIdentifier">
<summary>
<para>A unique device identifier. It is guaranteed to be unique for every device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceID">
<summary>
<para>The identifier code of the graphics device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceName">
<summary>
<para>The name of the graphics device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceType">
<summary>
<para>The graphics API type used by the graphics device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendor">
<summary>
<para>The vendor of the graphics device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendorID">
<summary>
<para>The identifier code of the graphics device vendor (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsDeviceVersion">
<summary>
<para>The graphics API type and driver version used by the graphics device (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsMemorySize">
<summary>
<para>Amount of video memory present (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsMultiThreaded">
<summary>
<para>Is graphics device using multi-threaded rendering (RO)?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.graphicsShaderLevel">
<summary>
<para>Graphics device shader capability level (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.npotSupport">
<summary>
<para>What NPOT (ie, non-power of two resolution) support does the GPU provide? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.operatingSystem">
<summary>
<para>Operating system name with version (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.processorCount">
<summary>
<para>Number of processors present (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.processorType">
<summary>
<para>Processor name (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportedRenderTargetCount">
<summary>
<para>How many simultaneous render targets (MRTs) are supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supports3DTextures">
<summary>
<para>Are 3D (volume) textures supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsAccelerometer">
<summary>
<para>Is an accelerometer available on the device?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsComputeShaders">
<summary>
<para>Are compute shaders supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsGyroscope">
<summary>
<para>Is a gyroscope available on the device?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsImageEffects">
<summary>
<para>Are image effects supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsInstancing">
<summary>
<para>Is GPU draw call instancing supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsLocationService">
<summary>
<para>Is the device capable of reporting its location?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsRenderTextures">
<summary>
<para>Are render textures supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsRenderToCubemap">
<summary>
<para>Are cubemap render textures supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsShadows">
<summary>
<para>Are built-in shadows supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsSparseTextures">
<summary>
<para>Are sparse textures supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsStencil">
<summary>
<para>Is the stencil buffer supported? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.supportsVibration">
<summary>
<para>Is the device capable of providing the user haptic feedback by vibration?</para>
</summary>
</member>
<member name="P:UnityEngine.SystemInfo.systemMemorySize">
<summary>
<para>Amount of system memory present (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.SystemInfo.SupportsRenderTextureFormat(UnityEngine.RenderTextureFormat)">
<summary>
<para>Is render texture format supported?</para>
</summary>
<param name="format">The format to look up.</param>
<returns>
<para>True if the format is supported.</para>
</returns>
</member>
<member name="M:UnityEngine.SystemInfo.SupportsTextureFormat(UnityEngine.TextureFormat)">
<summary>
<para>Is texture format supported on this device?</para>
</summary>
<param name="format">The [[TextureFormat]] format to look up.</param>
<returns>
<para>True if the format is supported.</para>
</returns>
</member>
<member name="T:UnityEngine.SystemLanguage">
<summary>
<para>The language the user's operating system is running in. Returned by Application.systemLanguage.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Afrikaans">
<summary>
<para>Afrikaans.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Arabic">
<summary>
<para>Arabic.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Basque">
<summary>
<para>Basque.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Belarusian">
<summary>
<para>Belarusian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Bulgarian">
<summary>
<para>Bulgarian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Catalan">
<summary>
<para>Catalan.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Chinese">
<summary>
<para>Chinese.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.ChineseSimplified">
<summary>
<para>ChineseSimplified.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.ChineseTraditional">
<summary>
<para>ChineseTraditional.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Czech">
<summary>
<para>Czech.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Danish">
<summary>
<para>Danish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Dutch">
<summary>
<para>Dutch.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.English">
<summary>
<para>English.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Estonian">
<summary>
<para>Estonian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Faroese">
<summary>
<para>Faroese.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Finnish">
<summary>
<para>Finnish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.French">
<summary>
<para>French.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.German">
<summary>
<para>German.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Greek">
<summary>
<para>Greek.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Hebrew">
<summary>
<para>Hebrew.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Hungarian">
<summary>
<para>Hungarian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Icelandic">
<summary>
<para>Icelandic.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Indonesian">
<summary>
<para>Indonesian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Italian">
<summary>
<para>Italian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Japanese">
<summary>
<para>Japanese.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Korean">
<summary>
<para>Korean.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Latvian">
<summary>
<para>Latvian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Lithuanian">
<summary>
<para>Lithuanian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Norwegian">
<summary>
<para>Norwegian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Polish">
<summary>
<para>Polish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Portuguese">
<summary>
<para>Portuguese.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Romanian">
<summary>
<para>Romanian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Russian">
<summary>
<para>Russian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.SerboCroatian">
<summary>
<para>Serbo-Croatian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Slovak">
<summary>
<para>Slovak.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Slovenian">
<summary>
<para>Slovenian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Spanish">
<summary>
<para>Spanish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Swedish">
<summary>
<para>Swedish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Thai">
<summary>
<para>Thai.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Turkish">
<summary>
<para>Turkish.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Ukrainian">
<summary>
<para>Ukrainian.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Unknown">
<summary>
<para>Unknown.</para>
</summary>
</member>
<member name="F:UnityEngine.SystemLanguage.Vietnamese">
<summary>
<para>Vietnamese.</para>
</summary>
</member>
<member name="T:UnityEngine.Terrain">
<summary>
<para>The Terrain component renders the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.activeTerrain">
<summary>
<para>The active terrain. This is a convenience function to get to the main terrain in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.activeTerrains">
<summary>
<para>The active terrains in the scene.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.basemapDistance">
<summary>
<para>Heightmap patches beyond basemap distance will use a precomputed low res basemap.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.castShadows">
<summary>
<para>Should terrain cast shadows?.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.collectDetailPatches">
<summary>
<para>Collect Detail patches from memory.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.detailObjectDensity">
<summary>
<para>Density of detail objects.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.detailObjectDistance">
<summary>
<para>Detail objects will be displayed up to this distance.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.drawHeightmap">
<summary>
<para>Specify if terrain heightmap should be drawn.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.drawTreesAndFoliage">
<summary>
<para>Specify if terrain trees and details should be drawn.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.heightmapMaximumLOD">
<summary>
<para>Lets you essentially lower the heightmap resolution used for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.heightmapPixelError">
<summary>
<para>An approximation of how many pixels the terrain will pop in the worst case when switching lod.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.legacyShininess">
<summary>
<para>The shininess value of the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.legacySpecular">
<summary>
<para>The specular color of the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.lightmapIndex">
<summary>
<para>The index of the lightmap applied to this renderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.materialTemplate">
<summary>
<para>The custom material used to render the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.materialType">
<summary>
<para>The type of the material used to render the terrain. Could be one of the built-in types or custom. See [[Terrain.MaterialType]].</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.reflectionProbeUsage">
<summary>
<para>How reflection probes are used for terrain. See [[Rendering.ReflectionProbeUsage]].</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.terrainData">
<summary>
<para>The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeBillboardDistance">
<summary>
<para>Distance from the camera where trees will be rendered as billboards only.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeCrossFadeLength">
<summary>
<para>Total distance delta that trees will use to transition from billboard orientation to mesh orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeDistance">
<summary>
<para>The maximum distance at which trees are rendered.</para>
</summary>
</member>
<member name="P:UnityEngine.Terrain.treeMaximumFullLODCount">
<summary>
<para>Maximum number of trees rendered at full LOD.</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.AddTreeInstance(UnityEngine.TreeInstance)">
<summary>
<para>Adds a tree instance to the terrain.</para>
</summary>
<param name="instance"></param>
</member>
<member name="M:UnityEngine.Terrain.ApplyDelayedHeightmapModification">
<summary>
<para>Update the terrain's LOD and vegetation information after making changes with [[TerrainData.SetHeightsDelayLOD]].</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.CreateTerrainGameObject(UnityEngine.TerrainData)">
<summary>
<para>Creates a Terrain including collider from [[TerrainData]].</para>
</summary>
<param name="assignTerrain"></param>
</member>
<member name="M:UnityEngine.Terrain.Flush">
<summary>
<para>Flushes any change done in the terrain so it takes effect.</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.GetClosestReflectionProbes(System.Collections.Generic.List`1&lt;UnityEngine.Rendering.ReflectionProbeBlendInfo&gt;)">
<summary>
<para>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.</para>
</summary>
<param name="result">[in / out] A list to hold the returned reflection probes and their weights. See [[ReflectionProbeBlendInfo]].</param>
</member>
<member name="M:UnityEngine.Terrain.GetPosition">
<summary>
<para>Get the position of the terrain.</para>
</summary>
</member>
<member name="T:UnityEngine.Terrain.MaterialType">
<summary>
<para>The type of the material used to render a terrain object. Could be one of the built-in types or custom.</para>
</summary>
</member>
<member name="F:UnityEngine.Terrain.MaterialType.BuiltInLegacyDiffuse">
<summary>
<para>A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support.</para>
</summary>
</member>
<member name="F:UnityEngine.Terrain.MaterialType.BuiltInLegacySpecular">
<summary>
<para>A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support.</para>
</summary>
</member>
<member name="F:UnityEngine.Terrain.MaterialType.BuiltInStandard">
<summary>
<para>A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal.</para>
</summary>
</member>
<member name="F:UnityEngine.Terrain.MaterialType.Custom">
<summary>
<para>Use a custom material given by [[Terrain.materialTemplate]].</para>
</summary>
</member>
<member name="M:UnityEngine.Terrain.SampleHeight(UnityEngine.Vector3)">
<summary>
<para>Samples the height at the given position defined in world space, relative to the terrain space.</para>
</summary>
<param name="worldPosition"></param>
</member>
<member name="M:UnityEngine.Terrain.SetNeighbors(UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain)">
<summary>
<para>Lets you setup the connection between neighboring Terrains.</para>
</summary>
<param name="left"></param>
<param name="top"></param>
<param name="right"></param>
<param name="bottom"></param>
</member>
<member name="T:UnityEngine.TerrainCollider">
<summary>
<para>A heightmap based collider.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainCollider.terrainData">
<summary>
<para>The terrain that stores the heightmap.</para>
</summary>
</member>
<member name="T:UnityEngine.TerrainData">
<summary>
<para>The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapHeight">
<summary>
<para>Height of the alpha map.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapLayers">
<summary>
<para>Number of alpha map layers.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapResolution">
<summary>
<para>Resolution of the alpha map.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapTextures">
<summary>
<para>Alpha map textures used by the Terrain. Used by Terrain Inspector for undo.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.alphamapWidth">
<summary>
<para>Width of the alpha map.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.baseMapResolution">
<summary>
<para>Resolution of the base map used for rendering far patches on the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.detailHeight">
<summary>
<para>Detail height of the TerrainData.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.detailPrototypes">
<summary>
<para>Contains the detail texture/meshes that the terrain has.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.detailResolution">
<summary>
<para>Detail Resolution of the TerrainData.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.detailWidth">
<summary>
<para>Detail width of the TerrainData.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.heightmapHeight">
<summary>
<para>Height of the terrain in samples (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.heightmapResolution">
<summary>
<para>Resolution of the heightmap.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.heightmapScale">
<summary>
<para>The size of each heightmap sample.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.heightmapWidth">
<summary>
<para>Width of the terrain in samples (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.size">
<summary>
<para>The total size in world units of the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.splatPrototypes">
<summary>
<para>Splat texture used by the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.thickness">
<summary>
<para>The thickness of the terrain used for collision detection.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.treeInstanceCount">
<summary>
<para>Returns the number of tree instances.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.treeInstances">
<summary>
<para>Contains the current trees placed in the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.treePrototypes">
<summary>
<para>The list of tree prototypes this are the ones available in the inspector.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.wavingGrassAmount">
<summary>
<para>Amount of waving grass in the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.wavingGrassSpeed">
<summary>
<para>Speed of the waving grass.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.wavingGrassStrength">
<summary>
<para>Strength of the waving grass in the terrain.</para>
</summary>
</member>
<member name="P:UnityEngine.TerrainData.wavingGrassTint">
<summary>
<para>Color of the waving grass that the terrain has.</para>
</summary>
</member>
<member name="M:UnityEngine.TerrainData.GetAlphamaps(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Returns the alpha map at a position x, y given a width and height.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Returns a 2D array of the detail object density in the specific location.</para>
</summary>
<param name="xBase"></param>
<param name="yBase"></param>
<param name="width"></param>
<param name="height"></param>
<param name="layer"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetHeight(System.Int32,System.Int32)">
<summary>
<para>Gets the height at a certain point x,y.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetHeights(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Get an array of heightmap samples.</para>
</summary>
<param name="xBase">First x index of heightmap samples to retrieve.</param>
<param name="yBase">First y index of heightmap samples to retrieve.</param>
<param name="width">Number of samples to retrieve along the heightmap's x axis.</param>
<param name="height">Number of samples to retrieve along the heightmap's y axis.</param>
</member>
<member name="M:UnityEngine.TerrainData.GetInterpolatedHeight(System.Single,System.Single)">
<summary>
<para>Gets an interpolated height at a point x,y.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetInterpolatedNormal(System.Single,System.Single)">
<summary>
<para>Get an interpolated normal at a given location.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetSteepness(System.Single,System.Single)">
<summary>
<para>Gets the gradient of the terrain at point &amp;amp;amp;amp;lt;x,y&amp;amp;amp;amp;gt;.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetSupportedLayers(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Returns an array of all supported detail layer indices in the area.</para>
</summary>
<param name="xBase"></param>
<param name="yBase"></param>
<param name="totalWidth"></param>
<param name="totalHeight"></param>
</member>
<member name="M:UnityEngine.TerrainData.GetTreeInstance(System.Int32)">
<summary>
<para>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.</para>
</summary>
<param name="index">The index of the tree instance.</param>
</member>
<member name="M:UnityEngine.TerrainData.RefreshPrototypes">
<summary>
<para>Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.</para>
</summary>
</member>
<member name="M:UnityEngine.TerrainData.SetAlphamaps(System.Int32,System.Int32,System.Single[,,])">
<summary>
<para>Assign all splat values in the given map area.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="map"></param>
</member>
<member name="M:UnityEngine.TerrainData.SetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32[,])">
<summary>
<para>Sets the detail layer density map.</para>
</summary>
<param name="xBase"></param>
<param name="yBase"></param>
<param name="layer"></param>
<param name="details"></param>
</member>
<member name="M:UnityEngine.TerrainData.SetDetailResolution(System.Int32,System.Int32)">
<summary>
<para>Set the resolution of the detail map.</para>
</summary>
<param name="detailResolution">Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting.</param>
<param name="resolutionPerPatch">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.</param>
</member>
<member name="M:UnityEngine.TerrainData.SetHeights(System.Int32,System.Int32,System.Single[,])">
<summary>
<para>Set an array of heightmap samples.</para>
</summary>
<param name="xBase">First x index of heightmap samples to set.</param>
<param name="yBase">First y index of heightmap samples to set.</param>
<param name="heights">Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).</param>
</member>
<member name="M:UnityEngine.TerrainData.SetHeightsDelayLOD(System.Int32,System.Int32,System.Single[,])">
<summary>
<para>Set an array of heightmap samples.</para>
</summary>
<param name="xBase">First x index of heightmap samples to set.</param>
<param name="yBase">First y index of heightmap samples to set.</param>
<param name="heights">Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]).</param>
</member>
<member name="M:UnityEngine.TerrainData.SetTreeInstance(System.Int32,UnityEngine.TreeInstance)">
<summary>
<para>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.</para>
</summary>
<param name="index">The index of the tree instance.</param>
<param name="instance">The new TreeInstance value.</param>
</member>
<member name="T:UnityEngine.TerrainRenderFlags">
<summary>
<para>Enum provding terrain rendering options.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainRenderFlags.all">
<summary>
<para>Render all options.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainRenderFlags.details">
<summary>
<para>Render terrain details.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainRenderFlags.heightmap">
<summary>
<para>Render heightmap.</para>
</summary>
</member>
<member name="F:UnityEngine.TerrainRenderFlags.trees">
<summary>
<para>Render trees.</para>
</summary>
</member>
<member name="T:UnityEngine.TextAlignment">
<summary>
<para>How multiline text should be aligned.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAlignment.Center">
<summary>
<para>Text lines are centered.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAlignment.Left">
<summary>
<para>Text lines are aligned on the left side.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAlignment.Right">
<summary>
<para>Text lines are aligned on the right side.</para>
</summary>
</member>
<member name="T:UnityEngine.TextAnchor">
<summary>
<para>Where the anchor of the text is placed.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.LowerCenter">
<summary>
<para>Text is anchored in lower side, centered horizontally.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.LowerLeft">
<summary>
<para>Text is anchored in lower left corner.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.LowerRight">
<summary>
<para>Text is anchored in lower right corner.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.MiddleCenter">
<summary>
<para>Text is centered both horizontally and vertically.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.MiddleLeft">
<summary>
<para>Text is anchored in left side, centered vertically.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.MiddleRight">
<summary>
<para>Text is anchored in right side, centered vertically.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.UpperCenter">
<summary>
<para>Text is anchored in upper side, centered horizontally.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.UpperLeft">
<summary>
<para>Text is anchored in upper left corner.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAnchor.UpperRight">
<summary>
<para>Text is anchored in upper right corner.</para>
</summary>
</member>
<member name="T:UnityEngine.TextAreaAttribute">
<summary>
<para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAreaAttribute.maxLines">
<summary>
<para>The maximum amount of lines the text area can show before it starts using a scrollbar.</para>
</summary>
</member>
<member name="F:UnityEngine.TextAreaAttribute.minLines">
<summary>
<para>The minimum amount of lines the text area will use.</para>
</summary>
</member>
<member name="M:UnityEngine.TextAreaAttribute.#ctor">
<summary>
<para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para>
</summary>
<param name="minLines">The minimum amount of lines the text area will use.</param>
<param name="maxLines">The maximum amount of lines the text area can show before it starts using a scrollbar.</param>
</member>
<member name="M:UnityEngine.TextAreaAttribute.#ctor(System.Int32,System.Int32)">
<summary>
<para>Attribute to make a string be edited with a height-flexible and scrollable text area.</para>
</summary>
<param name="minLines">The minimum amount of lines the text area will use.</param>
<param name="maxLines">The maximum amount of lines the text area can show before it starts using a scrollbar.</param>
</member>
<member name="T:UnityEngine.TextAsset">
<summary>
<para>Text file assets.</para>
</summary>
</member>
<member name="P:UnityEngine.TextAsset.bytes">
<summary>
<para>The raw bytes of the text asset. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.TextAsset.text">
<summary>
<para>The text contents of the .txt file as a string. (RO)</para>
</summary>
</member>
<member name="T:UnityEngine.TextClipping">
<summary>
<para>Different methods for how the GUI system handles text being too large to fit the rectangle allocated.</para>
</summary>
</member>
<member name="F:UnityEngine.TextClipping.Clip">
<summary>
<para>Text gets clipped to be inside the element.</para>
</summary>
</member>
<member name="F:UnityEngine.TextClipping.Overflow">
<summary>
<para>Text flows freely outside the element.</para>
</summary>
</member>
<member name="T:UnityEngine.TextGenerationSettings">
<summary>
<para>A struct that stores the settings for TextGeneration.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.color">
<summary>
<para>The base color for the text generation.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.font">
<summary>
<para>Font to use for generation.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.fontSize">
<summary>
<para>Font size.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.fontStyle">
<summary>
<para>Font style.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.generateOutOfBounds">
<summary>
<para>Continue to generate characters even if the text runs out of bounds.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.generationExtents">
<summary>
<para>Extents that the generator will attempt to fit the text in.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.horizontalOverflow">
<summary>
<para>What happens to text when it reaches the horizontal generation bounds.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.lineSpacing">
<summary>
<para>The line spacing multiplier.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.pivot">
<summary>
<para>Generated vertices are offset by the pivot.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.resizeTextForBestFit">
<summary>
<para>Should the text be resized to fit the configured bounds?</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.resizeTextMaxSize">
<summary>
<para>Maximum size for resized text.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.resizeTextMinSize">
<summary>
<para>Minimum size for resized text.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.richText">
<summary>
<para>Allow rich text markup in generation.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.scaleFactor">
<summary>
<para>A scale factor for the text. This is useful if the [[Text]] is on a [[Canvas]] and the canvas is scaled.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.textAnchor">
<summary>
<para>How is the generated text anchored.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.updateBounds">
<summary>
<para>Should the text generator update the bounds from the generated text.</para>
</summary>
</member>
<member name="F:UnityEngine.TextGenerationSettings.verticalOverflow">
<summary>
<para>What happens to text when it reaches the bottom generation bounds.</para>
</summary>
</member>
<member name="T:UnityEngine.TextGenerator">
<summary>
<para>Class that can be used to generate text for rendering.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.characterCount">
<summary>
<para>The number of characters that have been generated.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.characterCountVisible">
<summary>
<para>The number of characters that have been generated and are included in the visible lines.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.characters">
<summary>
<para>Array of generated characters.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.fontSizeUsedForBestFit">
<summary>
<para>The size of the font that was found if using best fit mode.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.lineCount">
<summary>
<para>Number of text lines generated.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.lines">
<summary>
<para>Information about each generated text line.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.rectExtents">
<summary>
<para>Extents of the generated text in rect format.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.vertexCount">
<summary>
<para>Number of vertices generated.</para>
</summary>
</member>
<member name="P:UnityEngine.TextGenerator.verts">
<summary>
<para>Array of generated vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.TextGenerator.#ctor">
<summary>
<para>Create a TextGenerator.</para>
</summary>
<param name="initialCapacity"></param>
</member>
<member name="M:UnityEngine.TextGenerator.#ctor(System.Int32)">
<summary>
<para>Create a TextGenerator.</para>
</summary>
<param name="initialCapacity"></param>
</member>
<member name="M:UnityEngine.TextGenerator.GetCharacters(System.Collections.Generic.List`1&lt;UnityEngine.UICharInfo&gt;)">
<summary>
<para>Populate the given List with UICharInfo.</para>
</summary>
<param name="characters">List to populate.</param>
</member>
<member name="M:UnityEngine.TextGenerator.GetCharactersArray">
<summary>
<para>Returns the current UICharInfo.</para>
</summary>
<returns>
<para>Character information.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.GetLines(System.Collections.Generic.List`1&lt;UnityEngine.UILineInfo&gt;)">
<summary>
<para>Populate the given list with UILineInfo.</para>
</summary>
<param name="lines">List to populate.</param>
</member>
<member name="M:UnityEngine.TextGenerator.GetLinesArray">
<summary>
<para>Returns the current UILineInfo.</para>
</summary>
<returns>
<para>Line information.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.GetPreferredHeight(System.String,UnityEngine.TextGenerationSettings)">
<summary>
<para>Given a string and settings, returns the preferred height for a container that would hold this text.</para>
</summary>
<param name="str">Generation text.</param>
<param name="settings">Settings for generation.</param>
<returns>
<para>Preferred height.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.GetPreferredWidth(System.String,UnityEngine.TextGenerationSettings)">
<summary>
<para>Given a string and settings, returns the preferred width for a container that would hold this text.</para>
</summary>
<param name="str">Generation text.</param>
<param name="settings">Settings for generation.</param>
<returns>
<para>Preferred width.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.GetVertices(System.Collections.Generic.List`1&lt;UnityEngine.UIVertex&gt;)">
<summary>
<para>Populate the given list with generated Vertices.</para>
</summary>
<param name="vertices">List to populate.</param>
</member>
<member name="M:UnityEngine.TextGenerator.GetVerticesArray">
<summary>
<para>Returns the current UILineInfo.</para>
</summary>
<returns>
<para>Vertices.</para>
</returns>
</member>
<member name="M:UnityEngine.TextGenerator.Invalidate">
<summary>
<para>Mark the text generator as invalid. This will force a full text generation the next time Populate is called.</para>
</summary>
</member>
<member name="M:UnityEngine.TextGenerator.Populate(System.String,UnityEngine.TextGenerationSettings)">
<summary>
<para>Will generate the vertices and other data for the given string with the given settings.</para>
</summary>
<param name="str">String to generate.</param>
<param name="settings">Settings.</param>
</member>
<member name="T:UnityEngine.TextMesh">
<summary>
<para>A script interface for the [[wiki:class-TextMesh|text mesh component]].</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.alignment">
<summary>
<para>How lines of text are aligned (Left, Right, Center).</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.anchor">
<summary>
<para>Which point of the text shares the position of the Transform.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.characterSize">
<summary>
<para>The size of each character (This scales the whole text).</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.color">
<summary>
<para>The color used to render the text.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.font">
<summary>
<para>The [[Font]] used.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.fontSize">
<summary>
<para>The font size to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.fontStyle">
<summary>
<para>The font style to use (for dynamic fonts).</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.lineSpacing">
<summary>
<para>How much space will be in-between lines of text.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.offsetZ">
<summary>
<para>How far should the text be offset from the transform.position.z when drawing.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.richText">
<summary>
<para>Enable HTML-style tags for Text Formatting Markup.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.tabSize">
<summary>
<para>How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.</para>
</summary>
</member>
<member name="P:UnityEngine.TextMesh.text">
<summary>
<para>The text that is displayed.</para>
</summary>
</member>
<member name="T:UnityEngine.Texture">
<summary>
<para>Base class for texture handling. Contains functionality that is common to both [[Texture2D]] and [[RenderTexture]] classes.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.anisoLevel">
<summary>
<para>Anisotropic filtering level of the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.filterMode">
<summary>
<para>Filtering mode of the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.height">
<summary>
<para>Height of the texture in pixels. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.mipMapBias">
<summary>
<para>Mip map bias of the texture.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.width">
<summary>
<para>Width of the texture in pixels. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.Texture.wrapMode">
<summary>
<para>Wrap mode (Repeat or Clamp) of the texture.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture.GetNativeTextureID">
<summary>
<para>Retrieve native ('hardware') handle to a texture.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture.GetNativeTexturePtr">
<summary>
<para>Retrieve native ('hardware') pointer to a texture.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture.SetGlobalAnisotropicFilteringLimits(System.Int32,System.Int32)">
<summary>
<para>Sets Anisotropic limits.</para>
</summary>
<param name="forcedMin"></param>
<param name="globalMax"></param>
</member>
<member name="T:UnityEngine.Texture2D">
<summary>
<para>Class for texture handling.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.blackTexture">
<summary>
<para>Get a small texture with all black pixels.</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.format">
<summary>
<para>The format of the pixel data in the texture (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.mipmapCount">
<summary>
<para>How many mipmap levels are in this texture (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture2D.whiteTexture">
<summary>
<para>Get a small texture with all white pixels.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture2D.Apply(System.Boolean,System.Boolean)">
<summary>
<para>Actually apply all previous ::ref::SetPixel and ::ref::SetPixels changes.</para>
</summary>
<param name="updateMipmaps"></param>
<param name="makeNoLongerReadable"></param>
</member>
<member name="M:UnityEngine.Texture2D.Compress(System.Boolean)">
<summary>
<para>Compress texture into DXT format.</para>
</summary>
<param name="highQuality"></param>
</member>
<member name="M:UnityEngine.Texture2D.CreateExternalTexture(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean,System.IntPtr)">
<summary>
<para>Creates Unity Texture on top of already inited native texture object.</para>
</summary>
<param name="nativeTex">Native texture object.</param>
<param name="width"></param>
<param name="height"></param>
<param name="format"></param>
<param name="mipmap"></param>
<param name="linear"></param>
</member>
<member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32)">
<summary>
<para>Create a new empty texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Create a new empty texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="format"></param>
<param name="mipmap"></param>
</member>
<member name="M:UnityEngine.Texture2D.#ctor(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean)">
<summary>
<para>SA: ::ref::SetPixel, ::ref::SetPixels, ::ref::Apply functions.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="format"></param>
<param name="mipmap"></param>
<param name="linear"></param>
</member>
<member name="M:UnityEngine.Texture2D.EncodeToJPG">
<summary>
<para>Encodes this texture into JPG format.</para>
</summary>
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
</member>
<member name="M:UnityEngine.Texture2D.EncodeToJPG(System.Int32)">
<summary>
<para>Encodes this texture into JPG format.</para>
</summary>
<param name="quality">JPG quality to encode with, 1..100 (default 75).</param>
</member>
<member name="M:UnityEngine.Texture2D.EncodeToPNG">
<summary>
<para>Encodes this texture into PNG format.</para>
</summary>
</member>
<member name="M:UnityEngine.Texture2D.GetPixel(System.Int32,System.Int32)">
<summary>
<para>Returns pixel color at coordinates (x, y).</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Texture2D.GetPixelBilinear(System.Single,System.Single)">
<summary>
<para>Returns filtered pixel color at normalized coordinates (u, v).</para>
</summary>
<param name="u"></param>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32)">
<summary>
<para>Get a block of pixel colors.</para>
</summary>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Get a block of pixel colors.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="blockWidth"></param>
<param name="blockHeight"></param>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.GetPixels32(System.Int32)">
<summary>
<para>Get a block of pixel colors in Color32 format.</para>
</summary>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.GetRawTextureData">
<summary>
<para>Get raw data from a texture.</para>
</summary>
<returns>
<para>Raw texture data as a byte array.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.LoadImage(System.Byte[])">
<summary>
<para>Loads PNG/JPG image byte array into a texture.</para>
</summary>
<param name="data">The byte array containing the image data to load.</param>
<returns>
<para>Returns true if the data can be loaded, false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.LoadRawTextureData(System.Byte[])">
<summary>
<para>Fills texture pixels with raw preformatted data.</para>
</summary>
<param name="data">Byte array to initialize texture pixels with.</param>
</member>
<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Packs multiple Textures into a texture atlas.</para>
</summary>
<param name="textures">Array of textures to pack into the atlas.</param>
<param name="padding">Padding in pixels between the packed textures.</param>
<param name="maximumAtlasSize">Maximum size of the resulting texture.</param>
<param name="makeNoLongerReadable">Should the texture be marked as no longer readable?</param>
<returns>
<para>An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails.</para>
</returns>
</member>
<member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32,System.Boolean)">
<summary>
<para>Read pixels from screen into the saved texture data.</para>
</summary>
<param name="source">Rectangular region of the view to read from. Pixels are read from current render target.</param>
<param name="destX">Horizontal pixel position in the texture to place the pixels that are read.</param>
<param name="destY">Vertical pixel position in the texture to place the pixels that are read.</param>
<param name="recalculateMipMaps">Should the texture's mipmaps be recalculated after reading?</param>
</member>
<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Resizes the texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
<param name="format"></param>
<param name="hasMipMap"></param>
</member>
<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32)">
<summary>
<para>Resizes the texture.</para>
</summary>
<param name="width"></param>
<param name="height"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixel(System.Int32,System.Int32,UnityEngine.Color)">
<summary>
<para>Sets pixel color at coordinates (x,y).</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="color"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[],System.Int32)">
<summary>
<para>Set a block of pixel colors.</para>
</summary>
<param name="colors"></param>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[],System.Int32)">
<summary>
<para>Set a block of pixel colors.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="blockWidth"></param>
<param name="blockHeight"></param>
<param name="colors"></param>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[],System.Int32)">
<summary>
<para>Set a block of pixel colors.</para>
</summary>
<param name="colors"></param>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.SetPixels32(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color32[],System.Int32)">
<summary>
<para>Set a block of pixel colors.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="blockWidth"></param>
<param name="blockHeight"></param>
<param name="colors"></param>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture2D.UpdateExternalTexture(System.IntPtr)">
<summary>
<para>Updates Unity Texture to use different native texture object.</para>
</summary>
<param name="nativeTex">Native texture object.</param>
</member>
<member name="T:UnityEngine.Texture3D">
<summary>
<para>Class for handling 3D Textures, Use this to create [[wiki:class-Texture3D|3D texture assets]].</para>
</summary>
</member>
<member name="P:UnityEngine.Texture3D.depth">
<summary>
<para>The depth of the texture (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Texture3D.format">
<summary>
<para>The format of the pixel data in the texture (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Texture3D.Apply(System.Boolean)">
<summary>
<para>Actually apply all previous ::ref::SetPixels changes.</para>
</summary>
<param name="updateMipmaps"></param>
</member>
<member name="M:UnityEngine.Texture3D.#ctor(System.Int32,System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
<summary>
<para>Create a new empty 3D Texture.</para>
</summary>
<param name="width">Width of texture in pixels.</param>
<param name="height">Height of texture in pixels.</param>
<param name="depth">Depth of texture in pixels.</param>
<param name="format">Texture data format.</param>
<param name="mipmap">Should the texture have mipmaps?</param>
</member>
<member name="M:UnityEngine.Texture3D.GetPixels(System.Int32)">
<summary>
<para>Returns an array of pixel colors representing one mip level of the 3D texture.</para>
</summary>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture3D.GetPixels32(System.Int32)">
<summary>
<para>Returns an array of pixel colors representing one mip level of the 3D texture.</para>
</summary>
<param name="miplevel"></param>
</member>
<member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[],System.Int32)">
<summary>
<para>Sets pixel colors of a 3D texture.</para>
</summary>
<param name="colors">The colors to set the pixels to.</param>
<param name="miplevel">The mipmap level to be affected by the new colors.</param>
</member>
<member name="M:UnityEngine.Texture3D.SetPixels32(UnityEngine.Color32[],System.Int32)">
<summary>
<para>Sets pixel colors of a 3D texture.</para>
</summary>
<param name="colors">The colors to set the pixels to.</param>
<param name="miplevel">The mipmap level to be affected by the new colors.</param>
</member>
<member name="T:UnityEngine.TextureFormat">
<summary>
<para>Format used when creating textures from scripts.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.Alpha8">
<summary>
<para>Alpha-only texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ARGB32">
<summary>
<para>Color with an alpha channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ARGB4444">
<summary>
<para>A 16 bits/pixel texture format. Texture stores color with an alpha channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_10x10">
<summary>
<para>ASTC (10x10 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_12x12">
<summary>
<para>ASTC (12x12 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_4x4">
<summary>
<para>ASTC (4x4 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_5x5">
<summary>
<para>ASTC (5x5 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_6x6">
<summary>
<para>ASTC (6x6 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGB_8x8">
<summary>
<para>ASTC (8x8 pixel block in 128 bits) compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_10x10">
<summary>
<para>ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_12x12">
<summary>
<para>ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_4x4">
<summary>
<para>ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_5x5">
<summary>
<para>ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_6x6">
<summary>
<para>ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ASTC_RGBA_8x8">
<summary>
<para>ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ATC_RGB4">
<summary>
<para>ATC (ATITC) 4 bits/pixel compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ATC_RGBA8">
<summary>
<para>ATC (ATITC) 8 bits/pixel compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.BGRA32">
<summary>
<para>Format returned by iPhone camera.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.DXT1">
<summary>
<para>Compressed color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.DXT1Crunched">
<summary>
<para>Compressed color texture format with crunch compression for small storage sizes.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.DXT5">
<summary>
<para>Compressed color with alpha channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.DXT5Crunched">
<summary>
<para>Compressed color with alpha channel texture format with crunch compression for small storage sizes.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.EAC_R">
<summary>
<para>ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed unsigned single-channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.EAC_R_SIGNED">
<summary>
<para>ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed signed single-channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.EAC_RG">
<summary>
<para>ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed unsigned dual-channel (RG) texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.EAC_RG_SIGNED">
<summary>
<para>ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed signed dual-channel (RG) texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC_RGB4">
<summary>
<para>ETC (GLES2.0) 4 bits/pixel compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC2_RGB">
<summary>
<para>ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC2_RGBA1">
<summary>
<para>ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.ETC2_RGBA8">
<summary>
<para>ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.PVRTC_RGB2">
<summary>
<para>PowerVR (iOS) 2 bits/pixel compressed color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.PVRTC_RGB4">
<summary>
<para>PowerVR (iOS) 4 bits/pixel compressed color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.PVRTC_RGBA2">
<summary>
<para>PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.PVRTC_RGBA4">
<summary>
<para>PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.R16">
<summary>
<para>A 16 bit color texture format that only has a red channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RFloat">
<summary>
<para>Scalar (R) texture format, 32 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGB24">
<summary>
<para>A color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGB565">
<summary>
<para>A 16 bit color texture format.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGBA32">
<summary>
<para>Color with alpha texture format, 8-bits per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGBA4444">
<summary>
<para>Color and alpha texture format, 4 bit per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGBAFloat">
<summary>
<para>RGB color and alpha etxture format, 32-bit floats per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGBAHalf">
<summary>
<para>RGB color and alpha texture format, 16 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGFloat">
<summary>
<para>Two color (RG) texture format, 32 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RGHalf">
<summary>
<para>Two color (RG) texture format, 16 bit floating point per channel.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.RHalf">
<summary>
<para>Scalar (R) texture format, 16 bit floating point.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureFormat.YUY2">
<summary>
<para>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.</para>
</summary>
</member>
<member name="T:UnityEngine.TextureWrapMode">
<summary>
<para>Wrap mode for textures.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureWrapMode.Clamp">
<summary>
<para>Clamps the texture to the last pixel at the border.</para>
</summary>
</member>
<member name="F:UnityEngine.TextureWrapMode.Repeat">
<summary>
<para>Tiles the texture, creating a repeating pattern.</para>
</summary>
</member>
<member name="T:UnityEngine.ThreadPriority">
<summary>
<para>Priority of a thread.</para>
</summary>
</member>
<member name="F:UnityEngine.ThreadPriority.BelowNormal">
<summary>
<para>Below normal thread priority.</para>
</summary>
</member>
<member name="F:UnityEngine.ThreadPriority.High">
<summary>
<para>Highest thread priority.</para>
</summary>
</member>
<member name="F:UnityEngine.ThreadPriority.Low">
<summary>
<para>Lowest thread priority.</para>
</summary>
</member>
<member name="F:UnityEngine.ThreadPriority.Normal">
<summary>
<para>Normal thread priority.</para>
</summary>
</member>
<member name="T:UnityEngine.Time">
<summary>
<para>The interface to get time information from Unity.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.captureFramerate">
<summary>
<para>Slows game playback time to allow screenshots to be saved between frames.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.deltaTime">
<summary>
<para>The time in seconds it took to complete the last frame (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.fixedDeltaTime">
<summary>
<para>The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour::pref::FixedUpdate) are performed.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.fixedTime">
<summary>
<para>The time the latest MonoBehaviour::pref::FixedUpdate has started (RO). This is the time in seconds since the start of the game.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.frameCount">
<summary>
<para>The total number of frames that have passed (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.maximumDeltaTime">
<summary>
<para>The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour::pref::FixedUpdate).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.realtimeSinceStartup">
<summary>
<para>The real time in seconds since the game started (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.smoothDeltaTime">
<summary>
<para>A smoothed out Time.deltaTime (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.time">
<summary>
<para>The time at the beginning of this frame (RO). This is the time in seconds since the start of the game.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.timeScale">
<summary>
<para>The scale at which the time is passing. This can be used for slow motion effects.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.timeSinceLevelLoad">
<summary>
<para>The time this frame has started (RO). This is the time in seconds since the last level has been loaded.</para>
</summary>
</member>
<member name="P:UnityEngine.Time.unscaledDeltaTime">
<summary>
<para>The timeScale-independent time in seconds it took to complete the last frame (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Time.unscaledTime">
<summary>
<para>The timeScale-independant time at the beginning of this frame (RO). This is the time in seconds since the start of the game.</para>
</summary>
</member>
<member name="T:UnityEngine.TooltipAttribute">
<summary>
<para>Specify a tooltip for a field.</para>
</summary>
</member>
<member name="F:UnityEngine.TooltipAttribute.tooltip">
<summary>
<para>The tooltip text.</para>
</summary>
</member>
<member name="M:UnityEngine.TooltipAttribute.#ctor(System.String)">
<summary>
<para>Specify a tooltip for a field.</para>
</summary>
<param name="tooltip">The tooltip text.</param>
</member>
<member name="T:UnityEngine.Touch">
<summary>
<para>Structure describing the status of a finger touching the screen.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.deltaPosition">
<summary>
<para>The position delta since last change.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.deltaTime">
<summary>
<para>Amount of time that has passed since the last recorded change in Touch values.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.fingerId">
<summary>
<para>The unique index for the touch.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.phase">
<summary>
<para>Describes the phase of the touch.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.position">
<summary>
<para>The position of the touch in pixel coordinates.</para>
</summary>
</member>
<member name="P:UnityEngine.Touch.tapCount">
<summary>
<para>Number of taps.</para>
</summary>
</member>
<member name="T:UnityEngine.TouchPhase">
<summary>
<para>Describes phase of a finger touch.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Began">
<summary>
<para>A finger touched the screen.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Canceled">
<summary>
<para>The system cancelled tracking for the touch.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Ended">
<summary>
<para>A finger was lifted from the screen. This is the final phase of a touch.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Moved">
<summary>
<para>A finger moved on the screen.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchPhase.Stationary">
<summary>
<para>A finger is touching the screen but hasn't moved.</para>
</summary>
</member>
<member name="T:UnityEngine.TouchScreenKeyboard">
<summary>
<para>Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms.</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.active">
<summary>
<para>Is the keyboard visible or sliding into the position on the screen?</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.done">
<summary>
<para>Specifies if input process was finished. (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.hideInput">
<summary>
<para>Will text input field above the keyboard be hidden when the keyboard is on screen?</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.isSupported">
<summary>
<para>Is touch screen keyboard supported.</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.text">
<summary>
<para>Returns the text displayed by the input field of the keyboard.</para>
</summary>
</member>
<member name="P:UnityEngine.TouchScreenKeyboard.wasCanceled">
<summary>
<para>Specifies if input process was canceled. (RO)</para>
</summary>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
</member>
<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.String)">
<summary>
<para>Opens the native keyboard provided by OS on the screen.</para>
</summary>
<param name="text">Text to edit.</param>
<param name="keyboardType">Type of keyboard (eg, any text, numbers only, etc).</param>
<param name="autocorrection">Is autocorrection applied?</param>
<param name="multiline">Can more than one line of text be entered?</param>
<param name="secure">Is the text masked (for passwords, etc)?</param>
<param name="alert">Is the keyboard opened in alert mode?</param>
<param name="textPlaceholder">Text to be used if no other text is present.</param>
</member>
<member name="T:UnityEngine.TouchScreenKeyboardType">
<summary>
<para>Describes the type of keyboard.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.ASCIICapable">
<summary>
<para>Keyboard displays standard ASCII characters.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.Default">
<summary>
<para>Default keyboard for the current input method.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.EmailAddress">
<summary>
<para>Keyboard optimized for specifying email addresses.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.NamePhonePad">
<summary>
<para>Keypad designed for entering a person's name or phone number.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.NumberPad">
<summary>
<para>Numeric keypad designed for PIN entry.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.NumbersAndPunctuation">
<summary>
<para>Keyboard with numbers and punctuation.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.PhonePad">
<summary>
<para>Keypad designed for entering telephone numbers.</para>
</summary>
</member>
<member name="F:UnityEngine.TouchScreenKeyboardType.URL">
<summary>
<para>Keyboard optimized for URL entry.</para>
</summary>
</member>
<member name="T:UnityEngine.TrailRenderer">
<summary>
<para>The trail renderer is used to make trails behind objects in the scene as they move about.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.autodestruct">
<summary>
<para>Does the [[GameObject]] of this trail renderer auto destructs?</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.endWidth">
<summary>
<para>The width of the trail at the end of the trail.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.startWidth">
<summary>
<para>The width of the trail at the spawning point.</para>
</summary>
</member>
<member name="P:UnityEngine.TrailRenderer.time">
<summary>
<para>How long does the trail take to fade out.</para>
</summary>
</member>
<member name="T:UnityEngine.Transform">
<summary>
<para>Position, rotation and scale of an object.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.childCount">
<summary>
<para>The number of children the Transform has.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.eulerAngles">
<summary>
<para>The rotation as Euler angles in degrees.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.forward">
<summary>
<para>The blue axis of the transform in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.hasChanged">
<summary>
<para>Has the transform changed since the last time the flag was set to 'false'?</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localEulerAngles">
<summary>
<para>The rotation as Euler angles in degrees relative to the parent transform's rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localPosition">
<summary>
<para>Position of the transform relative to the parent transform.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localRotation">
<summary>
<para>The rotation of the transform relative to the parent transform's rotation.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localScale">
<summary>
<para>The scale of the transform relative to the parent.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.localToWorldMatrix">
<summary>
<para>Matrix that transforms a point from local space into world space (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.lossyScale">
<summary>
<para>The global scale of the object (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.parent">
<summary>
<para>The parent of the transform.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.position">
<summary>
<para>The position of the transform in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.right">
<summary>
<para>The red axis of the transform in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.root">
<summary>
<para>Returns the topmost transform in the hierarchy.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.rotation">
<summary>
<para>The rotation of the transform in world space stored as a [[Quaternion]].</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.up">
<summary>
<para>The green axis of the transform in world space.</para>
</summary>
</member>
<member name="P:UnityEngine.Transform.worldToLocalMatrix">
<summary>
<para>Matrix that transforms a point from world space into local space (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.DetachChildren">
<summary>
<para>Unparents all children.</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.Find(System.String)">
<summary>
<para>Finds a child by /name/ and returns it.</para>
</summary>
<param name="name">Name of child to be found.</param>
</member>
<member name="M:UnityEngine.Transform.GetChild(System.Int32)">
<summary>
<para>Returns a transform child by index.</para>
</summary>
<param name="index">Index of the child transform to return. Must be smaller than Transform.childCount.</param>
<returns>
<para>Transform child by index.</para>
</returns>
</member>
<member name="M:UnityEngine.Transform.GetSiblingIndex">
<summary>
<para>Gets the sibling index.</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.InverseTransformDirection(UnityEngine.Vector3)">
<summary>
<para>Transforms a /direction/ from world space to local space. The opposite of Transform.TransformDirection.</para>
</summary>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformDirection(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms the direction /x/, /y/, /z/ from world space to local space. The opposite of Transform.TransformDirection.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms /position/ from world space to local space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformPoint(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms the position /x/, /y/, /z/ from world space to local space. The opposite of Transform.TransformPoint.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformVector(UnityEngine.Vector3)">
<summary>
<para>Transforms a /vector/ from world space to local space. The opposite of Transform.TransformVector.</para>
</summary>
<param name="vector"></param>
</member>
<member name="M:UnityEngine.Transform.InverseTransformVector(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms the vector /x/, /y/, /z/ from world space to local space. The opposite of Transform.TransformVector.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.IsChildOf(UnityEngine.Transform)">
<summary>
<para>Is this transform a child of /parent/?</para>
</summary>
<param name="parent"></param>
</member>
<member name="M:UnityEngine.Transform.LookAt">
<summary>
<para>Rotates the transform so the forward vector points at /target/'s current position.</para>
</summary>
<param name="target">Object to point towards.</param>
<param name="worldUp">Vector specifying the upward direction.</param>
</member>
<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform,UnityEngine.Vector3)">
<summary>
<para>Rotates the transform so the forward vector points at /target/'s current position.</para>
</summary>
<param name="target">Object to point towards.</param>
<param name="worldUp">Vector specifying the upward direction.</param>
</member>
<member name="M:UnityEngine.Transform.LookAt">
<summary>
<para>Rotates the transform so the forward vector points at /worldPosition/.</para>
</summary>
<param name="worldPosition">Point to look at.</param>
<param name="worldUp">Vector specifying the upward direction.</param>
</member>
<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Rotates the transform so the forward vector points at /worldPosition/.</para>
</summary>
<param name="worldPosition">Point to look at.</param>
<param name="worldUp">Vector specifying the upward direction.</param>
</member>
<member name="M:UnityEngine.Transform.Rotate">
<summary>
<para>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).</para>
</summary>
<param name="eulerAngles"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,UnityEngine.Space)">
<summary>
<para>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).</para>
</summary>
<param name="eulerAngles"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Rotate">
<summary>
<para>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).</para>
</summary>
<param name="xAngle"></param>
<param name="yAngle"></param>
<param name="zAngle"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Rotate(System.Single,System.Single,System.Single,UnityEngine.Space)">
<summary>
<para>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).</para>
</summary>
<param name="xAngle"></param>
<param name="yAngle"></param>
<param name="zAngle"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Rotate">
<summary>
<para>Rotates the transform around /axis/ by /angle/ degrees.</para>
</summary>
<param name="axis"></param>
<param name="angle"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,System.Single,UnityEngine.Space)">
<summary>
<para>Rotates the transform around /axis/ by /angle/ degrees.</para>
</summary>
<param name="axis"></param>
<param name="angle"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Rotates the transform about /axis/ passing through /point/ in world coordinates by /angle/ degrees.</para>
</summary>
<param name="point"></param>
<param name="axis"></param>
<param name="angle"></param>
</member>
<member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,System.Single)">
<summary>
<para></para>
</summary>
<param name="axis"></param>
<param name="angle"></param>
</member>
<member name="M:UnityEngine.Transform.SetAsFirstSibling">
<summary>
<para>Move the transform to the start of the local transfrom list.</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.SetAsLastSibling">
<summary>
<para>Move the transform to the end of the local transfrom list.</para>
</summary>
</member>
<member name="M:UnityEngine.Transform.SetParent(UnityEngine.Transform,System.Boolean)">
<summary>
<para>Set the parent of the transform.</para>
</summary>
<param name="parent">The parent Transform to use.</param>
<param name="worldPositionStays">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.</param>
</member>
<member name="M:UnityEngine.Transform.SetSiblingIndex(System.Int32)">
<summary>
<para>Sets the sibling index.</para>
</summary>
<param name="index">Index to set.</param>
</member>
<member name="M:UnityEngine.Transform.TransformDirection(UnityEngine.Vector3)">
<summary>
<para>Transforms /direction/ from local space to world space.</para>
</summary>
<param name="direction"></param>
</member>
<member name="M:UnityEngine.Transform.TransformDirection(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms direction /x/, /y/, /z/ from local space to world space.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.TransformPoint(UnityEngine.Vector3)">
<summary>
<para>Transforms /position/ from local space to world space.</para>
</summary>
<param name="position"></param>
</member>
<member name="M:UnityEngine.Transform.TransformPoint(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms the position /x/, /y/, /z/ from local space to world space.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.TransformVector(UnityEngine.Vector3)">
<summary>
<para>Transforms /vector/ from local space to world space.</para>
</summary>
<param name="vector"></param>
</member>
<member name="M:UnityEngine.Transform.TransformVector(System.Single,System.Single,System.Single)">
<summary>
<para>Transforms vector /x/, /y/, /z/ from local space to world space.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Transform.Translate">
<summary>
<para>Moves the transform in the direction and distance of /translation/.</para>
</summary>
<param name="translation"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Space)">
<summary>
<para>Moves the transform in the direction and distance of /translation/.</para>
</summary>
<param name="translation"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate">
<summary>
<para>Moves the transform by /x/ along the x axis, /y/ along the y axis, and /z/ along the z axis.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Space)">
<summary>
<para>Moves the transform by /x/ along the x axis, /y/ along the y axis, and /z/ along the z axis.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Transform)">
<summary>
<para>Moves the transform in the direction and distance of /translation/.</para>
</summary>
<param name="translation"></param>
<param name="relativeTo"></param>
</member>
<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Transform)">
<summary>
<para>Moves the transform by /x/ along the x axis, /y/ along the y axis, and /z/ along the z axis.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="relativeTo"></param>
</member>
<member name="T:UnityEngine.TransparencySortMode">
<summary>
<para>Transparent object sorting mode of a [[Camera]].</para>
</summary>
</member>
<member name="F:UnityEngine.TransparencySortMode.Default">
<summary>
<para>Default transparency sorting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.TransparencySortMode.Orthographic">
<summary>
<para>Orthographic transparency sorting mode.</para>
</summary>
</member>
<member name="F:UnityEngine.TransparencySortMode.Perspective">
<summary>
<para>Perspective transparency sorting mode.</para>
</summary>
</member>
<member name="T:UnityEngine.Tree">
<summary>
<para>Tree Component for the tree creator.</para>
</summary>
</member>
<member name="P:UnityEngine.Tree.data">
<summary>
<para>Data asociated to the Tree.</para>
</summary>
</member>
<member name="P:UnityEngine.Tree.hasSpeedTreeWind">
<summary>
<para>Tells if there is wind data exported from SpeedTree are saved on this component.</para>
</summary>
</member>
<member name="T:UnityEngine.TreeInstance">
<summary>
<para>Contains information about a tree placed in the Terrain game object.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.color">
<summary>
<para>Color of this instance.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.heightScale">
<summary>
<para>Height scale of this instance (compared to the prototype's size).</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.lightmapColor">
<summary>
<para>Lightmap color calculated for this instance.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.position">
<summary>
<para>Position of the tree.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.prototypeIndex">
<summary>
<para>Index of this instance in the TerrainData.treePrototypes array.</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.rotation">
<summary>
<para>Rotation of the tree on X-Z plane (in radians).</para>
</summary>
</member>
<member name="F:UnityEngine.TreeInstance.widthScale">
<summary>
<para>Width scale of this instance (compared to the prototype's size).</para>
</summary>
</member>
<member name="T:UnityEngine.TreePrototype">
<summary>
<para>Simple class that contains a pointer to a tree prototype.</para>
</summary>
</member>
<member name="P:UnityEngine.TreePrototype.bendFactor">
<summary>
<para>Bend factor of the tree prototype.</para>
</summary>
</member>
<member name="P:UnityEngine.TreePrototype.prefab">
<summary>
<para>Retrieves the actual GameObect used by the tree.</para>
</summary>
</member>
<member name="T:UnityEngine.UICharInfo">
<summary>
<para>Class that specifes some information about a renderable character.</para>
</summary>
</member>
<member name="F:UnityEngine.UICharInfo.charWidth">
<summary>
<para>Character width.</para>
</summary>
</member>
<member name="F:UnityEngine.UICharInfo.cursorPos">
<summary>
<para>Position of the character cursor in local (text generated) space.</para>
</summary>
</member>
<member name="T:UnityEngine.UILineInfo">
<summary>
<para>Information about a generated line of text.</para>
</summary>
</member>
<member name="F:UnityEngine.UILineInfo.height">
<summary>
<para>Height of the line.</para>
</summary>
</member>
<member name="F:UnityEngine.UILineInfo.startCharIdx">
<summary>
<para>Index of the first character in the line.</para>
</summary>
</member>
<member name="T:UnityEngine.UIVertex">
<summary>
<para>Vertex class used by a [[Canvas]] for managing vertices.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.color">
<summary>
<para>Vertex color.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.normal">
<summary>
<para>Normal.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.position">
<summary>
<para>Vertex position.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.simpleVert">
<summary>
<para>Simple UIVertex with sensible settings for use in the UI system.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.tangent">
<summary>
<para>Tangent.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.uv0">
<summary>
<para>UV0.</para>
</summary>
</member>
<member name="F:UnityEngine.UIVertex.uv1">
<summary>
<para>UV1.</para>
</summary>
</member>
<member name="T:UnityEngine.UnityAPICompatibilityVersionAttribute">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.UnityAPICompatibilityVersionAttribute.version">
<summary>
<para>Version of Unity API.</para>
</summary>
</member>
<member name="M:UnityEngine.UnityAPICompatibilityVersionAttribute.#ctor(System.String)">
<summary>
<para>Initializes a new instance of UnityAPICompatibilityVersionAttribute.</para>
</summary>
<param name="version">Unity version that this assembly with compatible with.</param>
</member>
<member name="T:UnityEngine.UserAuthorization">
<summary>
<para>Constants to pass to [[Application.RequestUserAuthorization]].</para>
</summary>
</member>
<member name="F:UnityEngine.UserAuthorization.Microphone">
<summary>
<para>Request permission to use any audio input sources attached to the computer.</para>
</summary>
</member>
<member name="F:UnityEngine.UserAuthorization.WebCam">
<summary>
<para>Request permission to use any video input sources attached to the computer.</para>
</summary>
</member>
<member name="T:UnityEngine.Vector2">
<summary>
<para>Representation of 2D vectors and points.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.down">
<summary>
<para>Shorthand for writing @@Vector2(0, -1)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.left">
<summary>
<para>Shorthand for writing @@Vector2(-1, 0)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.magnitude">
<summary>
<para>Returns the length of this vector (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.normalized">
<summary>
<para>Returns this vector with a ::ref::magnitude of 1 (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.one">
<summary>
<para>Shorthand for writing @@Vector2(1, 1)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.right">
<summary>
<para>Shorthand for writing @@Vector2(1, 0)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.sqrMagnitude">
<summary>
<para>Returns the squared length of this vector (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.up">
<summary>
<para>Shorthand for writing @@Vector2(0, 1)@@.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector2.x">
<summary>
<para>X component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector2.y">
<summary>
<para>Y component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector2.zero">
<summary>
<para>Shorthand for writing @@Vector2(0, 0)@@.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector2.Angle(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns the angle in degrees between /from/ and /to/.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
</member>
<member name="M:UnityEngine.Vector2.ClampMagnitude(UnityEngine.Vector2,System.Single)">
<summary>
<para>Returns a copy of /vector/ with its magnitude clamped to /maxLength/.</para>
</summary>
<param name="vector"></param>
<param name="maxLength"></param>
</member>
<member name="M:UnityEngine.Vector2.#ctor(System.Single,System.Single)">
<summary>
<para>Constructs a new vector with given x, y components.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Vector2.Distance(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns the distance between /a/ and /b/.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2.Dot(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Dot Product of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector2.implop_Vector2(Vector3)(UnityEngine.Vector3)">
<summary>
<para>Converts a [[Vector3]] to a Vector2.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector2.implop_Vector3(Vector2)(UnityEngine.Vector2)">
<summary>
<para>Converts a Vector2 to a [[Vector3]].</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector2.Lerp(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
<summary>
<para>Linearly interpolates between two vectors.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector2.Max(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns a vector that is made from the largest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector2.Min(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns a vector that is made from the smallest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector2.MoveTowards(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
<summary>
<para>Moves a point /current/ towards /target/.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
<param name="maxDistanceDelta"></param>
</member>
<member name="M:UnityEngine.Vector2.Normalize">
<summary>
<para>Makes this vector have a ::ref::magnitude of 1.</para>
</summary>
</member>
<member name="?:UnityEngine.Vector2.op_Divide(UnityEngine.Vector2,System.Single)">
<summary>
<para>Divides a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Equal(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns true if the vectors are equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Minus(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Subtracts one vector from another.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Minus(UnityEngine.Vector2)">
<summary>
<para>Negates a vector.</para>
</summary>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Multiply(UnityEngine.Vector2,System.Single)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Multiply(System.Single,UnityEngine.Vector2)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="d"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector2.op_NotEqual(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Returns true if vectors different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector2.op_Plus(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Adds two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2.Reflect(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Reflects a vector off the vector defined by a normal.</para>
</summary>
<param name="inDirection"></param>
<param name="inNormal"></param>
</member>
<member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>
<para>Multiplies two vectors component-wise.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2)">
<summary>
<para>Multiplies every component of this vector by the same component of /scale/.</para>
</summary>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Vector2.Set(System.Single,System.Single)">
<summary>
<para>Set x and y components of an existing Vector2.</para>
</summary>
<param name="new_x"></param>
<param name="new_y"></param>
</member>
<member name="M:UnityEngine.Vector2.SmoothDamp">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Vector2.SmoothDamp">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Vector2.SmoothDamp(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2&amp;,System.Single,System.Single,System.Single)">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="P:UnityEngine.Vector2.this">
<summary>
<para>Access the /x/ or /y/ component using [0] or [1] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector2.ToString">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Vector2.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Vector3">
<summary>
<para>Representation of 3D vectors and points.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.back">
<summary>
<para>Shorthand for writing @@Vector3(0, 0, -1)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.down">
<summary>
<para>Shorthand for writing @@Vector3(0, -1, 0)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.forward">
<summary>
<para>Shorthand for writing @@Vector3(0, 0, 1)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.left">
<summary>
<para>Shorthand for writing @@Vector3(-1, 0, 0)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.magnitude">
<summary>
<para>Returns the length of this vector (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.normalized">
<summary>
<para>Returns this vector with a ::ref::magnitude of 1 (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.one">
<summary>
<para>Shorthand for writing @@Vector3(1, 1, 1)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.right">
<summary>
<para>Shorthand for writing @@Vector3(1, 0, 0)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.sqrMagnitude">
<summary>
<para>Returns the squared length of this vector (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.up">
<summary>
<para>Shorthand for writing @@Vector3(0, 1, 0)@@.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector3.x">
<summary>
<para>X component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector3.y">
<summary>
<para>Y component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector3.z">
<summary>
<para>Z component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector3.zero">
<summary>
<para>Shorthand for writing @@Vector3(0, 0, 0)@@.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector3.Angle(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns the angle in degrees between /from/ and /to/.</para>
</summary>
<param name="from">The angle extends round from this vector.</param>
<param name="to">The angle extends round to this vector.</param>
</member>
<member name="M:UnityEngine.Vector3.ClampMagnitude(UnityEngine.Vector3,System.Single)">
<summary>
<para>Returns a copy of /vector/ with its magnitude clamped to /maxLength/.</para>
</summary>
<param name="vector"></param>
<param name="maxLength"></param>
</member>
<member name="M:UnityEngine.Vector3.Cross(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Cross Product of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3.#ctor(System.Single,System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y, z components.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Vector3.#ctor(System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y components and sets /z/ to zero.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Vector3.Distance(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns the distance between /a/ and /b/.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3.Dot(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Dot Product of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3.Lerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Linearly interpolates between two vectors.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector3.Max(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns a vector that is made from the largest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3.Min(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns a vector that is made from the smallest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector3.MoveTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Moves a point /current/ in a straight line towards a /target/ point.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
<param name="maxDistanceDelta"></param>
</member>
<member name="M:UnityEngine.Vector3.Normalize(UnityEngine.Vector3)">
<summary>
<para></para>
</summary>
<param name="value"></param>
</member>
<member name="M:UnityEngine.Vector3.Normalize">
<summary>
<para>Makes this vector have a ::ref::magnitude of 1.</para>
</summary>
</member>
<member name="?:UnityEngine.Vector3.op_Divide(UnityEngine.Vector3,System.Single)">
<summary>
<para>Divides a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Equal(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns true if the vectors are equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Minus(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Subtracts one vector from another.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Minus(UnityEngine.Vector3)">
<summary>
<para>Negates a vector.</para>
</summary>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Multiply(UnityEngine.Vector3,System.Single)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Multiply(System.Single,UnityEngine.Vector3)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="d"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector3.op_NotEqual(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Returns true if vectors different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector3.op_Plus(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Adds two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;)">
<summary>
<para>Makes vectors normalized and orthogonal to each other.</para>
</summary>
<param name="normal"></param>
<param name="tangent"></param>
</member>
<member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;,UnityEngine.Vector3&amp;)">
<summary>
<para>Makes vectors normalized and orthogonal to each other.</para>
</summary>
<param name="normal"></param>
<param name="tangent"></param>
<param name="binormal"></param>
</member>
<member name="M:UnityEngine.Vector3.Project(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Projects a vector onto another vector.</para>
</summary>
<param name="vector"></param>
<param name="onNormal"></param>
</member>
<member name="M:UnityEngine.Vector3.ProjectOnPlane(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Projects a vector onto a plane defined by a normal orthogonal to the plane.</para>
</summary>
<param name="vector"></param>
<param name="planeNormal"></param>
</member>
<member name="M:UnityEngine.Vector3.Reflect(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Reflects a vector off the plane defined by a normal.</para>
</summary>
<param name="inDirection"></param>
<param name="inNormal"></param>
</member>
<member name="M:UnityEngine.Vector3.RotateTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
<summary>
<para>Rotates a vector /current/ towards /target/.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
<param name="maxRadiansDelta"></param>
<param name="maxMagnitudeDelta"></param>
</member>
<member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>
<para>Multiplies two vectors component-wise.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3)">
<summary>
<para>Multiplies every component of this vector by the same component of /scale/.</para>
</summary>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Vector3.Set(System.Single,System.Single,System.Single)">
<summary>
<para>Set x, y and z components of an existing Vector3.</para>
</summary>
<param name="new_x"></param>
<param name="new_y"></param>
<param name="new_z"></param>
</member>
<member name="M:UnityEngine.Vector3.Slerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>
<para>Spherically interpolates between two vectors.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector3.SmoothDamp">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Vector3.SmoothDamp">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&amp;,System.Single,System.Single,System.Single)">
<summary>
<para>Gradually changes a vector towards a desired goal over time.</para>
</summary>
<param name="current">The current position.</param>
<param name="target">The position we are trying to reach.</param>
<param name="currentVelocity">The current velocity, this value is modified by the function every time you call it.</param>
<param name="smoothTime">Approximately the time it will take to reach the target. A smaller value will reach the target faster.</param>
<param name="maxSpeed">Optionally allows you to clamp the maximum speed.</param>
<param name="deltaTime">The time since the last call to this function. By default Time.deltaTime.</param>
</member>
<member name="P:UnityEngine.Vector3.this">
<summary>
<para>Access the x, y, z components using [0], [1], [2] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector3.ToString">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Vector3.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.Vector4">
<summary>
<para>Representation of four-dimensional vectors.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.magnitude">
<summary>
<para>Returns the length of this vector (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.normalized">
<summary>
<para>Returns this vector with a ::ref::magnitude of 1 (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.one">
<summary>
<para>Shorthand for writing @@Vector4(1,1,1,1)@@.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.sqrMagnitude">
<summary>
<para>Returns the squared length of this vector (RO).</para>
</summary>
</member>
<member name="F:UnityEngine.Vector4.w">
<summary>
<para>W component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector4.x">
<summary>
<para>X component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector4.y">
<summary>
<para>Y component of the vector.</para>
</summary>
</member>
<member name="F:UnityEngine.Vector4.z">
<summary>
<para>Z component of the vector.</para>
</summary>
</member>
<member name="P:UnityEngine.Vector4.zero">
<summary>
<para>Shorthand for writing @@Vector4(0,0,0,0)@@.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y, z, w components.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
<param name="w"></param>
</member>
<member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y, z components and sets /w/ to zero.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
</member>
<member name="M:UnityEngine.Vector4.#ctor(System.Single,System.Single)">
<summary>
<para>Creates a new vector with given x, y components and sets /z/ and /w/ to zero.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.Vector4.Distance(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns the distance between /a/ and /b/.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Dot(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Dot Product of two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector4.implop_Vector2(Vector4)(UnityEngine.Vector4)">
<summary>
<para>Converts a Vector4 to a [[Vector2]].</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector4.implop_Vector3(Vector4)(UnityEngine.Vector4)">
<summary>
<para>Converts a Vector4 to a [[Vector3]].</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector4.implop_Vector4(Vector2)(UnityEngine.Vector2)">
<summary>
<para>Converts a [[Vector2]] to a Vector4.</para>
</summary>
<param name="v"></param>
</member>
<member name="?:UnityEngine.Vector4.implop_Vector4(Vector3)(UnityEngine.Vector3)">
<summary>
<para>Converts a [[Vector3]] to a Vector4.</para>
</summary>
<param name="v"></param>
</member>
<member name="M:UnityEngine.Vector4.Lerp(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
<summary>
<para>Linearly interpolates between two vectors.</para>
</summary>
<param name="from"></param>
<param name="to"></param>
<param name="t"></param>
</member>
<member name="M:UnityEngine.Vector4.Max(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns a vector that is made from the largest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector4.Min(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns a vector that is made from the smallest components of two vectors.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="M:UnityEngine.Vector4.MoveTowards(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
<summary>
<para>Moves a point /current/ towards /target/.</para>
</summary>
<param name="current"></param>
<param name="target"></param>
<param name="maxDistanceDelta"></param>
</member>
<member name="M:UnityEngine.Vector4.Normalize(UnityEngine.Vector4)">
<summary>
<para></para>
</summary>
<param name="a"></param>
</member>
<member name="M:UnityEngine.Vector4.Normalize">
<summary>
<para>Makes this vector have a ::ref::magnitude of 1.</para>
</summary>
</member>
<member name="?:UnityEngine.Vector4.op_Divide(UnityEngine.Vector4,System.Single)">
<summary>
<para>Divides a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Equal(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns true if the vectors are equal.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Minus(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Subtracts one vector from another.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Minus(UnityEngine.Vector4)">
<summary>
<para>Negates a vector.</para>
</summary>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Multiply(UnityEngine.Vector4,System.Single)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="a"></param>
<param name="d"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Multiply(System.Single,UnityEngine.Vector4)">
<summary>
<para>Multiplies a vector by a number.</para>
</summary>
<param name="d"></param>
<param name="a"></param>
</member>
<member name="?:UnityEngine.Vector4.op_NotEqual(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Returns true if vectors different.</para>
</summary>
<param name="lhs"></param>
<param name="rhs"></param>
</member>
<member name="?:UnityEngine.Vector4.op_Plus(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Adds two vectors.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Project(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Projects a vector onto another vector.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4,UnityEngine.Vector4)">
<summary>
<para>Multiplies two vectors component-wise.</para>
</summary>
<param name="a"></param>
<param name="b"></param>
</member>
<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4)">
<summary>
<para>Multiplies every component of this vector by the same component of /scale/.</para>
</summary>
<param name="scale"></param>
</member>
<member name="M:UnityEngine.Vector4.Set(System.Single,System.Single,System.Single,System.Single)">
<summary>
<para>Set x, y, z and w components of an existing Vector4.</para>
</summary>
<param name="new_x"></param>
<param name="new_y"></param>
<param name="new_z"></param>
<param name="new_w"></param>
</member>
<member name="P:UnityEngine.Vector4.this">
<summary>
<para>Access the x, y, z, w components using [0], [1], [2], [3] respectively.</para>
</summary>
</member>
<member name="M:UnityEngine.Vector4.ToString">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="M:UnityEngine.Vector4.ToString(System.String)">
<summary>
<para>Returns a nicely formatted string for this vector.</para>
</summary>
<param name="format"></param>
</member>
<member name="T:UnityEngine.VerticalWrapMode">
<summary>
<para>Wrapping modes for text that reaches the vertical boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.VerticalWrapMode.Overflow">
<summary>
<para>Text well continue to generate when reaching vertical boundary.</para>
</summary>
</member>
<member name="F:UnityEngine.VerticalWrapMode.Truncate">
<summary>
<para>Text will be clipped when reaching the vertical boundary.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.InputTracking">
<summary>
<para>VR Input tracking data.</para>
</summary>
</member>
<member name="M:UnityEngine.VR.InputTracking.GetLocalPosition(UnityEngine.VR.VRNode)">
<summary>
<para>The current position of the requested VRNode.</para>
</summary>
<param name="node">Node index.</param>
<returns>
<para>Position of node local to its tracking space.</para>
</returns>
</member>
<member name="M:UnityEngine.VR.InputTracking.GetLocalRotation(UnityEngine.VR.VRNode)">
<summary>
<para>The current rotation of the requested VRNode.</para>
</summary>
<param name="node">Node index.</param>
<returns>
<para>Rotation of node local to its tracking space.</para>
</returns>
</member>
<member name="M:UnityEngine.VR.InputTracking.Recenter">
<summary>
<para>Center tracking on the current pose.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.VRDevice">
<summary>
<para>Contains all functionality related to a VR device.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.VRDevice.family">
<summary>
<para>The name of the family of the loaded VR device.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.VRDevice.isPresent">
<summary>
<para>Successfully detected a VR device in working order.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.VRDevice.model">
<summary>
<para>Specific model of loaded VR device.</para>
</summary>
</member>
<member name="M:UnityEngine.VR.VRDevice.GetNativePtr">
<summary>
<para>Native pointer to the VR device structure, if available.</para>
</summary>
<returns>
<para>Native pointer to VR device if available, else 0.</para>
</returns>
</member>
<member name="T:UnityEngine.VR.VRDeviceType">
<summary>
<para>Supported VR devices.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.VRDeviceType.None">
<summary>
<para>No VR Device.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.VRDeviceType.Oculus">
<summary>
<para>Oculus family of VR devices.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.VRDeviceType.Split">
<summary>
<para>Split screen stereo 3D (the left and right cameras are rendered side by side).</para>
</summary>
</member>
<member name="F:UnityEngine.VR.VRDeviceType.Stereo">
<summary>
<para>Stereo 3D via D3D11 or OpenGL.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.VRNode">
<summary>
<para>Enumeration of nodes which can be updated by VR input.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.VRNode.CenterEye">
<summary>
<para>Node between left and right eyes.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.VRNode.Head">
<summary>
<para>Head node.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.VRNode.LeftEye">
<summary>
<para>Left Eye node.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.VRNode.RightEye">
<summary>
<para>Right Eye node.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.VRSettings">
<summary>
<para>Global VR related settings.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.VRSettings.enabled">
<summary>
<para>Globally enables or disables VR for the application.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.VRSettings.loadedDevice">
<summary>
<para>Type of VR device that is currently in use.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.VRSettings.renderScale">
<summary>
<para>Controls the texel:pixel ratio before lens correction, trading performance for sharpness.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.VRSettings.showDeviceView">
<summary>
<para>Mirror what is shown on the device to the main display, if possible.</para>
</summary>
</member>
<member name="T:UnityEngine.WaitForEndOfFrame">
<summary>
<para>Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.</para>
</summary>
</member>
<member name="T:UnityEngine.WaitForFixedUpdate">
<summary>
<para>Waits until next fixed frame rate update function. SA: MonoBehaviour::pref::FixedUpdate.</para>
</summary>
</member>
<member name="T:UnityEngine.WaitForSeconds">
<summary>
<para>Suspends the coroutine execution for the given amount of seconds.</para>
</summary>
</member>
<member name="M:UnityEngine.WaitForSeconds.#ctor(System.Single)">
<summary>
<para>Creates a yield instruction to wait for a given number of seconds.</para>
</summary>
<param name="seconds"></param>
</member>
<member name="T:UnityEngine.WebCamDevice">
<summary>
<para>A structure describing the webcam device.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamDevice.isFrontFacing">
<summary>
<para>True if camera faces the same direction a screen does, false otherwise.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamDevice.name">
<summary>
<para>A human-readable name of the device. Varies across different systems.</para>
</summary>
</member>
<member name="T:UnityEngine.WebCamTexture">
<summary>
<para>WebCam Textures are textures onto which the live video input is rendered.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.deviceName">
<summary>
<para>Set this to specify the name of the device to use.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.devices">
<summary>
<para>Return a list of available devices.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.didUpdateThisFrame">
<summary>
<para>Did the video buffer update this frame?</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.isPlaying">
<summary>
<para>Returns if the camera is currently playing.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.requestedFPS">
<summary>
<para>Set the requested frame rate of the camera device (in frames per second).</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.requestedHeight">
<summary>
<para>Set the requested height of the camera device.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.requestedWidth">
<summary>
<para>Set the requested width of the camera device.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.videoRotationAngle">
<summary>
<para>Returns an clockwise angle (in degrees), which can be used to rotate a polygon so camera contents are shown in correct orientation.</para>
</summary>
</member>
<member name="P:UnityEngine.WebCamTexture.videoVerticallyMirrored">
<summary>
<para>Returns if the texture image is vertically flipped.</para>
</summary>
</member>
<member name="M:UnityEngine.WebCamTexture.#ctor">
<summary>
<para>Create a WebCamTexture.</para>
</summary>
<param name="deviceName">The name of the video input device to be used.</param>
<param name="requestedWidth">The requested width of the texture.</param>
<param name="requestedHeight">The requested height of the texture.</param>
<param name="requestedFPS">The requested frame rate of the texture.</param>
</member>
<member name="M:UnityEngine.WebCamTexture.#ctor(System.Int32,System.Int32,System.Int32)">
<summary>
<para>Create a WebCamTexture.</para>
</summary>
<param name="deviceName">The name of the video input device to be used.</param>
<param name="requestedWidth">The requested width of the texture.</param>
<param name="requestedHeight">The requested height of the texture.</param>
<param name="requestedFPS">The requested frame rate of the texture.</param>
</member>
<member name="M:UnityEngine.WebCamTexture.#ctor(System.Int32,System.Int32)">
<summary>
<para>Create a WebCamTexture.</para>
</summary>
<param name="deviceName">The name of the video input device to be used.</param>
<param name="requestedWidth">The requested width of the texture.</param>
<param name="requestedHeight">The requested height of the texture.</param>
<param name="requestedFPS">The requested frame rate of the texture.</param>
</member>
<member name="M:UnityEngine.WebCamTexture.#ctor(System.String)">
<summary>
<para>Create a WebCamTexture.</para>
</summary>
<param name="deviceName">The name of the video input device to be used.</param>
<param name="requestedWidth">The requested width of the texture.</param>
<param name="requestedHeight">The requested height of the texture.</param>
<param name="requestedFPS">The requested frame rate of the texture.</param>
</member>
<member name="M:UnityEngine.WebCamTexture.#ctor(System.String,System.Int32,System.Int32)">
<summary>
<para>Create a WebCamTexture.</para>
</summary>
<param name="deviceName">The name of the video input device to be used.</param>
<param name="requestedWidth">The requested width of the texture.</param>
<param name="requestedHeight">The requested height of the texture.</param>
<param name="requestedFPS">The requested frame rate of the texture.</param>
</member>
<member name="M:UnityEngine.WebCamTexture.#ctor(System.String,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Create a WebCamTexture.</para>
</summary>
<param name="deviceName">The name of the video input device to be used.</param>
<param name="requestedWidth">The requested width of the texture.</param>
<param name="requestedHeight">The requested height of the texture.</param>
<param name="requestedFPS">The requested frame rate of the texture.</param>
</member>
<member name="M:UnityEngine.WebCamTexture.GetPixel(System.Int32,System.Int32)">
<summary>
<para>Returns pixel color at coordinates (x, y).</para>
</summary>
<param name="x"></param>
<param name="y"></param>
</member>
<member name="M:UnityEngine.WebCamTexture.GetPixels">
<summary>
<para>Get a block of pixel colors.</para>
</summary>
</member>
<member name="M:UnityEngine.WebCamTexture.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
<para>Get a block of pixel colors.</para>
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="blockWidth"></param>
<param name="blockHeight"></param>
</member>
<member name="M:UnityEngine.WebCamTexture.GetPixels32">
<summary>
<para>Returns the pixels data in raw format.</para>
</summary>
<param name="colors">Optional array to receive pixel data.</param>
</member>
<member name="M:UnityEngine.WebCamTexture.GetPixels32(UnityEngine.Color32[])">
<summary>
<para>Returns the pixels data in raw format.</para>
</summary>
<param name="colors">Optional array to receive pixel data.</param>
</member>
<member name="M:UnityEngine.WebCamTexture.Pause">
<summary>
<para>Pauses the camera.</para>
</summary>
</member>
<member name="M:UnityEngine.WebCamTexture.Play">
<summary>
<para>Starts the camera.</para>
</summary>
</member>
<member name="M:UnityEngine.WebCamTexture.Stop">
<summary>
<para>Stops the camera.</para>
</summary>
</member>
<member name="T:UnityEngine.WheelCollider">
<summary>
<para>A special collider for vehicle wheels.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.brakeTorque">
<summary>
<para>Brake torque expressed in Newton metres.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.center">
<summary>
<para>The center of the wheel, measured in the object's local space.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.forceAppPointDistance">
<summary>
<para>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.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.forwardFriction">
<summary>
<para>Properties of tire friction in the direction the wheel is pointing in.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.isGrounded">
<summary>
<para>Indicates whether the wheel currently collides with something (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.mass">
<summary>
<para>The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.motorTorque">
<summary>
<para>Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.radius">
<summary>
<para>The radius of the wheel, measured in local space.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.rpm">
<summary>
<para>Current wheel axle rotation speed, in rotations per minute (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.sidewaysFriction">
<summary>
<para>Properties of tire friction in the sideways direction.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.sprungMass">
<summary>
<para>The mass supported by this WheelCollider.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.steerAngle">
<summary>
<para>Steering angle in degrees, always around the local y-axis.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.suspensionDistance">
<summary>
<para>Maximum extension distance of wheel suspension, measured in local space.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.suspensionSpring">
<summary>
<para>The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelCollider.wheelDampingRate">
<summary>
<para>The damping rate of the wheel. Must be larger than zero.</para>
</summary>
</member>
<member name="M:UnityEngine.WheelCollider.ConfigureVehicleSubsteps(System.Single,System.Int32,System.Int32)">
<summary>
<para>Configure vehicle sub-stepping parameters.</para>
</summary>
<param name="speedThreshold">The speed threshold of the sub-stepping algorithm.</param>
<param name="stepsBelowThreshold">Amount of simulation sub-steps when vehicle's speed is below speedThreshold.</param>
<param name="stepsAboveThreshold">Amount of simulation sub-steps when vehicle's speed is above speedThreshold.</param>
</member>
<member name="M:UnityEngine.WheelCollider.GetGroundHit(UnityEngine.WheelHit&amp;)">
<summary>
<para>Gets ground collision data for the wheel.</para>
</summary>
<param name="hit"></param>
</member>
<member name="M:UnityEngine.WheelCollider.GetWorldPose(UnityEngine.Vector3&amp;,UnityEngine.Quaternion&amp;)">
<summary>
<para>Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees).</para>
</summary>
<param name="pos">Position of the wheel in world space.</param>
<param name="quat">Rotation of the wheel in world space.</param>
</member>
<member name="T:UnityEngine.WheelFrictionCurve">
<summary>
<para>WheelFrictionCurve is used by the [[WheelCollider]] to describe friction properties of the wheel tire.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.asymptoteSlip">
<summary>
<para>Asymptote point slip (default 2).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.asymptoteValue">
<summary>
<para>Force at the asymptote slip (default 10000).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.extremumSlip">
<summary>
<para>Extremum point slip (default 1).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.extremumValue">
<summary>
<para>Force at the extremum slip (default 20000).</para>
</summary>
</member>
<member name="P:UnityEngine.WheelFrictionCurve.stiffness">
<summary>
<para>Multiplier for the ::ref::extremumValue and ::ref::asymptoteValue values (default 1).</para>
</summary>
</member>
<member name="T:UnityEngine.WheelHit">
<summary>
<para>Contact information for the wheel, reported by [[WheelCollider]].</para>
</summary>
</member>
<member name="P:UnityEngine.WheelHit.collider">
<summary>
<para>The other [[Collider]] the wheel is hitting.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelHit.force">
<summary>
<para>The magnitude of the force being applied for the contact.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelHit.forwardDir">
<summary>
<para>The direction the wheel is pointing in.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelHit.forwardSlip">
<summary>
<para>Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelHit.normal">
<summary>
<para>The normal at the point of contact.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelHit.point">
<summary>
<para>The point of contact between the wheel and the ground.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelHit.sidewaysDir">
<summary>
<para>The sideways direction of the wheel.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelHit.sidewaysSlip">
<summary>
<para>Tire slip in the sideways direction.</para>
</summary>
</member>
<member name="T:UnityEngine.WheelJoint2D">
<summary>
<para>The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelJoint2D.jointSpeed">
<summary>
<para>The current joint speed.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelJoint2D.jointTranslation">
<summary>
<para>The current joint translation.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelJoint2D.motor">
<summary>
<para>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelJoint2D.suspension">
<summary>
<para>Set the joint suspension configuration.</para>
</summary>
</member>
<member name="P:UnityEngine.WheelJoint2D.useMotor">
<summary>
<para>Should a motor force be applied automatically to the Rigidbody2D?</para>
</summary>
</member>
<member name="M:UnityEngine.WheelJoint2D.GetMotorTorque(System.Single)">
<summary>
<para>Gets the motor torque of the joint given the specified /timestep/.</para>
</summary>
<param name="timeStep">The time to calculate the motor torque for.</param>
</member>
<member name="T:UnityEngine.WindZone">
<summary>
<para>Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.</para>
</summary>
</member>
<member name="P:UnityEngine.WindZone.mode">
<summary>
<para>Defines the type of wind zone to be used (Spherical or Directional).</para>
</summary>
</member>
<member name="P:UnityEngine.WindZone.radius">
<summary>
<para>Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical).</para>
</summary>
</member>
<member name="P:UnityEngine.WindZone.windMain">
<summary>
<para>The primary wind force.</para>
</summary>
</member>
<member name="P:UnityEngine.WindZone.windPulseFrequency">
<summary>
<para>Defines the frequency of the wind changes.</para>
</summary>
</member>
<member name="P:UnityEngine.WindZone.windPulseMagnitude">
<summary>
<para>Defines ow much the wind changes over time.</para>
</summary>
</member>
<member name="P:UnityEngine.WindZone.windTurbulence">
<summary>
<para>The turbulence wind force.</para>
</summary>
</member>
<member name="M:UnityEngine.WindZone.#ctor">
<summary>
<para>The constructor.</para>
</summary>
</member>
<member name="T:UnityEngine.WindZoneMode">
<summary>
<para>Modes a Wind Zone can have, either Spherical or Directional.</para>
</summary>
</member>
<member name="F:UnityEngine.WindZoneMode.Directional">
<summary>
<para>Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge.</para>
</summary>
</member>
<member name="F:UnityEngine.WindZoneMode.Spherical">
<summary>
<para>Wind zone affects the entire scene in one direction.</para>
</summary>
</member>
<member name="T:UnityEngine.WrapMode">
<summary>
<para>Determines how time is treated outside of the keyframed range of an [[AnimationClip]] or [[AnimationCurve]].</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.ClampForever">
<summary>
<para>Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.Default">
<summary>
<para>Reads the default repeat mode set higher up.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.Loop">
<summary>
<para>When time reaches the end of the animation clip, time will continue at the beginning.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.Once">
<summary>
<para>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.</para>
</summary>
</member>
<member name="F:UnityEngine.WrapMode.PingPong">
<summary>
<para>When time reaches the end of the animation clip, time will ping pong back between beginning and end.</para>
</summary>
</member>
<member name="T:UnityEngine.WWW">
<summary>
<para>Simple access to web pages.</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.assetBundle">
<summary>
<para>Streams an AssetBundle that can contain any kind of asset from the project folder.</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.audioClip">
<summary>
<para>Returns a [[AudioClip]] generated from the downloaded data (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.bytes">
<summary>
<para>Returns the contents of the fetched web page as a byte array (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.bytesDownloaded">
<summary>
<para>The number of bytes downloaded by this WWW query (read only).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.error">
<summary>
<para>Returns an error message if there was an error during the download (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.isDone">
<summary>
<para>Is the download already finished? (RO)</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.movie">
<summary>
<para>Returns a [[MovieTexture]] generated from the downloaded data (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.oggVorbis">
<summary>
<para>Load an Ogg Vorbis file into the audio clip.</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.progress">
<summary>
<para>How far has the download progressed (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.responseHeaders">
<summary>
<para>Dictionary of headers returned by the request.</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.text">
<summary>
<para>Returns the contents of the fetched web page as a string (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.texture">
<summary>
<para>Returns a [[Texture2D]] generated from the downloaded data (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.textureNonReadable">
<summary>
<para>Returns a non-readable [[Texture2D]] generated from the downloaded data (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.threadPriority">
<summary>
<para>Priority of [[AssetBundle]] decompression thread.</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.uploadProgress">
<summary>
<para>How far has the upload progressed (RO).</para>
</summary>
</member>
<member name="P:UnityEngine.WWW.url">
<summary>
<para>The URL of this WWW request (RO).</para>
</summary>
</member>
<member name="M:UnityEngine.WWW.#ctor(System.String)">
<summary>
<para>Creates a WWW request with the given URL.</para>
</summary>
<param name="url">The url to download. Must be '%' escaped.</param>
<returns>
<para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.#ctor(System.String,UnityEngine.WWWForm)">
<summary>
<para>Creates a WWW request with the given URL.</para>
</summary>
<param name="url">The url to download. Must be '%' escaped.</param>
<param name="form">A [[WWWForm]] instance containing the form data to post.</param>
<returns>
<para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.#ctor(System.String,System.Byte[])">
<summary>
<para>Creates a WWW request with the given URL.</para>
</summary>
<param name="url">The url to download. Must be '%' escaped.</param>
<param name="postData">A byte array of data to be posted to the url.</param>
<returns>
<para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.#ctor(System.String,System.Byte[],System.Collections.Hashtable)">
<summary>
<para>Creates a WWW request with the given URL.</para>
</summary>
<param name="url">The url to download. Must be '%' escaped.</param>
<param name="postData">A byte array of data to be posted to the url.</param>
<param name="headers">A hash table of custom headers to send with the request.</param>
<returns>
<para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.#ctor(System.String,System.Byte[],System.Collections.Generic.Dictionary`2&lt;System.String,System.String&gt;)">
<summary>
<para>Creates a WWW request with the given URL.</para>
</summary>
<param name="url">The url to download. Must be '%' escaped.</param>
<param name="postData">A byte array of data to be posted to the url.</param>
<param name="headers">A dictionary that contains the header keys and values to pass to the server.</param>
<returns>
<para>A new WWW object. When it has been downloaded, the results can be fetched from the returned object.</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.Dispose">
<summary>
<para>Disposes of an existing WWW object.</para>
</summary>
</member>
<member name="M:UnityEngine.WWW.EscapeURL">
<summary>
<para>Escapes characters in a string to ensure they are URL-friendly.</para>
</summary>
<param name="s">A string with characters to be escaped.</param>
<param name="e">The text encoding to use.</param>
</member>
<member name="M:UnityEngine.WWW.EscapeURL(System.String,System.Text.Encoding)">
<summary>
<para>Escapes characters in a string to ensure they are URL-friendly.</para>
</summary>
<param name="s">A string with characters to be escaped.</param>
<param name="e">The text encoding to use.</param>
</member>
<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean)">
<summary>
<para>Returns an [[AudioClip]] generated from the downloaded data (RO).</para>
</summary>
<param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip
the .audioClip property defaults to 3D.</param>
<param name="stream">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).</param>
<param name="audioType">The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL.</param>
<returns>
<para>The returned [[AudioClip]].</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean,System.Boolean)">
<summary>
<para>Returns an [[AudioClip]] generated from the downloaded data (RO).</para>
</summary>
<param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip
the .audioClip property defaults to 3D.</param>
<param name="stream">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).</param>
<param name="audioType">The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL.</param>
<returns>
<para>The returned [[AudioClip]].</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean,System.Boolean,UnityEngine.AudioType)">
<summary>
<para>Returns an [[AudioClip]] generated from the downloaded data (RO).</para>
</summary>
<param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip
the .audioClip property defaults to 3D.</param>
<param name="stream">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).</param>
<param name="audioType">The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL.</param>
<returns>
<para>The returned [[AudioClip]].</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.GetAudioClipCompressed">
<summary>
<para>Returns an [[AudioClip]] generated from the downloaded data that is compressed in memory (RO).</para>
</summary>
<param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip.</param>
<param name="audioType">The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL.</param>
<returns>
<para>The returned [[AudioClip]].</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.GetAudioClipCompressed(System.Boolean)">
<summary>
<para>Returns an [[AudioClip]] generated from the downloaded data that is compressed in memory (RO).</para>
</summary>
<param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip.</param>
<param name="audioType">The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL.</param>
<returns>
<para>The returned [[AudioClip]].</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.GetAudioClipCompressed(System.Boolean,UnityEngine.AudioType)">
<summary>
<para>Returns an [[AudioClip]] generated from the downloaded data that is compressed in memory (RO).</para>
</summary>
<param name="threeD">Use this to specify whether the clip should be a 2D or 3D clip.</param>
<param name="audioType">The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL.</param>
<returns>
<para>The returned [[AudioClip]].</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload">
<summary>
<para>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.</para>
</summary>
<param name="url">The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.</param>
<param name="version">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/.</param>
<param name="crc">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.</param>
<returns>
<para>A WWW instance, which can be used to access the data once the load/download operation is completed.</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32,System.UInt32)">
<summary>
<para>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.</para>
</summary>
<param name="url">The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped.</param>
<param name="version">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/.</param>
<param name="crc">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.</param>
<returns>
<para>A WWW instance, which can be used to access the data once the load/download operation is completed.</para>
</returns>
</member>
<member name="M:UnityEngine.WWW.LoadImageIntoTexture(UnityEngine.Texture2D)">
<summary>
<para>Replaces the contents of an existing [[Texture2D]] with an image from the downloaded data.</para>
</summary>
<param name="tex">An existing texture object to be overwritten with the image data.</param>
</member>
<member name="M:UnityEngine.WWW.LoadUnityWeb">
<summary>
<para>Loads the new web player data file.</para>
</summary>
</member>
<member name="M:UnityEngine.WWW.UnEscapeURL">
<summary>
<para>Converts URL-friendly escape sequences back to normal text.</para>
</summary>
<param name="s">A string containing escaped characters.</param>
<param name="e">The text encoding to use.</param>
</member>
<member name="M:UnityEngine.WWW.UnEscapeURL(System.String,System.Text.Encoding)">
<summary>
<para>Converts URL-friendly escape sequences back to normal text.</para>
</summary>
<param name="s">A string containing escaped characters.</param>
<param name="e">The text encoding to use.</param>
</member>
<member name="T:UnityEngine.WWWForm">
<summary>
<para>Helper class to generate form data to post to web servers using the [[WWW]] class.</para>
</summary>
</member>
<member name="P:UnityEngine.WWWForm.data">
<summary>
<para>(RO) The raw data to pass as the POST request body when sending the form.</para>
</summary>
</member>
<member name="P:UnityEngine.WWWForm.headers">
<summary>
<para>(RO) Returns the correct request headers for posting the form using the [[WWW]] class.</para>
</summary>
</member>
<member name="M:UnityEngine.WWWForm.AddBinaryData">
<summary>
<para>Add binary data to the form.</para>
</summary>
<param name="fieldName"></param>
<param name="contents"></param>
<param name="fileName"></param>
<param name="mimeType"></param>
</member>
<member name="M:UnityEngine.WWWForm.AddBinaryData">
<summary>
<para>Add binary data to the form.</para>
</summary>
<param name="fieldName"></param>
<param name="contents"></param>
<param name="fileName"></param>
<param name="mimeType"></param>
</member>
<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String,System.String)">
<summary>
<para>Add binary data to the form.</para>
</summary>
<param name="fieldName"></param>
<param name="contents"></param>
<param name="fileName"></param>
<param name="mimeType"></param>
</member>
<member name="M:UnityEngine.WWWForm.AddField">
<summary>
<para>Add a simple field to the form.</para>
</summary>
<param name="fieldName"></param>
<param name="value"></param>
<param name="e"></param>
</member>
<member name="M:UnityEngine.WWWForm.AddField(System.String,System.String,System.Text.Encoding)">
<summary>
<para>Add a simple field to the form.</para>
</summary>
<param name="fieldName"></param>
<param name="value"></param>
<param name="e"></param>
</member>
<member name="M:UnityEngine.WWWForm.AddField(System.String,System.Int32)">
<summary>
<para>Adds a simple field to the form.</para>
</summary>
<param name="fieldName"></param>
<param name="i"></param>
</member>
<member name="M:UnityEngine.WWWForm.#ctor">
<summary>
<para>Creates an empty WWWForm object.</para>
</summary>
</member>
<member name="T:UnityEngine.YieldInstruction">
<summary>
<para>Base class for all /yield/ instructions.</para>
</summary>
</member>
</members>
</doc>