- <para>Builds a NavMesh data object from the provided input sources.</para>
- </summary>
- <param name="buildSettings">Settings for the bake process, see NavMeshBuildSettings.</param>
- <param name="sources">List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.</param>
- <param name="localBounds">Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no bounds, i.e. the NavMesh will cover all the inputs.</param>
- <param name="position">Center of the NavMeshData. This specifies the origin for the NavMesh tiles (See Also: NavMeshBuildSettings.tileSize).</param>
- <param name="rotation">Orientation of the NavMeshData, you can use this to generate NavMesh with an arbitrary up-vector – e.g. for walkable vertical surfaces.</param>
- <returns>
- <para>Returns a newly built NavMeshData, or null if the NavMeshData was empty or an error occurred.
-The newly built NavMeshData, or null if the NavMeshData was empty or an error occurred.</para>
- <para>Incrementally updates the NavMeshData based on the sources.</para>
- </summary>
- <param name="data">The NavMeshData to update.</param>
- <param name="buildSettings">The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will cause a full rebuild.</param>
- <param name="sources">List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.</param>
- <param name="localBounds">Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs.</param>
- <returns>
- <para>Returns true if the update was successful.</para>
- <para>Asynchronously and incrementally updates the NavMeshData based on the sources.</para>
- </summary>
- <param name="data">The NavMeshData to update.</param>
- <param name="buildSettings">The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will likely to cause full rebuild.</param>
- <param name="sources">List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.</param>
- <param name="localBounds">Bounding box relative to position and rotation which describes to volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs.</param>
- <returns>
- <para>Can be used to check the progress of the update.</para>
- <para>The NavMesh build markup allows you to control how certain objects are treated during the NavMesh build process, specifically when collecting sources for building.</para>
- <para>Use this to specify whether the area type of the GameObject and its children should be overridden by the area type specified in this struct.</para>
- <para>The NavMeshBuildSettings struct allows you to specify a collection of settings which describe the dimensions and limitations of a particular agent type.</para>
- <para>Initiates a pathfinding operation between two locations on the NavMesh.</para>
- </summary>
- <param name="costs">Array of custom cost values for all of the 32 possible area types. Each value must be at least 1.0f. This parameter is optional and defaults to the area costs configured in the project settings. See Also: NavMesh.GetAreaCost.</param>
- <param name="areaMask">Bitmask with values of 1 set at the indices for areas that can be traversed, and values of 0 for areas that are not traversable. This parameter is optional and defaults to NavMesh.AllAreas, if omitted. See Also:.</param>
- <param name="start">The start location on the NavMesh for the path.</param>
- <param name="end">The location on the NavMesh where the path ends.</param>
- <returns>
- <para>InProgress if the operation was successful and the query is ready to search for a path.
-
-Failure if the query's NavMeshWorld or any of the received parameters are no longer valid.</para>
- <para>Creates the NavMeshQuery object and allocates memory to store NavMesh node information, if required.</para>
- </summary>
- <param name="world">NavMeshWorld object used as an entry point to the collection of NavMesh objects. This object that can be used by query operations.</param>
- <param name="allocator">Label indicating the desired life time of the object. (Known issue: Currently allocator has no effect).</param>
- <param name="pathNodePoolSize">The number of nodes that can be temporarily stored in the query during search operations. This value defaults to 0 if no other value is specified.</param>
- <param name="left">One of the world points for the resulting separation edge which must be passed through when traversing between the two specified nodes. This point is the left side of the edge when traversing from the first node to the second.</param>
- <param name="right">One of the world points for the resulting separation edge which must be passed through when traversing between the two specified nodes. This point is the right side of the edge when traversing from the first node to the second.</param>
- <returns>
- <para>True if a connection exists between the two NavMesh nodes.
-False if no connection exists between the two NavMesh nodes.</para>
- <para>Finds the closest point and PolygonId on the NavMesh for a given world position.</para>
- </summary>
- <param name="position">World position for which the closest point on the NavMesh needs to be found.</param>
- <param name="extents">Maximum distance, from the specified position, expanding along all three axes, within which NavMesh surfaces are searched.</param>
- <param name="agentTypeID">Identifier for the agent type whose NavMesh surfaces should be selected for this operation. The Humanoid agent type exists for all NavMeshes and has an ID of 0. Other agent types can be defined manually through the Editor. A separate NavMesh surface needs to be baked for each agent type.</param>
- <param name="areaMask">Bitmask used to represent areas of the NavMesh that should (value of 1) or shouldn't (values of 0) be sampled. This parameter is optional and defaults to NavMesh.AllAreas if unspecified. See Also:.</param>
- <returns>
- <para>An object with position and valid PolygonId - when a point on the NavMesh has been found.
-
-An invalid object - when no NavMesh surface with the desired features has been found within the search area. See Also: NavMeshQuery.IsValid.</para>
- <para>Translates a NavMesh location to another position without losing contact with the surface.</para>
- </summary>
- <param name="location">Position to be moved across the NavMesh surface.</param>
- <param name="target">World position you require the agent to move to.</param>
- <param name="areaMask">Bitmask with values of 1 set at the indices corresponding to areas that can be traversed, and with values of 0 for areas that should not be traversed. This parameter can be omitted, in which case it defaults to NavMesh.AllAreas. See Also:.</param>
- <returns>
- <para>A new location on the NavMesh placed as closely as possible to the specified target position.
-
-The start location is returned when that start is inside an area which is not allowed by the areaMask.</para>
- <para>Translates a series of NavMesh locations to other positions without losing contact with the surface.</para>
- </summary>
- <param name="locations">Array of positions to be moved across the NavMesh surface. At the end of the method call this array contains the resulting locations.</param>
- <param name="targets">World positions to be used as movement targets by the agent.</param>
- <param name="areaMasks">Filters for the areas which can be traversed during the movement to each of the locations.</param>
- <para>Translates a series of NavMesh locations to other positions without losing contact with the surface, given one common area filter for all of them.</para>
- </summary>
- <param name="locations">Array of positions to be moved across the NavMesh surface. At the end of the method call this array contains the resulting locations.</param>
- <param name="targets">World positions you want the agent to reach when moving to each of the locations.</param>
- <param name="areaMask">Filters for the areas which can be traversed during the movement to each of the locations.</param>
- <para>Continues a path search that is in progress.</para>
- </summary>
- <param name="iterations">Maximum number of nodes to be traversed by the search algorithm during this call.</param>
- <param name="iterationsPerformed">Outputs the actual number of nodes that have been traversed during this call.</param>
- <returns>
- <para>InProgress if the search needs to continue further by calling UpdateFindPath again.
-
-Success if the search is completed and a path has been found or not.
-
-Failure if the search for the desired position could not be completed because the NavMesh has changed significantly since the search was initiated.
-
-Additionally the returned value can contain the OutOfNodes flag when the pathNodePoolSize parameter for the NavMeshQuery initialization was not large enough to accommodate the search space.</para>
- <para>Class used to override a camera's default background rendering path to instead render a given Texture and/or Material. This will typically be used with images from the color camera for rendering the AR background on mobile devices.</para>
- <para>An optional Texture used for AR rendering. If this property is not set then the texture set in XR.ARBackgroundRenderer._backgroundMaterial as "_MainTex" is used.</para>
- <para>An optional Camera whose background rendering will be overridden by this class. If this property is not set then the main Camera in the scene is used.</para>
- <para>When set to XR.ARRenderMode.StandardBackground (default) the camera is not overridden to display the background image. Setting this property to XR.ARRenderMode.MaterialAsBackground will render the texture specified by XR.ARBackgroundRenderer._backgroundMaterial and or XR.ARBackgroundRenderer._backgroundTexture as the background.</para>
- <para>Disables AR background rendering. This method is called internally but can be overridden by users who wish to subclass XR.ARBackgroundRenderer to customize handling of AR background rendering.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.XR.ARRenderMode">
- <summary>
- <para>Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer.</para>
- <para>Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.</para>
- </summary>
- <param name="palette">An array of colors to populate with a palette.</param>
- <param name="minimumLuminance">Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds.</param>
- <param name="maximumLuminance">Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds.</param>
- <returns>
- <para>The number of unambiguous colors in the palette.</para>
- <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>
- <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>
- <para>Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources.</para>
- <para>The world up object, used to calculate the world up vector when the world up Type is AimConstraint.WorldUpType.ObjectUp or AimConstraint.WorldUpType.ObjectRotationUp.</para>
- Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources.
- The LookAtConstraint is a simplified Animations.AimConstraint typically used with a Camera.
- <para>The rotation angle along the z axis of the object. The constraint uses this property to calculate the world up vector when Animations.LookAtConstraint.UseUpObject is false.</para>
- <para>Constrains the orientation and translation of an object to one or more source objects. The constrained object behaves as if it is in the hierarchy of the sources.</para>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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 StopRecording. The maximum value for frameCount is 10000.</param>
- <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>
- <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.ArmDof">
- <summary>
- <para>Enumeration of all the muscles in an arm.</para>
- <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>
- <para>Newly created handles are always resolved lazily on the next access when the jobs are run. To avoid a cpu spike while evaluating the jobs you can manually resolve all handles from the main thread.</para>
- </summary>
- <param name="animator">The Animator instance the method is called on.</param>
- <para>Newly created handles are always resolved lazily on the next access when the jobs are run. To avoid a cpu spike while evaluating the jobs you can manually resolve all handles from the main thread.</para>
- </summary>
- <param name="animator">The Animator instance the method is called on.</param>
- <para>Creates a PlayableGraph to be played on the given Animator. An AnimatorControllerPlayable is also created for the given RuntimeAnimatorController.</para>
- </summary>
- <param name="animator">Target Animator.</param>
- <param name="controller">The RuntimeAnimatorController to create an AnimatorControllerPlayable for.</param>
- <param name="graph">The created PlayableGraph.</param>
- <returns>
- <para>A handle to the newly-created AnimatorControllerPlayable.</para>
- <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>
- <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>
- <para>Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-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>
- <para>Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state.</para>
- </summary>
- <param name="animator">The Animator playing this state machine.</param>
- <param name="stateMachinePathHash">The full path hash for this state machine.</param>
- <para>AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</para>
- <para>Synchronously loads an AssetBundle from a file on disk.</para>
- </summary>
- <param name="path">Path of the file on disk.</param>
- <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
- <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param>
- <returns>
- <para>Loaded AssetBundle object or null if failed.</para>
- <para>Synchronously loads an AssetBundle from a file on disk.</para>
- </summary>
- <param name="path">Path of the file on disk.</param>
- <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
- <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param>
- <returns>
- <para>Loaded AssetBundle object or null if failed.</para>
- <para>Asynchronously loads an AssetBundle from a file on disk.</para>
- </summary>
- <param name="path">Path of the file on disk.</param>
- <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
- <param name="offset">An optional byte offset. This value specifies where to start reading the AssetBundle from.</param>
- <returns>
- <para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para>
- <para>Synchronously create an AssetBundle from a memory region.</para>
- </summary>
- <param name="binary">Array of bytes with the AssetBundle data.</param>
- <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
- <returns>
- <para>Loaded AssetBundle object or null if failed.</para>
- <para>Asynchronously create an AssetBundle from a memory region.</para>
- </summary>
- <param name="binary">Array of bytes with the AssetBundle data.</param>
- <param name="crc">An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.</param>
- <returns>
- <para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para>
- <para>Synchronously loads an AssetBundle from a managed Stream.</para>
- </summary>
- <param name="stream">The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data.</param>
- <param name="crc">An optional CRC-32 checksum of the uncompressed content.</param>
- <param name="managedReadBufferSize">An optional overide for the size of the read buffer size used whilst loading data. The default size is 32KB.</param>
- <returns>
- <para>The loaded AssetBundle object or null when the object fails to load.</para>
- <para>Asynchronously loads an AssetBundle from a managed Stream.</para>
- </summary>
- <param name="stream">The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data.</param>
- <param name="crc">An optional CRC-32 checksum of the uncompressed content.</param>
- <param name="managedReadBufferSize">An optional overide for the size of the read buffer size used whilst loading data. The default size is 32KB.</param>
- <returns>
- <para>Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded.</para>
- <para>Connected groups in the mixer form a path from the mixer's master group to the leaves. This path has the format "Master GroupChild of Master GroupGrandchild of Master Group", so to find the grandchild group in this example, a valid search string would be for instance "randchi" which would return exactly one group while "hild" or "oup/" would return 2 different groups.</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>
- <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>
- <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>
- <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>
- <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>
- <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. (Read Only)</para>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <para>The Audio High Pass Filter passes high frequencies of an AudioSource, and cuts off signals with frequencies lower than the Cutoff Frequency.</para>
- <para>The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing frequencies higher than the Cutoff Frequency.</para>
- <para>Returns the number of samples available since the last time AudioRenderer.Render was called. This is dependent on the frame capture rate.</para>
- </summary>
- <returns>
- <para>Number of samples available since last recorded frame.</para>
- <para>Performs the recording of the main output as well as any optional mixer groups that have been registered via AudioRenderer.AddMixerGroupSink.</para>
- </summary>
- <param name="buffer">The buffer to write the sample data to.</param>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <para>True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system.</para>
- <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>
- <para>Plays the 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>
- <para>Plays the 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>
- <para>Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.</para>
- </summary>
- <param name="delay">Delay time specified in seconds.</param>
- <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>
- <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>
- <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>
- <para>If true, buffers produced by ConsumeSampleFrames will get padded when silence if there are less available than asked for. Otherwise, the extra sample frames in the buffer will be left unchanged.</para>
- <para>Then the free sample count falls below this threshold, the Experimental.Audio.AudioSampleProvider.sampleFramesAvailable event and associated native is emitted.</para>
- <para>Invoked when the number of available sample frames goes beyond the threshold set with Experimental.Audio.AudioSampleProvider.freeSampleFrameCountLowThreshold.</para>
- </summary>
- <param name="value">Number of available sample frames.</param>
- <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.MovieTexture">
- <summary>
- <para>MovieTexture has been deprecated. Refer to the new movie playback solution VideoPlayer.</para>
- <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>
- <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>
- <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="A:UnityEngine.ClothModule">
- <summary>
- <para>The Cloth module implements cloth physics simulation through the Cloth component.</para>
- <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->Scripts" menu.</para>
- <para>Set the value of a static field in an object type.</para>
- </summary>
- <param name="fieldName">The name of the field (e.g. int counter; would have fieldName = "counter").</param>
- <param name="val">The value to assign to the field. It has to match the field type.</param>
- </member>
- <member name="T:UnityEngine.AndroidJavaProxy">
- <summary>
- <para>This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation.</para>
- <para>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</para>
- </summary>
- <param name="methodName">Name of the invoked java method.</param>
- <param name="args">Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive.</param>
- <param name="javaArgs">Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object.</param>
- <para>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</para>
- </summary>
- <param name="methodName">Name of the invoked java method.</param>
- <param name="args">Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive.</param>
- <param name="javaArgs">Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object.</param>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method.</para>
- <para>If <tt>clazz<tt> represents any class other than the class <tt>Object<tt>, then this function returns the object that represents the superclass of the class specified by <tt>clazz</tt>.</para>
- <para>Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with <init> as the method name and void (V) as the return type.</para>
- <para>Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given <tt>result</tt> object.</para>
- <para>Constructs an exception object from the specified class with the <tt>message</tt> specified by message and causes that exception to be thrown.</para>
- <para>Converts a method ID derived from clazz to a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object.</para>
- <para>Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. </para>
- <para>This event occurs when an iOS or Android device notifies of low memory while the app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated.
-
-This event corresponds to the following callbacks on the different platforms:
- <para>Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked.</para>
- <para>Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.</para>
- </summary>
- <param name="index">Index of the scene in the PlayerSettings to unload.</param>
- <param name="scenePath">Name of the scene to Unload.</param>
- <returns>
- <para>Return true if the scene is unloaded.</para>
- <para>Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.</para>
- </summary>
- <param name="index">Index of the scene in the PlayerSettings to unload.</param>
- <param name="scenePath">Name of the scene to Unload.</param>
- <returns>
- <para>Return true if the scene is unloaded.</para>
- <para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
-
-Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.</para>
- </summary>
- <param name="tolerance">Tolerance of approximation.</param>
- <para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
-
-Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.</para>
- </summary>
- <param name="tolerance">Tolerance of approximation.</param>
- <para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
-
-Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.</para>
- </summary>
- <param name="tolerance">Tolerance of approximation.</param>
- <para>Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.
-
-Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur.</para>
- </summary>
- <param name="tolerance">Tolerance of approximation.</param>
- <para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.</para>
- </summary>
- <param name="tolerance">Tolerance of approximation.</param>
- <para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.</para>
- </summary>
- <param name="tolerance">Tolerance of approximation.</param>
- <para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.</para>
- </summary>
- <param name="tolerance">Tolerance of approximation.</param>
- <para>Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f.</para>
- </summary>
- <param name="tolerance">Tolerance of approximation.</param>
- <para>Event that is invoked upon operation completion. An event handler that is registered in the same frame as the call that creates it will be invoked next frame, even if the operation is able to complete synchronously. If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be called synchronously.</para>
- </summary>
- <param name="value">Action<AsyncOperation> handler - function signature for completion event handler.</param>
- <para>The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value.</para>
- <param name="pos">The center of the sphere.</param>
- <param name="rad">The radius of the sphere.</param>
- <param name="packedSphere">A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component).</param>
- <param name="pos">The center of the sphere.</param>
- <param name="rad">The radius of the sphere.</param>
- <param name="packedSphere">A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component).</param>
- </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 Bounding Box. This is always half of the size of the Bounds.</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 extents.</para>
- <para>Removes all cached content in the cache that has been cached by the current application.</para>
- </summary>
- <param name="expiration">The number of seconds that AssetBundles may remain unused in the cache.</param>
- <returns>
- <para>Returns True when cache clearing succeeded.</para>
- </returns>
- </member>
- <member name="T:UnityEngine.CachedAssetBundle">
- <summary>
- <para>Data structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information.</para>
- <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 UnityWebRequestAssetBundle.GetAssetBundle() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API.</para>
- <para>How to perform per-layer culling for a Camera.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Camera.lensShift">
- <summary>
- <para>The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Camera.main">
- <summary>
- <para>The first enabled camera tagged "MainCamera" (Read Only).</para>
- <para>The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect.</para>
- <para>Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.</para>
- </summary>
- <param name="evt">The point during the graphics processing at which this command buffer should commence on the GPU.</param>
- <param name="buffer">The buffer to execute.</param>
- <param name="queueType">The desired async compute queue type to execute the buffer on.</param>
- <para>Converts focal length to field of view.</para>
- </summary>
- <param name="focalLength">Focal length in millimeters.</param>
- <param name="sensorSize">Sensor size in millimeters. Use sensor height to get vertical field of view. Use sensor width to get horizontal field of view.</param>
- <para>Converts field of view to focal length. Use either sensor height and vertical field of view, or sensor width and horizontal field of view.</para>
- </summary>
- <param name="fov">Field of view in degrees.</param>
- <param name="sensorSize">Sensor size in millimeters.</param>
- <para>A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering.
-
-A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function.
-
-The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled.</para>
- <para>Render one side of a stereoscopic 360-degree image into a cubemap from this camera.</para>
- </summary>
- <param name="cubemap">The texture to render to.</param>
- <param name="faceMask">A bitfield indicating which cubemap faces should be rendered into. Set to the integer value 63 to render all faces.</param>
- <param name="stereoEye">A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for non-stereoscopic rendering.</param>
- <returns>
- <para>False if rendering fails, else true.</para>
- <para>Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera.</para>
- <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>
- <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? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless.</param>
- <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? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless.</param>
- <para>Generic version. See the page for more details.</para>
- </summary>
- <param name="includeInactive">Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless.</param>
- <returns>
- <para>A list of all found components matching the specified type.</para>
- <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 for cross-platform compatibility information.</param>
- <param name="type">Type of the buffer, default is ComputeBufferType.Default (structured buffer).</param>
- <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 for cross-platform compatibility information.</param>
- <param name="type">Type of the buffer, default is ComputeBufferType.Default (structured buffer).</param>
- <para>Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types.</para>
- </summary>
- <param name="data">An array to receive the data.</param>
- <para>Adds the function to the context menu of the component.</para>
- </summary>
- <param name="itemName">The name of the context menu item.</param>
- <param name="isValidateFunction">Whether this is a validate function (defaults to false).</param>
- <param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param>
- <para>Adds the function to the context menu of the component.</para>
- </summary>
- <param name="itemName">The name of the context menu item.</param>
- <param name="isValidateFunction">Whether this is a validate function (defaults to false).</param>
- <param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param>
- <para>Adds the function to the context menu of the component.</para>
- </summary>
- <param name="itemName">The name of the context menu item.</param>
- <param name="isValidateFunction">Whether this is a validate function (defaults to false).</param>
- <param name="priority">Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear.</param>
- <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.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>
- <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>
- <para>Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated.</para>
- </summary>
- <param name="distances">An array of bounding distances. The distances should be sorted in increasing order.</param>
- <param name="distanceBehaviours">An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour.</param>
- <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>
- <para>Bitfield that allows to enable or disable update on each of the cubemap faces. Order from least significant bit is +X, -X, +Y, -Y, +Z, -Z.</para>
- <para>If true, the Custom Render Texture is double buffered so that you can access it during its own update. otherwise the Custom Render Texture will be not be double buffered.</para>
- <para>Texture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set.</para>
- <para>If true, Update zones will wrap around the border of the Custom Render Texture. Otherwise, Update zones will be clamped at the border of the Custom Render Texture.</para>
- <para>If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped.</para>
- <para>A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving.</para>
- <para>The interop structure to pass light information to the light baking backends. There are helper structures for Directional, Point, Spot and Rectangle lights to correctly initialize this structure.</para>
- <para>Delegate called when converting lights into a form that the baking backends understand.</para>
- </summary>
- <param name="requests">The list of lights to be converted.</param>
- <param name="lightsOutput">The output generated by the delegate function. Lights that should be skipped must be added to the output, initialized with InitNoBake on the LightDataGI structure.</param>
- <para>Set a delegate that converts a list of lights to a list of LightDataGI structures that are passed to the baking backends. Must be reset by calling ResetDelegate again.</para>
- <para>The loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.</para>
- <para>This property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler.</para>
- <para>A native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.</para>
- <para>If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists.</para>
- </summary>
- <returns>
- <para>Array of indices that map from VisibleLight indices to internal per-object light list indices.</para>
- <para>If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists.
-If an element of the array is set to -1, the light corresponding to that element will be disabled.</para>
- </summary>
- <param name="mapping">Array with light indices that map from VisibleLight to internal per-object light lists.</param>
- <param name="camera">Camera to use. Camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting.</param>
- <param name="shaderPassName">Shader pass to use.</param>
- <para>A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.</para>
- <para>A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.</para>
- <para>A four-component, 16-bit packed unsigned normalized format that has a 1-bit A component in bit 15, a 5-bit R component in bits 10..14, a 5-bit G component in bits 5..9, and a 5-bit B component in bits 0..4.</para>
- <para>A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.</para>
- <para>A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.</para>
- <para>A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.</para>
- <para>A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.</para>
- <para>A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.</para>
- <para>A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.</para>
- <para>A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.</para>
- <para>A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.</para>
- <para>A three-component, 32-bit packed unsigned floating-point format that has a 10-bit B component in bits 22..31, an 11-bit G component in bits 11..21, an 11-bit R component in bits 0..10. </para>
- <para>A four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit R component in bits 4..7, and a 4-bit A component in bits 0..3.</para>
- <para>A four-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit R component in bits 1..5, and a 1-bit A component in bit 0.</para>
- <para>A three-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit R component in bits 0..4.</para>
- <para>A three-component, 24-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.</para>
- <para>A three-component, 24-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.</para>
- <para>A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2.</para>
- <para>A three-component, 24-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2</para>
- <para>A three-component, 24-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.</para>
- <para>A four-component, 32-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A four-component, 32-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A four-component, 32-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit R component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A four-component, 32-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A four-component, 32-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A two-component, 32-bit packed format that has 8 unsigned integer bits in the stencil component, and 24 unsigned normalized bits in the depth component.</para>
- <para>A two-component format that has 32 signed float bits in the depth component and 8 unsigned integer bits in the stencil component. There are optionally: 24-bits that are unused.</para>
- <para>A three-component, 32-bit packed unsigned floating-point format that has a 5-bit shared exponent in bits 27..31, a 9-bit B component mantissa in bits 18..26, a 9-bit G component mantissa in bits 9..17, and a 9-bit R component mantissa in bits 0..8.</para>
- <para>A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data.</para>
- <para>A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data.</para>
- <para>A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data.</para>
- <para>A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data.</para>
- <para>A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.</para>
- <para>A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion).</para>
- <para>A two-component, 32-bit signed floating-point format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.</para>
- <para>A three-component, 48-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.</para>
- <para>A three-component, 48-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.</para>
- <para>A three-component, 48-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.</para>
- <para>A three-component, 48-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.</para>
- <para>A three-component, 48-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.</para>
- <para>A four-component, 64-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.</para>
- <para>A four-component, 64-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.</para>
- <para>A four-component, 64-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.</para>
- <para>A four-component, 64-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.</para>
- <para>A four-component, 64-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.</para>
- <para>A two-component, 64-bit signed floating-point format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7.</para>
- <para>A three-component, 96-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.</para>
- <para>A three-component, 96-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.</para>
- <para>A three-component, 96-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.</para>
- <para>A four-component, 128-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.</para>
- <para>A four-component, 128-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.</para>
- <para>A four-component, 128-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.</para>
- <para>A four-component, 16-bit packed unsigned normalized format that has a 4-bit R component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit B component in bits 4..7, and a 4-bit A component in bits 0..3.</para>
- <para>A four-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit B component in bits 1..5, and a 1-bit A component in bit 0.</para>
- <para>A three-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit B component in bits 0..4.</para>
- <para>A two-component, 16-bit signed normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.</para>
- <para>A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.</para>
- <para>A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.</para>
- <para>A three-component, 24-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.</para>
- <para>A three-component, 24-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.</para>
- <para>A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2.</para>
- <para>A three-component, 24-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.</para>
- <para>A three-component, 24-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.</para>
- <para>A four-component, 32-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A four-component, 32-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A four-component, 32-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit B component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A four-component, 32-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A four-component, 32-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.</para>
- <para>A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.</para>
- <para>A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.</para>
- <para>A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.</para>
- <para>A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.</para>
- <para>A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha.</para>
- <para>A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha.</para>
- <para>A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed floating-point RGB texel data.</para>
- <para>A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned floating-point RGB texel data.</para>
- <para>A three-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.</para>
- <para>A three-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.</para>
- <para>A three-component, ETC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.</para>
- <para>A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.</para>
- <para>A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.</para>
- <para>A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.</para>
- <para>A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.</para>
- <para>A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.</para>
- <para>A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.</para>
- <para>A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data.</para>
- <para>A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.</para>
- <para>A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data.</para>
- <para>A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding.</para>
- <para>A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.</para>
- <para>A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding.</para>
- <para>A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.</para>
- <para>A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding applied.</para>
- <para>A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.</para>
- <para>A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied.</para>
- <para>A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values.</para>
- <para>A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied.</para>
- <para>A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values.</para>
- <para>Object encapsulating the duration of a single renderpass that contains one or more subpasses.
-
-The RenderPass object provides a new way to switch rendertargets in the context of a Scriptable Rendering Pipeline. As opposed to the SetRenderTargets function, the RenderPass object specifies a clear beginning and an end for the rendering, alongside explicit load/store actions on the rendering surfaces.
-
-The RenderPass object also allows running multiple subpasses within the same renderpass, where the pixel shaders have a read access to the current pixel value within the renderpass. This allows for efficient implementation of various rendering methods on tile-based GPUs, such as deferred rendering.
-
-RenderPasses are natively implemented on Metal (iOS) and Vulkan, but the API is fully functional on all rendering backends via emulation (using legacy SetRenderTargets calls and reading the current pixel values via texel fetches).
-
-A quick example on how to use the RenderPass API within the Scriptable Render Pipeline to implement deferred rendering:
-
-The RenderPass mechanism has the following limitations:
-- All attachments must have the same resolution and MSAA sample count
-- The rendering results of previous subpasses are only available within the same screen-space pixel
- coordinate via the UNITY_READ_FRAMEBUFFER_INPUT(x) macro in the shader; the attachments cannot be bound
- as textures or otherwise accessed until the renderpass has ended
-- iOS Metal does not allow reading from the Z-Buffer, so an additional render target is needed to work around that
-- The maximum amount of attachments allowed per RenderPass is currently 8 + depth, but note that various GPUs may
- <para>This class encapsulates a single subpass within a RenderPass. RenderPasses can never be standalone, they must always contain at least one SubPass. See Also: RenderPass.</para>
- <param name="renderPass">The RenderPass object this subpass is part of.</param>
- <param name="colors">Array of attachments to be used as the color render targets in this subpass. All attachments in this array must also be declared in the RenderPass constructor.</param>
- <param name="inputs">Array of attachments to be used as input attachments in this subpass. All attachments in this array must also be declared in the RenderPass constructor.</param>
- <param name="readOnlyDepth">If true, the depth attachment is read-only in this subpass. Some renderers require this in order to be able to use the depth attachment as input.</param>
- <para>The store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called.</para>
- <para>When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear.</para>
- </summary>
- <param name="clearCol">Color clear value. Ignored on depth/stencil attachments.</param>
- <param name="clearDep">Depth clear value. Ignored on color surfaces.</param>
- <param name="clearStenc">Stencil clear value. Ignored on color or depth-only surfaces.</param>
- <para>A set of values used to override the render state. Note that it is not enough to set e.g. blendState, but that mask must also include RenderStateMask.Blend for the override to occur.</para>
- <para>Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed.
-
-It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution:
-
-CommandBuffer.BeginSample
-
-CommandBuffer.CopyCounterValue
-
-CommandBuffer.CopyTexture
-
-CommandBuffer.CreateGPUFence
-
-CommandBuffer.DispatchCompute
-
-CommandBuffer.EndSample
-
-CommandBuffer.IssuePluginEvent
-
-CommandBuffer.SetComputeBufferParam
-
-CommandBuffer.SetComputeFloatParam
-
-CommandBuffer.SetComputeFloatParams
-
-CommandBuffer.SetComputeTextureParam
-
-CommandBuffer.SetComputeVectorParam
-
-CommandBuffer.WaitOnGPUFence
-
-All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue.</para>
- </summary>
- <param name="commandBuffer">The CommandBuffer to be executed.</param>
- <param name="queueType">Describes the desired async compute queue the supplied CommandBuffer should be executed on.</param>
- <para>Creates a new stencil state with the given values.</para>
- </summary>
- <param name="readMask">An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer.</param>
- <param name="writeMask">An 8 bit mask as an 0–255 integer, used when writing to the buffer.</param>
- <param name="enabled">Controls whether the stencil buffer is enabled.</param>
- <param name="compareFunctionFront">The function used to compare the reference value to the current contents of the buffer for front-facing geometry.</param>
- <param name="passOperationFront">What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry.</param>
- <param name="failOperationFront">What to do with the contents of the buffer if the stencil test fails for front-facing geometry.</param>
- <param name="zFailOperationFront">What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry.</param>
- <param name="compareFunctionBack">The function used to compare the reference value to the current contents of the buffer for back-facing geometry.</param>
- <param name="passOperationBack">What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry.</param>
- <param name="failOperationBack">What to do with the contents of the buffer if the stencil test fails for back-facing geometry.</param>
- <param name="zFailOperationBack">What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry.</param>
- <param name="compareFunction">The function used to compare the reference value to the current contents of the buffer.</param>
- <param name="passOperation">What to do with the contents of the buffer if the stencil test (and the depth test) passes.</param>
- <param name="failOperation">What to do with the contents of the buffer if the stencil test fails.</param>
- <param name="zFailOperation">What to do with the contents of the buffer if the stencil test passes, but the depth test.</param>
- <para>Creates a new stencil state with the given values.</para>
- </summary>
- <param name="readMask">An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer.</param>
- <param name="writeMask">An 8 bit mask as an 0–255 integer, used when writing to the buffer.</param>
- <param name="enabled">Controls whether the stencil buffer is enabled.</param>
- <param name="compareFunctionFront">The function used to compare the reference value to the current contents of the buffer for front-facing geometry.</param>
- <param name="passOperationFront">What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry.</param>
- <param name="failOperationFront">What to do with the contents of the buffer if the stencil test fails for front-facing geometry.</param>
- <param name="zFailOperationFront">What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry.</param>
- <param name="compareFunctionBack">The function used to compare the reference value to the current contents of the buffer for back-facing geometry.</param>
- <param name="passOperationBack">What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry.</param>
- <param name="failOperationBack">What to do with the contents of the buffer if the stencil test fails for back-facing geometry.</param>
- <param name="zFailOperationBack">What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry.</param>
- <param name="compareFunction">The function used to compare the reference value to the current contents of the buffer.</param>
- <param name="passOperation">What to do with the contents of the buffer if the stencil test (and the depth test) passes.</param>
- <param name="failOperation">What to do with the contents of the buffer if the stencil test fails.</param>
- <param name="zFailOperation">What to do with the contents of the buffer if the stencil test passes, but the depth test.</param>
- <para>This is the fallback mode if the mode the user had previously selected is no longer available. See SupportedRenderingFeatures.supportedMixedLightingModes.</para>
- <para>Specifies what LightmapMixedBakeMode that are supported. Please define a SupportedRenderingFeatures.defaultMixedLightingMode in case multiple modes are supported.</para>
- <para>To achieve a pixel perfect render, Sprites must be displaced to discrete positions at render time. This value defines the minimum distance between these positions. This doesn’t affect the GameObject's transform position.</para>
- <para>The length of the bone. This is important for the leaf bones to describe their length without needing another bone as the terminal bone.</para>
- <para>The name of the bone. This is useful when recreating bone hierarchy at editor or runtime. You can also use this as a way of resolving the bone path when a Sprite is bound to a more complex or richer hierarchy.</para>
- <para>This returns the frequency of CPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0.</para>
- </summary>
- <returns>
- <para>CPU timer frequency for current platform.</para>
- <para>This returns the frequency of GPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0.</para>
- </summary>
- <returns>
- <para>GPU timer frequency for current platform.</para>
- <para>Allows the user to access the currently captured FrameTimings.</para>
- </summary>
- <param name="numFrames">User supplies a desired number of frames they would like FrameTimings for. This should be equal to or less than the maximum FrameTimings the platform can capture.</param>
- <param name="timings">An array of FrameTiming structs that is passed in by the user and will be filled with data as requested. It is the users job to make sure the array that is passed is large enough to hold the requested number of FrameTimings.</param>
- <returns>
- <para>Returns the number of FrameTimings it actually was able to get. This will always be equal to or less than the requested numFrames depending on availability of captured FrameTimings.</para>
- <para>This returns the number of vsyncs per second on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0.</para>
- </summary>
- <returns>
- <para>Number of vsyncs per second of the current platform.</para>
- </returns>
- </member>
- <member name="T:UnityEngine.FrustumPlanes">
- <summary>
- <para>This struct contains the view space coordinates of the near projection plane.</para>
- <para>Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved.</para>
- </summary>
- <param name="type">The type of Component to retrieve.</param>
- <param name="results">List to receive the results.</param>
- <param name="worldToProjectionMatrix">A matrix that transforms from world space to projection space, from which the planes will be calculated.</param>
- <returns>
- <para>The planes that enclose the projection space described by the matrix.</para>
- <param name="worldToProjectionMatrix">A matrix that transforms from world space to projection space, from which the planes will be calculated.</param>
- <param name="planes">An array of 6 Planes that will be overwritten with the calculated plane values.</param>
- <para>Creates a GPUFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU.</para>
- </summary>
- <param name="stage">On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored.</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"> 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="useLightProbes">Should the mesh use light probes?</param>
- <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
- <param name="lightProbeUsage">LightProbeUsage for the mesh.</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"> 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="useLightProbes">Should the mesh use light probes?</param>
- <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
- <param name="lightProbeUsage">LightProbeUsage for the mesh.</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"> 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="useLightProbes">Should the mesh use light probes?</param>
- <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
- <param name="lightProbeUsage">LightProbeUsage for the mesh.</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"> 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="useLightProbes">Should the mesh use light probes?</param>
- <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
- <param name="lightProbeUsage">LightProbeUsage for the mesh.</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"> 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="useLightProbes">Should the mesh use light probes?</param>
- <param name="probeAnchor">If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe.</param>
- <param name="lightProbeUsage">LightProbeUsage for the mesh.</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>
- <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>
- <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>
- <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>
- <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>
- <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
- <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>
- <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
- <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>
- <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
- <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>
- <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
- <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>
- <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
- <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>
- <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
- <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>
- <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
- <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>
- <param name="pass">If -1 (default), draws all passes in the material. Otherwise, draws given pass only.</param>
- <para>Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed.
-
-It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution:
-
-CommandBuffer.BeginSample
-
-CommandBuffer.CopyCounterValue
-
-CommandBuffer.CopyTexture
-
-CommandBuffer.CreateGPUFence
-
-CommandBuffer.DispatchCompute
-
-CommandBuffer.EndSample
-
-CommandBuffer.IssuePluginEvent
-
-CommandBuffer.SetComputeBufferParam
-
-CommandBuffer.SetComputeFloatParam
-
-CommandBuffer.SetComputeFloatParams
-
-CommandBuffer.SetComputeTextureParam
-
-CommandBuffer.SetComputeVectorParam
-
-CommandBuffer.WaitOnGPUFence
-
-All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue.</para>
- </summary>
- <param name="buffer">The CommandBuffer to be executed.</param>
- <param name="queueType">Describes the desired async compute queue the suuplied CommandBuffer should be executed on.</param>
- <para>Instructs the GPU's processing of the graphics queue to wait until the given GPUFence is passed.</para>
- </summary>
- <param name="fence">The GPUFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue.</param>
- <param name="stage">On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored.</param>
- </member>
- <member name="T:UnityEngine.GUIElement">
- <summary>
- <para>Base class for images & text strings displayed in a GUI.</para>
- <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>
- Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. Candle light is 1800K.
- If you want to use lightsUseCCT, lightsUseLinearIntensity has to be enabled to ensure physically correct output.
- See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.lightsUseCCT.
- <para>Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers.</para>
- <para>Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.</para>
- </summary>
- <param name="evt">The point during the graphics processing at which this command buffer should commence on the GPU.</param>
- <param name="buffer">The buffer to execute.</param>
- <param name="queueType">The desired async compute queue type to execute the buffer on.</param>
- <param name="shadowPassMask">A mask specifying which shadow passes to execute the buffer for.</param>
- <para>Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.</para>
- </summary>
- <param name="evt">The point during the graphics processing at which this command buffer should commence on the GPU.</param>
- <param name="buffer">The buffer to execute.</param>
- <param name="queueType">The desired async compute queue type to execute the buffer on.</param>
- <param name="shadowPassMask">A mask specifying which shadow passes to execute the buffer for.</param>
- <para>In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.LightmapBakeType">
- <summary>
- <para>Enum describing what part of a light contribution can be baked.</para>
- <para>Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes.</para>
- <para>Mixed lights allow a mix of realtime and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects.</para>
- <para>Realtime lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes..</para>
- <para>This option will use only two SH coefficients bands: L0 and L1. The coefficients are sampled from the Light Probe Proxy Volume 3D Texture. Using this option might increase the draw call batch sizes by not having to change the L2 coefficients per Renderer.</para>
- <para>This option will use L0 and L1 SH coefficients from the Light Probe Proxy Volume 3D Texture. The L2 coefficients are constant per Renderer. By having to provide the L2 coefficients, draw call batches might be broken.</para>
- <para>The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2.</para>
- <para>Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.LineRenderer.loop">
- <summary>
- <para>Connect the start and end positions of the line together to form a continuous loop.</para>
- <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
- </summary>
- <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
- </member>
- <member name="T:UnityEngine.LineTextureMode">
- <summary>
- <para>Choose how textures are applied to Lines and Trails.</para>
- <para>Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale.</para>
- <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
- </summary>
- <param name="points">The points that make up the original line.</param>
- <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
- <param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param>
- <param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param>
- <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
- </summary>
- <param name="points">The points that make up the original line.</param>
- <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
- <param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param>
- <param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param>
- <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
- </summary>
- <param name="points">The points that make up the original line.</param>
- <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
- <param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param>
- <param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param>
- <para>Generates a simplified version of the original line by removing points that fall within the specified tolerance.</para>
- </summary>
- <param name="points">The points that make up the original line.</param>
- <param name="tolerance">This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect.</param>
- <param name="pointsToKeep">Populated by this function. Contains the indexes of the points that should be generate a simplified version..</param>
- <param name="simplifiedPoints">Populated by this function. Contains the points that form the simplified line.</param>
- <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>
- <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>
- <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>
- <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>
- <para>This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering.</para>
- </summary>
- <param name="occlusionProbes">The array of probe occlusion values to copy from.</param>
- <para>This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering.</para>
- </summary>
- <param name="occlusionProbes">The array of probe occlusion values to copy from.</param>
- <para>This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering.</para>
- </summary>
- <param name="occlusionProbes">The array of probe occlusion values to copy from.</param>
- <param name="sourceStart">The index of the first element in the source array to copy from.</param>
- <param name="destStart">The index of the first element in the destination MaterialPropertyBlock array to copy to.</param>
- <param name="count">The number of elements to copy.</param>
- <para>This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering.</para>
- </summary>
- <param name="occlusionProbes">The array of probe occlusion values to copy from.</param>
- <param name="sourceStart">The index of the first element in the source array to copy from.</param>
- <param name="destStart">The index of the first element in the destination MaterialPropertyBlock array to copy to.</param>
- <param name="count">The number of elements to copy.</param>
- <para>This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering.</para>
- </summary>
- <param name="lightProbes">The array of SH values to copy from.</param>
- <para>This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering.</para>
- </summary>
- <param name="lightProbes">The array of SH values to copy from.</param>
- <para>This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering.</para>
- </summary>
- <param name="lightProbes">The array of SH values to copy from.</param>
- <param name="sourceStart">The index of the first element in the source array to copy from.</param>
- <param name="destStart">The index of the first element in the destination MaterialPropertyBlock array to copy to.</param>
- <param name="count">The number of elements to copy.</param>
- <para>This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering.</para>
- </summary>
- <param name="lightProbes">The array of SH values to copy from.</param>
- <param name="sourceStart">The index of the first element in the source array to copy from.</param>
- <param name="destStart">The index of the first element in the destination MaterialPropertyBlock array to copy to.</param>
- <param name="count">The number of elements to copy.</param>
- <para>Given a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector.</para>
- </summary>
- <param name="from">The source point.</param>
- <param name="to">The target point.</param>
- <param name="up">The vector describing the up direction (typically Vector3.up).</param>
- <para>Mixed lights provide realtime direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probe occlusion get generated for baked shadows. The Shadowmask Mode used at run time can be set in the Quality Settings panel.</para>
- <para>Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive realtime direct lighting and cast shadows on static objects using the main directional light in the scene.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.MonoBehaviour">
- <summary>
- <para>MonoBehaviour is the base class from which every Unity script derives.</para>
- <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>
- <param name="parent">Parent that will be assigned to the new object.</param>
- <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
- <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>
- <param name="parent">Parent that will be assigned to the new object.</param>
- <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
- <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>
- <param name="parent">Parent that will be assigned to the new object.</param>
- <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
- <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>
- <param name="parent">Parent that will be assigned to the new object.</param>
- <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
- <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>
- <param name="parent">Parent that will be assigned to the new object.</param>
- <param name="instantiateInWorldSpace">Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.</param>
- <para>Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type.</para>
- <para>Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence.</para>
- <para>Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused.</para>
- <para>Update mode is manual. You need to manually call PlayerController.Tick with your own deltaTime. This can be useful for graphs that can be completely disconnected from the rest of the the game. Example: Localized Bullet time.</para>
- <para>Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused.</para>
- <para>Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours.</para>
- <para>Returns the Playable connected at the given input port index.</para>
- </summary>
- <param name="playable">The Playable used by this operation.</param>
- <param name="inputPort">The port index.</param>
- <returns>
- <para>Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect.</para>
- <para>Returns the Playable connected at the given output port index.</para>
- </summary>
- <param name="playable">The Playable used by this operation.</param>
- <param name="outputPort">The port index.</param>
- <returns>
- <para>Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect.</para>
- <para>Sets the source playable's output connection index. For playables with multiple outputs, this determines which sub-branch of the source playable generates this output.</para>
- </summary>
- <param name="output">The PlayableOutput used by this operation.</param>
- <param name="value">The new output port value.</param>
- <para>Causes the Playable to act as a passthrough for PrepareFrame and ProcessFrame. If the PlayableOutput being processed is connected to the n-th input port of the Playable, the Playable only propagates the n-th output port. Use this enum value in conjunction with PlayableOutput SetSourceOutputPort.</para>
- <para>A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback.</para>
- <para>The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system. This function returns the amount of used memory in those pools.</para>
- </summary>
- <returns>
- <para>The amount of memory allocated by Unity. This returns 0 if the Profiler is not available.</para>
- <para>Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools.</para>
- </summary>
- <returns>
- <para>The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available.</para>
- <para>Optional field to specify the order that multiple DecorationDrawers should be drawn in.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.PropertyName">
- <summary>
- <para>Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames.
-
-Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison.
-
-PropertyName is serializable.
-
-ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737".</para>
- <para>Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals.</para>
- <para>Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.
-
-Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost.</para>
- <para>Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.
-
-Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per
-frame. Minimum value is 1 and maximum is 33.</para>
- <para>In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting.</para>
- <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>
- <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>
- <returns>
- <para>True if the point lies within the specified rectangle.</para>
- <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>
- <returns>
- <para>True if the point lies within the specified rectangle.</para>
- <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>
- <returns>
- <para>True if the point lies within the specified rectangle.</para>
- <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 widths and heights of the Rects to be negative?</param>
- <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 widths and heights of the Rects to be negative?</param>
- <para>Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?</para>
- <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>
- <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>
- <para>Get per-Renderer or per-Material property block.</para>
- </summary>
- <param name="properties">Material parameters to retrieve.</param>
- <param name="materialIndex">The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1.</param>
- <para>Get per-Renderer or per-Material property block.</para>
- </summary>
- <param name="properties">Material parameters to retrieve.</param>
- <param name="materialIndex">The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1.</param>
- <para>Lets you set or clear per-renderer or per-material parameter overrides.</para>
- </summary>
- <param name="properties">Property block with values you want to override.</param>
- <param name="materialIndex">The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1.</param>
- <para>Lets you set or clear per-renderer or per-material parameter overrides.</para>
- </summary>
- <param name="properties">Property block with values you want to override.</param>
- <param name="materialIndex">The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1.</param>
- <para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <returns>
- <para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
- <para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <returns>
- <para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
- <para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <returns>
- <para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
- <para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <returns>
- <para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
- <para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <returns>
- <para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
- <para>Triggers a request to asynchronously fetch the data from a GPU resource.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="callback">An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <returns>
- <para>An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available.</para>
- <para>UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works.</para>
- <para>UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS is set automatically for platforms that don't require full floating-point precision support in fragment shaders.</para>
- <para>UNITY_LIGHT_PROBE_PROXY_VOLUME is set when Light Probe Proxy Volume feature is supported by the current graphics API and is enabled in the current Tier Settings(Graphics Settings).</para>
- <para>UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead.</para>
- <para>Creates a GPUFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU.</para>
- </summary>
- <param name="stage">On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored.</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>
- <para>Add a "draw mesh with instancing" command.
-
-The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.
-
-InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.</para>
- </summary>
- <param name="mesh">The Mesh to draw.</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="material">Material to use.</param>
- <param name="shaderPass">Which pass of the shader to use, or -1 which renders all passes.</param>
- <param name="matrices">The array of object transformation matrices.</param>
- <param name="count">The number of instances to be drawn.</param>
- <param name="properties">Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.</param>
- <para>Add a "draw mesh with indirect instancing" command.</para>
- </summary>
- <param name="mesh">The Mesh to draw.</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="material">Material to use.</param>
- <param name="shaderPass">Which pass of the shader to use, or -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>
- <param name="bufferWithArgs">The GPU buffer containing the arguments for how many instances of this mesh to draw.</param>
- <param name="argsOffset">The byte offset into the buffer, where the draw arguments start.</param>
- <para>Adds an asynchonous GPU readback request command to the command buffer.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <para>Adds an asynchonous GPU readback request command to the command buffer.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <para>Adds an asynchonous GPU readback request command to the command buffer.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <para>Adds an asynchonous GPU readback request command to the command buffer.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <para>Adds an asynchonous GPU readback request command to the command buffer.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <para>Adds an asynchonous GPU readback request command to the command buffer.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <para>Adds an asynchonous GPU readback request command to the command buffer.</para>
- </summary>
- <param name="src">The resource to read the data from.</param>
- <param name="size">Size in bytes of the data to be retrieved from the ComputeBuffer.</param>
- <param name="offset">Offset in bytes in the ComputeBuffer.</param>
- <param name="mipIndex">The index of the mipmap to be fetched.</param>
- <param name="dstFormat">The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU.</param>
- <param name="x">Starting X coordinate in pixels of the Texture data to be fetched.</param>
- <param name="y">Starting Y coordinate in pixels of the Texture data to be fetched.</param>
- <param name="z">Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched.</param>
- <param name="depth">Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray.</param>
- <param name="width">Width in pixels of the Texture data to be fetched.</param>
- <param name="height">Height in pixels of the Texture data to be fetched.</param>
- <param name="callback">A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action.</param>
- <para>Instructs the GPU to wait until the given GPUFence is passed.</para>
- </summary>
- <param name="fence">The GPUFence that the GPU will be instructed to wait upon.</param>
- <param name="stage">On some platforms there is a significant gap between the vertex processing completing and the pixel processing completing for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. Some platforms can not differentiate between the start of vertex and pixel processing, these platforms will wait before the next items vertex processing. If a compute shader dispatch is the next item to be submitted then this parameter is ignored.</param>
- <para>Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to.</para>
- <para>Background queue types would be the choice for tasks intended to run for an extended period of time, e.g for most of a frame or for several frames. Dispatches on background queues would execute at a lower priority than gfx queue tasks.</para>
- <para>This queue type would be the choice for compute tasks supporting or as optimisations to graphics processing. CommandBuffers sent to this queue would be expected to complete within the scope of a single frame and likely be synchronised with the graphics queue via GPUFence’s. Dispatches on default queue types would execute at a lower priority than graphics queue tasks.</para>
- <para>This queue type would be the choice for compute tasks requiring processing as soon as possible and would be prioritised over the graphics queue.</para>
- <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.
- <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
- <para>Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script.
- <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>
- <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>
- <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>
- <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>
- <para>When this RenderBuffer is activated, the GPU is instructed not to care about the existing contents of that RenderBuffer. On tile-based GPUs this means that the RenderBuffer contents do not need to be loaded into the tile memory, providing a performance boost.</para>
- <para>When this RenderBuffer is activated, preserve the existing contents of it. This setting is expensive on tile-based GPUs and should be avoided whenever possible.</para>
- <para>The contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost.</para>
- <para>Describes a render target with one or more color buffers, a depthstencil buffer and the associated loadstore-actions that are applied when the render target is active.</para>
- <para>Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.</para>
- <para>Evaluates the Spherical Harmonics for each of the given directions. The result from the first direction is written into the first element of results, the result from the second direction is written into the second element of results, and so on. The array size of directions and results must match and directions must be normalized.</para>
- </summary>
- <param name="directions">Normalized directions for which the spherical harmonics are to be evaluated.</param>
- <param name="results">Output array for the evaluated values of the corresponding directions.</param>
- <para>Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing.</para>
- <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>
- <para>Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value.</para>
- <para>If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader.</para>
- <para>This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.</para>
- <param name="readWrite">Color space conversion mode.</param>
- <param name="antiAliasing">Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.</param>
- <param name="readWrite">Color space conversion mode.</param>
- <param name="antiAliasing">Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed.</param>
- <para>Force an antialiased render texture to be resolved.</para>
- </summary>
- <param name="target">The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source.</param>
- <para>Force an antialiased render texture to be resolved.</para>
- </summary>
- <param name="target">The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source.</param>
- <para>Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and
-It is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag.</para>
- <para>Setting this flag causes the RenderTexture to be bound as a multisampled texture in a shader. The flag prevents the RenderTexture from being resolved by default when RenderTexture.antiAliasing is greater than 1.</para>
- <para>Set this flag to mark this RenderTexture for Dynamic Resolution should the target platform/graphics API support Dynamic Resolution. See ScalabeBufferManager for more details.</para>
- <para>Set this flag to enable random access writes to the RenderTexture from shaders.
-Normally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms.</para>
- <para>Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc.</para>
- <para>This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.</para>
- <para>If true and msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader.</para>
- <para>If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.</para>
- <para>Loads an asset stored at path in a Resources folder.</para>
- </summary>
- <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <para>Loads an asset stored at path in a Resources folder.</para>
- </summary>
- <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <param name="systemTypeInstance">Type filter for objects returned.</param>
- <para>Loads an asset stored at path in a Resources folder.</para>
- </summary>
- <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <param name="systemTypeInstance">Type filter for objects returned.</param>
- <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. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <param name="systemTypeInstance">Type filter for objects returned.</param>
- <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. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <param name="systemTypeInstance">Type filter for objects returned.</param>
- <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. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <para>Asynchronously loads an asset stored at path in a Resources folder.</para>
- </summary>
- <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <param name="systemTypeInstance">Type filter for objects returned.</param>
- <para>Asynchronously loads an asset stored at path in a Resources folder.</para>
- </summary>
- <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <param name="systemTypeInstance">Type filter for objects returned.</param>
- <para>Asynchronously loads an asset stored at path in a Resources folder.</para>
- </summary>
- <param name="path">Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder.</param>
- <para>Function to resize all buffers marked as DynamicallyScalable.</para>
- </summary>
- <param name="widthScale">New scale factor for the width the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0.</param>
- <param name="heightScale">New scale factor for the height the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0.</param>
-A scene may be invalid if, for example, you tried to open a scene that does not exist. In this case, the scene returned from EditorSceneManager.OpenScene would return False for IsValid.</para>
- <para>Static shadow casters will be rendered into realtime shadow maps. Shadowmasks and occlusion from Light Probes will only be used past the realtime shadow distance.</para>
- <para>Static shadow casters won't be rendered into realtime shadow maps. All shadows from static casters are handled via Shadowmasks and occlusion from Light Probes.</para>
- <para>Set the sleep timeout to whatever the user has specified in the system settings.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.SortingLayer">
- <summary>
- <para>SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.SortingLayer.id">
- <summary>
- <para>This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order.</para>
- <para>Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order.</para>
- </summary>
- <param name="id">The unique value of the sorting layer as returned by any renderer's sortingLayerID property.</param>
- <returns>
- <para>The final sorting value of the layer relative to other layers.</para>
- <para>Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1.
-
-Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression.</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>
- <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>
- <para>This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only)</para>
- <para>Create a new TextAsset with the specified text contents.
-
-This constructor creates a TextAsset, which is not the same as a plain text file. When saved to disk using the AssetDatabase class, the TextAsset should be saved with the .asset extension.</para>
- </summary>
- <param name="text">The text contents for the TextAsset.</param>
- <para>Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded.</para>
- <para>The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Time.fixedTime">
- <summary>
- <para>The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.</para>
- <para>The TimeScale-independant time the latest MonoBehaviour.FixedUpdate has started (Read Only). 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 (Read Only).</para>
- <para>The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates.</para>
- <para>The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.</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.pressure">
- <summary>
- <para>The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Touch.radius">
- <summary>
- <para>An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size.</para>
- <para>This value determines the accuracy of the touch radius. Add this value to the radius to get the maximum touch size, subtract it to get the minimum touch size.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Touch.rawPosition">
- <summary>
- <para>The raw position used for the touch.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Touch.tapCount">
- <summary>
- <para>Number of taps.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Touch.type">
- <summary>
- <para>A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type.</para>
- <para>Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms.</para>
- <para>Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para>
- <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="relativeTo">Rotation is local to object or World.</param>
- <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">Degrees to rotate around the X axis.</param>
- <param name="yAngle">Degrees to rotate around the Y axis.</param>
- <param name="zAngle">Degrees to rotate around the Z axis.</param>
- <param name="relativeTo">Rotation is local to object or World.</param>
- <para>By default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start.</para>
- <para>By default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job.</para>
- <para>When this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job.</para>
- <para>This attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel.</para>
- <para>Checks to see whether two memory regions are identical or not by comparing a specified memory region in the first given memory buffer with the same region in the second given memory buffer.</para>
- </summary>
- <param name="ptr1">Pointer to the first memory buffer.</param>
- <param name="ptr2">Pointer to the second memory buffer to compare the first one to.</param>
- <param name="size">Number of bytes to compare.</param>
- <returns>
- <para>0 if the contents are identical, non-zero otherwise.</para>
- <para>Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the memory location of the object.
- <para>Used in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked.</para>
- <para>Uninitialized memory can improve performance, but results in the contents of the array elements being undefined.
-In performance sensitive code it can make sense to use NativeArrayOptions.Uninitialized, if you are writing to the entire array right after creating it without reading any of the elements first.
- <para>Schedule the job for execution on a worker thread.</para>
- </summary>
- <param name="jobData">The job and data to schedule.</param>
- <param name="dependsOn">Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel.</param>
- <returns>
- <para>The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread.</para>
- </returns>
- </member>
- <member name="?:Unity.Jobs.IJobParallelFor">
- <summary>
- <para>Parallel-for jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations.</para>
- <para>Schedule the job for execution on a worker thread.</para>
- </summary>
- <param name="jobData">The job and data to Schedule.</param>
- <param name="arrayLength">The number of iterations the for loop will execute.</param>
- <param name="innerloopBatchCount">Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop.</param>
- <param name="dependsOn">Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel.</param>
- <returns>
- <para>The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread.</para>
- <para>By default jobs are only put on a local queue when using Job Schedule functions, this actually makes them available to the worker threads to execute them.</para>
- <param name="commands">NativeArray containing the commands to execute during a batch. The job executing the query will only read from the array, not write to it.</param>
- <param name="results">NativeArray which can contain the results from the commands. The job executing the query will write to the array.</param>
- <para>Initializes a BatchQueryJobStruct and returns a pointer to an internal structure (System.IntPtr) which should be passed to JobsUtility.JobScheduleParameters.</para>
- <para>When disabled, forces jobs that have already been compiled with burst to run in mono instead. For example if you want to debug the C# jobs or just want to compare behaviour or performance.</para>
- <para>Enables and disables the job debugger at runtime. Note that currently the job debugger is only supported in the Editor. Thus this only has effect in the editor.</para>
- <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>
- <para>Returns the 2D vector perpendicular to this 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up.</para>
- <para>Returns a nicely formatted string for this vector.</para>
- </summary>
- <param name="format"></param>
- </member>
- <member name="T:UnityEngine.VRTextureUsage">
- <summary>
- <para>This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.</para>
- <para>This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions.</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>
- <para>Initializes a yield instruction with a given delegate to be evaluated.</para>
- </summary>
- <param name="predicate">Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true.</param>
- </member>
- <member name="T:UnityEngine.WaitWhile">
- <summary>
- <para>Suspends the coroutine execution until the supplied delegate evaluates to false.</para>
- <para>Initializes a yield instruction with a given delegate to be evaluated.</para>
- </summary>
- <param name="predicate">The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false.</param>
- </member>
- <member name="T:UnityEngine.WeightedMode">
- <summary>
- <para>Sets which weights to use when calculating curve segments.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.WeightedMode.Both">
- <summary>
- <para>Include inWeight and outWeight when calculating curve segments.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.WeightedMode.In">
- <summary>
- <para>Include inWeight when calculating the previous curve segment.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.WeightedMode.None">
- <summary>
- <para>Exclude both inWeight or outWeight when calculating curve segments.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.WeightedMode.Out">
- <summary>
- <para>Include outWeight when calculating the next curve segment.</para>
- <para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para>
- </summary>
- <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
- <param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param>
- <para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para>
- </summary>
- <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
- <param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param>
- <para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para>
- </summary>
- <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
- <param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param>
- <para>Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored.</para>
- </summary>
- <param name="minimumConfidence">The confidence level at which the recognizer will begin accepting phrases.</param>
- <param name="topic">The dictation topic that this dictation recognizer should optimize its recognition for.</param>
- <para>The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session.</para>
- <para>The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk.
-The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines.</para>
- <para>Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored.</para>
- </summary>
- <param name="keywords">The keywords that the recognizer will listen to.</param>
- <param name="minimumConfidence">The minimum confidence level of speech recognition that the recognizer will accept.</param>
- <para>Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored.</para>
- </summary>
- <param name="keywords">The keywords that the recognizer will listen to.</param>
- <param name="minimumConfidence">The minimum confidence level of speech recognition that the recognizer will accept.</param>
- <para>Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files.</para>
- <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.YieldInstruction">
- <summary>
- <para>Base class for all yield instructions.</para>
- <para>The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.</para>
- <para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para>
- </summary>
- <param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param>
- <para>Authenticate the local user to the current active Social API implementation and fetch his profile data.</para>
- </summary>
- <param name="callback">Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful.</param>
- <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>
- <para>Validates a special command (e.g. copy & paste).</para>
- </summary>
- </member>
- <member name="T:UnityEngine.ExitGUIException">
- <summary>
- <para>An exception that will prevent all subsequent immediate mode GUI functions from evaluating for the remainder of the GUI loop.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.FocusType">
- <summary>
- <para>Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls.</para>
- <para>Begin a group. Must be matched with a call to 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>
- <para>Begin a group. Must be matched with a call to 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>
- <para>Begin a group. Must be matched with a call to 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>
- <para>Begin a group. Must be matched with a call to 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>
- <para>Begin a group. Must be matched with a call to 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>
- <para>Begin a group. Must be matched with a call to 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>
- <para>Begin a group. Must be matched with a call to 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>
- <para>Begin a group. Must be matched with a call to 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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <para>Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above.</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>
- <param name="color">A tint color to apply on the texture.</param>
- <param name="borderWidth">The width of the border. If 0, the full texture is drawn.</param>
- <param name="borderWidths">The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn.</param>
- <param name="borderRadius">The radius for rounded corners. If 0, corners will not be rounded.</param>
- <param name="borderRadiuses">The radiuses for rounded corners (top-left, top-right, bottom-right and bottom-left). If Vector4.zero, corners will not be rounded.</param>
- <para>Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above.</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>
- <param name="color">A tint color to apply on the texture.</param>
- <param name="borderWidth">The width of the border. If 0, the full texture is drawn.</param>
- <param name="borderWidths">The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn.</param>
- <param name="borderRadius">The radius for rounded corners. If 0, corners will not be rounded.</param>
- <param name="borderRadiuses">The radiuses for rounded corners (top-left, top-right, bottom-right and bottom-left). If Vector4.zero, corners will not be rounded.</param>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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="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="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="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="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="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>
- <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>
- <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>
- <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>
- <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>
- <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.tooltip is set to the tooltip.</para>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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>
- <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>
- <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>
- <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>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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>
- <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>
- <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>
- <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>
- <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>
- <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="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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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;lt;br&amp;gt;
- <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;lt;br&amp;gt;
- <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;lt;br&amp;gt;
- <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;lt;br&amp;gt;
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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>
- <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>
- <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>
- <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>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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.<br>
- <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>
- <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 & 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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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.<br>
- <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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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 & 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.<br>
- <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>
- <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>
- <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>
- <para>Puts the GUI in a state that will prevent all subsequent immediate mode GUI functions from evaluating for the remainder of the GUI loop by throwing an ExitGUIException.</para>
- <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>
- <para>The ImageConversion module implements the ImageConversion class which provides helper methods to convert images from and to PNG, JPEG or EXR formats.</para>
- <para>Is the Particle System currently emitting particles? A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using ParticleSystem.Stop|Stop with the ParticleSystemStopBehavior.StopEmitting|StopEmitting flag. Resume emitting by calling ParticleSystem.Play|Play.</para>
- <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 created by the particle system.</para>
- <para>The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority.</para>
- <para>When looping is enabled, this controls whether this particle system will look like it has already simulated for one loop when first becoming visible.</para>
- <para>Configure whether the GameObject will automatically disable or destroy itself, when the Particle System is stopped and all particles have died.</para>
- <para>Manually query the curve to calculate values based on what mode it is in.</para>
- </summary>
- <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.</param>
- <param name="lerpFactor">Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).</param>
- <para>Manually query the curve to calculate values based on what mode it is in.</para>
- </summary>
- <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.</param>
- <param name="lerpFactor">Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).</param>
- <para>MinMaxGradient contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, the Color returned may be randomized.
-Gradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors.</para>
- <para>Manually query the gradient to calculate colors based on what mode it is in.</para>
- </summary>
- <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.</param>
- <param name="lerpFactor">Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).</param>
- <para>Manually query the gradient to calculate colors based on what mode it is in.</para>
- </summary>
- <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.</param>
- <param name="lerpFactor">Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).</param>
-The Noise Module allows you to apply turbulence to the movement of your particles. Use the low quality settings to create computationally efficient Noise, or simulate smoother, richer Noise with the higher quality settings. You can also choose to define the behavior of the Noise individually for each axis.</para>
- <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>
- <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>
- <para>The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.</para>
- <para>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</para>
- </summary>
- <param name="t">Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.</param>
- <param name="withChildren">Fastforward all child particle systems as well.</param>
- <param name="restart">Restart and start from the beginning.</param>
- <param name="fixedTimeStep">Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.</param>
- <para>If enabled, Trails will disappear immediately when their owning particle dies. Otherwise, the trail will persist until all its points have naturally expired, based on its lifetime.</para>
- <para>Configures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para>
- <para>Repeat the texture along the trail, repeating at a rate of once per trail segment. To adjust the tiling rate, use Material.SetTextureScale.</para>
- <para>4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change during the lifetime of the particle.</para>
- <para>With the Texture Sheet Animation module enabled, this contains the UVs for the second texture frame, the blend factor for each particle, and the raw frame, allowing for blending of frames.</para>
- <para>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</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 & color cycling to your particle emitters.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.ParticleEmitter">
- <summary>
- <para>(Legacy Particles) Script interface for particle emitters.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.ParticleRenderer">
- <summary>
- <para>(Legacy Particles) Renders particles on to the screen.</para>
- <para>Get a list of all colliders that overlap this collider.</para>
- </summary>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param>
- <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param>
- <returns>
- <para>Returns the number of results placed in the results array.</para>
- <para>The specific points of contact with the incoming Collider2D. You should avoid using this as it produces memory garbage. Use GetContact or GetContacts instead.</para>
- <para>Turns off normal angle filtering by setting useNormalAngle to false. The associated values of minNormalAngle and maxNormalAngle are not changed.</para>
- <para>Sets the layerMask filter property using the layerMask parameter provided and also enables layer mask filtering by setting useLayerMask to true.</para>
- </summary>
- <param name="layerMask">The value used to set the layerMask.</param>
- <para>Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled.</para>
- <para>Retrieves all contact points in for contacts between with the collider1 and collider2, with the results filtered by the ContactFilter2D.</para>
- </summary>
- <param name="collider1">The collider to check if it has contacts against collider2.</param>
- <param name="collider2">The collider to check if it has contacts against collider1.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param>
- <param name="contacts">An array of ContactPoint2D used to receive the results.</param>
- <returns>
- <para>Returns the number of contacts placed in the contacts array.</para>
- <para>Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.</para>
- </summary>
- <param name="rigidbody">The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param>
- <param name="contacts">An array of ContactPoint2D used to receive the results.</param>
- <returns>
- <para>Returns the number of contacts placed in the contacts array.</para>
- <para>Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.</para>
- </summary>
- <param name="rigidbody">The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param>
- <param name="colliders">An array of Collider2D used to receive the results.</param>
- <returns>
- <para>Returns the number of colliders placed in the colliders array.</para>
- <para>Checks if a collider falls within a rectangular area.</para>
- </summary>
- <param name="pointA">One corner of the rectangle.</param>
- <param name="pointB">Diagonally opposite the point A corner of the rectangle.</param>
- <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param>
- <returns>
- <para>Returns the number of results placed in the results array.</para>
- <para>Checks if a collider falls within a box area.</para>
- </summary>
- <param name="point">Center of the box.</param>
- <param name="size">Size of the box.</param>
- <param name="angle">Angle of the box.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param>
- <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param>
- <returns>
- <para>Returns the number of results placed in the results array.</para>
- <para>Checks if a collider falls within a capsule area.</para>
- </summary>
- <param name="point">Center of the capsule.</param>
- <param name="size">Size of the capsule.</param>
- <param name="direction">The direction of the capsule.</param>
- <param name="angle">Angle of the capsule.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param>
- <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param>
- <returns>
- <para>Returns the number of results placed in the results array.</para>
- <para>Checks if a collider is within a circular area.</para>
- </summary>
- <param name="point">Centre of the circle.</param>
- <param name="radius">Radius of the circle.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param>
- <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param>
- <returns>
- <para>Returns the number of results placed in the results array.</para>
- <para>Get a list of all colliders that overlap collider.</para>
- </summary>
- <param name="collider">The collider that defines the area used to query for other collider overlaps.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param>
- <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param>
- <returns>
- <para>Returns the number of results placed in the results array.</para>
- <para>Checks if a collider overlaps a point in world space.</para>
- </summary>
- <param name="point">A point in world space.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param>
- <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param>
- <returns>
- <para>Returns the number of results placed in the results array.</para>
- <para>The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours.</para>
- <para>All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D.</para>
- </summary>
- <param name="direction">Vector representing the direction to cast each Collider2D shape.</param>
- <param name="results">Array to receive results.</param>
- <param name="distance">Maximum distance over which to cast the shape(s).</param>
- <para>All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D.</para>
- </summary>
- <param name="direction">Vector representing the direction to cast each Collider2D shape.</param>
- <param name="contactFilter">Filter results defined by the contact filter.</param>
- <param name="results">Array to receive results.</param>
- <param name="distance">Maximum distance over which to cast the shape(s).</param>
- <para>Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D.</para>
- </summary>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param>
- <param name="colliders">An array of Collider2D used to receive the results.</param>
- <returns>
- <para>Returns the number of colliders placed in the colliders array.</para>
- <para>Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D.</para>
- </summary>
- <param name="collider">The collider to check if it is touching any of the collider(s) attached to this rigidbody.</param>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param>
- <returns>
- <para>Whether the collider is touching any of the collider(s) attached to this rigidbody or not.</para>
- <para>Checks whether any collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D.</para>
- </summary>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle.</param>
- <returns>
- <para>Whether any collider is touching any of the collider(s) attached to this rigidbody or not.</para>
- <para>Get a list of all colliders that overlap all colliders attached to this Rigidbody2D.</para>
- </summary>
- <param name="contactFilter">The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing.</param>
- <param name="results">The array to receive results. The size of the array determines the maximum number of results that can be returned.</param>
- <returns>
- <para>Returns the number of results placed in the results array.</para>
- <para>Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).</para>
- <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 & Twist.</para>
- <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>
- <para>ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.</para>
- <para>Describes how physics materials of the colliding objects are combined.
-
-The friction force as well as the residual bounce impulse are applied symmertrically to both of the colliders in contact, so each pair of overlapping colliders must have a single set of friction and bouciness settings. However, one can set arbitrary physics materials to any colliders. For that particular reason, there is a mechanism that allows the combination of two different sets of properties that correspond to each of the colliders in contact into one set to be used in the solver.
-
-Specifying Average, Maximum, Minimum or Multiply as the physics material combine mode, you directly set the function that is used to combine the settings corresponding to the two overlapping colliders into one set of settings that can be used to apply the material effect.
-
-Note that there is a special case when the two overlapping colliders have physics materials with different combine modes set. In this particular case, the function that has the highest priority is used. The priority order is as follows: Average < Minimum < Multiply < Maximum. For example, if one material has Average set but the other one has Maximum, then the combine function to be used is Maximum, since it has higher priority.</para>
- <para>The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive.</para>
- <para>The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Physics.gravity">
- <summary>
- <para>The gravity applied to all rigid bodies in the scene.</para>
- <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>
- <para>The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive.</para>
- <para>The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive.</para>
- <para>Offset applied to the mipmap level chosen by the texture streaming system for any textures visible from this camera. This Offset can take either a positive or negative value.</para>
- <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>
- <para>Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated.</para>
- <para>Returns an array of tesselation maximum height error values per renderable terrain patch. The returned array can be modified and passed to OverrideMaximumHeightError.</para>
- </summary>
- <returns>
- <para>Float array of maximum height error values.</para>
- <para>Returns an array of min max height values for all the renderable patches in a terrain. The returned array can be modified and then passed to OverrideMinMaxPatchHeights.</para>
- </summary>
- <returns>
- <para>Minimum and maximum height values for each patch.</para>
- <para>Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array.</para>
- </summary>
- <param name="index">The index of the tree instance.</param>
- <para>Override the maximum tessellation height error with user provided values. Note that the overriden values get reset when the terrain resolution is changed and stays unchanged when the terrain heightmap is painted or changed via script.</para>
- </summary>
- <param name="maxError">Provided maximum height error values.</param>
- <para>Override the minimum and maximum patch heights for every renderable terrain patch. Note that the overriden values get reset when the terrain resolution is changed and stays unchanged when the terrain heightmap is painted or changed via script.</para>
- </summary>
- <param name="minMaxHeights">Array of minimum and maximum terrain patch height values.</param>
- <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>
- <para>Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.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.TerrainExtensions">
- <summary>
- <para>Extension methods to the Terrain class, used only for the UpdateGIMaterials method used by the Global Illumination System.</para>
- <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>
- <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>
- <para>Refreshes all. The tile map will retrieve the rendering data, animation data and other data for all tiles and update all relevant components.</para>
- <para>Add an event handler on the instance. If the handler has already been registered on the same phase (capture or bubbling), this will have no effect.</para>
- </summary>
- <param name="callback">The event handler to add.</param>
- <param name="useCapture">By default the callback will be called during the bubbling phase. Pass Capture.Capture to have the callback called during the capture phase instead.</param>
- <param name="userArgs">Data to pass to the callback.</param>
- <para>Add an event handler on the instance. If the handler has already been registered on the same phase (capture or bubbling), this will have no effect.</para>
- </summary>
- <param name="callback">The event handler to add.</param>
- <param name="useCapture">By default the callback will be called during the bubbling phase. Pass Capture.Capture to have the callback called during the capture phase instead.</param>
- <param name="userArgs">Data to pass to the callback.</param>
- <para>Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- <para>Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- <para>Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- <para>If the triggering event was a mouse event, this property is the mouse position. The position is expressed using the coordinate system of the element that received the mouse event. Otherwise this property is zero.</para>
- <para>If modifier keys (Alt, Control, Shift, Windows/Command) were pressed to trigger the display of the contextual menu, this property lists the modifier keys.</para>
- <para>If the triggering event was a mouse event, this property is the mouse position expressed using the global coordinate system. Otherwise this property is zero.</para>
- <para>Add an item that will execute an action in the contextual menu. The item is added at the end of the specified index in the list.</para>
- </summary>
- <param name="actionName">Name of the item. This name will be displayed in the contextual menu.</param>
- <param name="action">Callback to execute when the user selects this item in the menu.</param>
- <param name="actionStatusCallback">Callback to execute to determine the status of the item.</param>
- <param name="atIndex">Index where the item should be inserted.</param>
- <param name="userData">An object that will be stored in the userData property of the MenuAction item. This object is accessible through the action callback.</param>
- <param name="actionName">The path and name of the menu item. Use the path, delimited by forward slashes ('/'), to place the menu item within a submenu.</param>
- <param name="actionCallback">Action to be executed when the menu item is selected.</param>
- <param name="actionStatusCallback">Function called to determine if the menu item is enabled.</param>
- <param name="userData">An object that will be stored in the userData property.</param>
- <para>Update the status flag of this item by calling the item status callback.</para>
- </summary>
- <param name="eventInfo">Information about the event that triggered the display of the context menu, such as the mouse position or the key pressed.</param>
- <para>Update the status of all items by calling their status callback and remove the separators in excess. This is called just before displaying the menu.</para>
- <para>Retrieves an event from the event pool. Use this method to retrieve a mouse event and initialize the event, instead of creating a new mouse event.</para>
- </summary>
- <param name="triggerEvent">The event that triggered the display of the contextual menu.</param>
- <param name="menu">The menu to populate.</param>
- <param name="target">The element that triggered the display of the contextual menu.</param>
- <para>The texture to use for the cursor style. To use a texture as a cursor, import the texture with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults).</para>
- <para>Use the DragEnterEvent class to manage events that occur when dragging enters an element or one of its descendants. The DragEnterEvent can be cancelled, cannot be captured, and does not bubble.</para>
- <para>Use the DragLeaveEvent class to manage events sent when dragging leaves an element or one of its descendants. The DragLeaveEvent can be cancelled, cannot be captured, and does not bubble.</para>
- <para>The current target of the event. The current target is the element in the propagation path for which event handlers are currently being executed.</para>
- <para>Return whether the event is currently being dispatched to visual element. An event can not be redispatched while being dispatched. If you need to recursively redispatch an event, you should use a copy.</para>
- <para>The target for this event. The is the visual element that received the event. Unlike currentTarget, target does not change when the event is sent to elements along the propagation path.</para>
- <para>Immediately stop the propagation of this event. The event will not be sent to any further event handlers on the current target or on any other element in the propagation path.</para>
- <para>Stop the propagation of this event. The event will not be sent to any further element in the propagation path. Further event handlers on the current target will be executed.</para>
- <para>Get an event from the event pool. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- <para>Ask the controller to change the focus according to the event. The focus controller will use its focus ring to choose the next element to be focused.</para>
- <para>Get an event from the event pool and initialize it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- </summary>
- <param name="target">The event target.</param>
- <param name="relatedTarget">The related target.</param>
- <param name="direction">The direction of the focus change.</param>
- <para>Event sent after layout calculations, when the position or the dimension of an element changes. This event cannot be captured, cannot be cancelled, and it does not bubble.</para>
- <para>Gets an event from the event pool and initializes the event with the specified values. Use this method instead of instancing new events. Use Dispose() to release events back to the event pool.</para>
- </summary>
- <param name="oldRect">The old dimensions of the element.</param>
- <param name="newRect">The new dimensions of the element.</param>
- <para>Get the direction of the focus change for the given event. For example, when the Tab key is pressed, focus should be given to the element to the right.</para>
- <para>Get an event from the event pool and initialize it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- </summary>
- <param name="systemEvent">The IMGUI event used to initialize the event.</param>
- <para>Gets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- </summary>
- <param name="newData">The new text.</param>
- <param name="previousData">The text before the change occured.</param>
- <para>Schedule this action to be executed later. The item will be automatically unscheduled after it has ran for the amount of time specified with the durationMs parameter.</para>
- </summary>
- <param name="timerUpdateEvent">Action to be executed.</param>
- <param name="delayMs">The minimum delay in milliseconds before executing the action.</param>
- <param name="intervalMs">The minimum interval in milliseconds between each execution.</param>
- <param name="durationMs">The total duration in milliseconds where this item will be active.</param>
- <returns>
- <para>Internal reference to the scheduled action.</para>
- <para>Initial main size of a flex item, on the main flex axis. The final layout mught be smaller or larger, according to the flex shrinking and growing determined by the flex property.</para>
- <para>This type allows UXML attribute value retrieval during the VisualElement instantiation. An instance will be provided to the factory method - see UXMLFactoryAttribute.</para>
- <para>Instanciate and initialize an object of type T0.</para>
- </summary>
- <param name="bag">A bag of name-value pairs, one for each attribute of the UXML element. This can be used to initialize the properties of the created object.</param>
- <param name="cc">When the element is created as part of a template instance inserted in another document, this contains information about the insertion point.</param>
- <para>Will be true when this item is scheduled. Note that an item's callback will only be executed when it's VisualElement is attached to a panel.</para>
- <para>Get an event from the event pool and initialize it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- </summary>
- <param name="c">The character for this event.</param>
- <param name="keyCode">The keyCode for this event.</param>
- <param name="modifiers">Event modifier keys that are active for this event.</param>
- <para>Get an event from the event pool and initialize it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- </summary>
- <param name="c">The character for this event.</param>
- <param name="keyCode">The keyCode for this event.</param>
- <param name="modifiers">Event modifier keys that are active for this event.</param>
- <para>A vertically scrollable area that only creates visual elements for visible items while allowing the binding of many more items. As the user scrolls, visual elements are recycled and re-bound to new data items.</para>
- <para>ListView requires all visual elements to have the same height so that it can calculate a sensible scroller size. This property must be set for the list view to function.</para>
- <para>Callback for constructing the VisualElement that will serve as the template for each recycled and re-bound element in the list. This property must be set for the list view to function.</para>
- <para>Controls the selection state, whether: selections are disabled, there is only one selectable item, or if there are multiple selectable items.</para>
- <para>Stops an event handler from capturing the mouse.</para>
- </summary>
- <param name="handler">The event handler to stop capturing the mouse. If this handler is not assigned to capturing the mouse, nothing happens.</param>
- <para>Stops an event handler from capturing the mouse.</para>
- </summary>
- <param name="handler">The event handler to stop capturing the mouse. If this handler is not assigned to capturing the mouse, nothing happens.</param>
- <para>Retrieves an event from the event pool. Use this method to retrieve a mouse event and initialize the event, instead of creating a new mouse event.</para>
- </summary>
- <param name="target">The handler taking or releasing the mouse capture.</param>
- <para>Event sent when the mouse pointer enters an element or one of its descendent elements. The event is cancellable, non-capturable, and does not bubble.</para>
- <para>The current target of the event. The current target is the element in the propagation path for which event handlers are currently being executed.</para>
- <para>Get an event from the event pool and initialize it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- <para>Event sent when the mouse pointer exits an element and all its descendent elements. The event is cancellable, non-capturable, and does not bubble.</para>
- <para>The event is being sent to the target element for it to execute its default actions for this event. Event handlers do not get the events in this phase. Instead, ExecuteDefaultAction is called on the target.</para>
- <para>Called when the persistent data is accessible and/or when the data or persistence key have changed (VisualElement is properly parented).</para>
- <para>Called when the persistent data is accessible and/or when the data or persistence key have changed (VisualElement is properly parented).</para>
- <para>Initializes a QueryBuilder with the specified selection rules. Template parameter specifies the type of elements the selector applies to (ie: Label, Button, etc).</para>
- </summary>
- <param name="e">Root VisualElement on which the selector will be applied.</param>
- <param name="name">If specified, will select elements with this name.</param>
- <param name="classes">If specified, will select elements with the given class (not to be confused with Type).</param>
- <param name="className">If specified, will select elements with the given class (not to be confused with Type).</param>
- <returns>
- <para>QueryBuilder configured with the associated selection rules.</para>
- <para>Initializes a QueryBuilder with the specified selection rules. Template parameter specifies the type of elements the selector applies to (ie: Label, Button, etc).</para>
- </summary>
- <param name="e">Root VisualElement on which the selector will be applied.</param>
- <param name="name">If specified, will select elements with this name.</param>
- <param name="classes">If specified, will select elements with the given class (not to be confused with Type).</param>
- <param name="className">If specified, will select elements with the given class (not to be confused with Type).</param>
- <returns>
- <para>QueryBuilder configured with the associated selection rules.</para>
- <para>Instantiate an object of type T0 and initialize it by calling T1 UxmlTraits.Init method.</para>
- </summary>
- <param name="bag">A bag of name-value pairs, one for each attribute of the UXML element. This can be used to initialize the properties of the created object.</param>
- <param name="cc">When the element is created as part of a template instance inserted in another document, this contains information about the insertion point.</param>
- <para>If implemented by your factory, this function will be called to instantiate an object of type T0. Otherwise, the default constructor of T0 will be used.</para>
- </summary>
- <param name="bag">A bag of name-value pairs, one for each attribute of the UXML element. This can be used to initialize the properties of the created object.</param>
- <param name="cc">When the element is created as part of a template instance inserted in another document, this contains information about the insertion point.</param>
- <para>Initialize a VisualElement instance with values from the UXML element attributes.</para>
- </summary>
- <param name="ve">The VisualElement to initialize.</param>
- <param name="bag">A bag of name-value pairs, one for each attribute of the UXML element.</param>
- <param name="cc">When the element is created as part of a template instance inserted in another document, this contains information about the insertion point.</param>
- <para>Enables or disables the class with the given name.</para>
- </summary>
- <param name="className">The name of the class to enable or disable.</param>
- <param name="enable">A boolean flag that adds or removes the class name from the class list. If true, EnableInClassList adds the class name to the class list. If false, EnableInClassList removes the class name from the class list.</param>
- <para>Combine this VisualElement's VisualElement.persistenceKey with those of its parents to create a more unique key for use with VisualElement.GetOrCreatePersistentData.</para>
- <para>Takes a reference to an existing persisted object and a key and returns the object either filled with the persisted state or as-is.</para>
- </summary>
- <param name="existing">An existing object to be persisted, or null to create a new object. If no persisted state is found, a non-null object will be returned as-is.</param>
- <param name="key">The key for the current VisualElement to be used with the persistence store on the EditorWindow.</param>
- <returns>
- <para>The same object being passed in (or a new one if null was passed in), but possibly with its persistent state restored.</para>
- <para>Takes a reference to an existing persisted object and a key and returns the object either filled with the persisted state or as-is.</para>
- </summary>
- <param name="existing">An existing object to be persisted, or null to create a new object. If no persisted state is found, a non-null object will be returned as-is.</param>
- <param name="key">The key for the current VisualElement to be used with the persistence store on the EditorWindow.</param>
- <returns>
- <para>The same object being passed in (or a new one if null was passed in), but possibly with its persistent state restored.</para>
- <para>The element should give the width/height that is passed in and derive the opposite site from this value (for example, calculate text size from a fixed width).</para>
- <para>Called when the persistent data is accessible and/or when the data or persistence key have changed (VisualElement is properly parented).</para>
- <para>Places this element right before the sibling element in their parent children list. If the element and the sibling position overlap, the element will be visually behind of its sibling.</para>
- <para>Places this element right after the sibling element in their parent children list. If the element and the sibling position overlap, the element will be visually in front of its sibling.</para>
- <para>Returns an enumerable containing UxmlChildElementDescription(typeof(VisualElement)), since VisualElements can contain other VisualElements.</para>
- <para>Get the direction of the focus change for the given event. For example, when the Tab key is pressed, focus should be given to the element to the right in the focus ring.</para>
- <para>Get an event from the event pool and initialize it with the given values. Use this function instead of creating new events. Events obtained from this method should be released back to the pool using ReleaseEvent().</para>
- <para>The render order in which the canvas is being emitted to the scene.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Canvas.rootCanvas">
- <summary>
- <para>Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself.</para>
- <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>
- <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>
- <para>Indicates whether geometry emitted by this renderer can be ignored when the vertex color alpha is close to zero for every vertex of the mesh.</para>
- <para>This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration.</para>
- <para>Defines the duration in milliseconds that the receiver waits for before it sends an acknowledgement back without waiting for any data payload. Default value = 33.
-
-Network clients that send data to a server may do so using many different quality of service (QOS) modes, some of which (reliable modes) expect the server to send back acknowledgement of receipt of data sent.
-
-Servers must periodically acknowledge data packets received over channels with reliable QOS modes by sending packets containing acknowledgement data (also known as "acks") back to the client. If the server were to send an acknowledgement immediately after receiving each packet from the client there would be significant overhead (the acknowledgement is a 32 or 64 bit integer, which is very small compared to the whole size of the packet which also contains the IP and the UDP header). AckDelay allows the server some time to accumulate a list of received reliable data packets to acknowledge, and decreases traffic overhead by combining many acknowledgements into a single packet.</para>
- <para>Determines the size of the buffer used to store reliable messages that are waiting for acknowledgement. It can be set to Acks32, Acks64, Acks96, or Acks128. Depends of this setting buffer can hold 32, 64, 96, or 128 messages. Default value = Ack32.
-
-Messages sent on reliable quality of service channels are stored in a special buffer while they wait for acknowledgement from the peer. This buffer can be either 32, 64, 96 or 128 positions long. It is recommended to begin with this value set to Ack32, which defines a buffer up to 32 messages in size. If you receive NoResources errors often when you send reliable messages, change this value to the next possible size.</para>
- <para>Adds a new channel to the configuration and returns the unique id of that channel.
-
-Channels are logical delimiters of traffic between peers. Every time you send data to a peer, you should use two ids: connection id and channel id. Channels are not only logically separate traffic but could each be configured with a different quality of service (QOS). In the example below, a configuration is created containing two channels with Unreliable and Reliable QOS types. This configuration is then used for sending data.</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>
- <para>Defines the timeout in milliseconds after which messages sent via the AllCost channel will be re-sent without waiting for acknowledgement. Default value = 20 ms.
-
-AllCost delivery quality of service (QOS) is a special QOS for delivering game-critical information, such as when the game starts, or when bullets are shot.
-
-Due to packets dropping, sometimes reliable messages cannot be delivered and need to be re-sent. Reliable messages will re-sent after RTT+Delta time, (RTT is round trip time) where RTT is a dynamic value and can reach couple of hundred milliseconds. For the AllCost delivery channel this timeout can be user-defined to force game critical information to be re-sent.</para>
- <para>The list of channels belonging to the current configuration.
-
-Note: any ConnectionConfig passed as a parameter to a function in Unity Multiplayer is deep copied (that is, an entirely new copy is made, with no references to the original).</para>
- <para>Defines the timeout in milliseconds before a connection is considered to have been disconnected. Default value = 2000.
-
-Unity Multiplayer defines conditions under which a connection is considered as disconnected. Disconnection can happen for the following reasons:
-
-(1) A disconnection request was received.
-
-(2) The connection has not received any traffic at all for a time longer than DisconnectTimeout (Note that live connections receive regular keep-alive packets, so in this case "no traffic" means not only no user traffic but also absence of any keep-alive traffic as well).
-
-(3) Flow control determines that the time between sending packets is longer than DisconnectTimeout. Keep-alive packets are regularly delivered from peers and contain statistical information. This information includes values of packet loss due to network and peer overflow conditions. Setting NetworkDropThreshold and OverflowDropThreshold defines thresholds for flow control which can decrease packet frequency. When the time before sending the next packet is longer than DisconnectTimeout, the connection will be considered as disconnected and a disconnect event is received.</para>
- <para>Defines the fragment size for fragmented messages (for QOS: ReliableFragmented and UnreliableFragmented). Default value = 500.
-
-Under fragmented quality of service modes, the original message is split into fragments (up to 64) of up to FragmentSize bytes each. The fragment size depends on the frequency and size of reliable messages sent. Each reliable message potentially could be re-sent, so you need to choose a fragment size less than the remaining free space in a UDP packet after retransmitted reliable messages are added to the packet. For example, if Networking.ConnectionConfig.PacketSize is 1440 bytes, and a reliable message's average size is 200 bytes, it would be wise to set this parameter to 900 – 1000 bytes.</para>
- <para>Gets or sets the bandwidth in bytes per second that can be used by Unity Multiplayer. No traffic over this limit is allowed. Unity Multiplayer may internally reduce the bandwidth it uses due to flow control. The default value is 1.5MB/sec (1,536,000 bytes per second). The default value is intentionally a large number to allow all traffic to pass without delay.</para>
- <para>Allows you to combine multiple channels into a single group, so those channels share a common receiving order.</para>
- </summary>
- <param name="channelIndices">The list of channel indices which should be grouped together. The list can include both reliable and unreliable channels.</param>
- <para>Defines the maximum number of small reliable messages that can be included in one combined message. Default value = 10.
-
-Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize.</para>
- <para>Defines the maximum size in bytes of a reliable message which is considered small enough to include in a combined message. Default value = 100.
-
-Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize.</para>
- <para>Defines the maximum number of times Unity Multiplayer will attempt to send a connection request without receiving a response before it reports that it cannot establish a connection. Default value = 10.</para>
- <para>Defines maximum number of messages that can be held in the queue for sending. Default value = 128.
-
-This buffer serves to smooth spikes in traffic and decreases network jitter. If the queue is full, a NoResources error will result from any calls to Send(). Setting this value greater than around 300 is likely to cause significant delaying of message delivering and can make game unplayable.</para>
- <para>Defines minimum time in milliseconds between sending packets. This duration may be automatically increased if required by flow control. Default value = 10.
-
-When Send() is called, Unity Multiplayer won’t send the message immediately. Instead, once every SendTimeout milliseconds each connection is checked to see if it has something to send. While initial and minimal send timeouts can be set, these may be increased internally due to network conditions or buffer overflows.</para>
- <para>Defines the percentage (from 0 to 100) of packets that need to be dropped due to network conditions before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5.
-
-To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values:
-
-(1) Packets lost due to network conditions.
-
-(2) Packets lost because the receiver does not have free space in its incoming buffers.
-
-Like OverflowDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout.
-
-Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%.</para>
- <para>Defines the percentage (from 0 to 100) of packets that need to be dropped due to lack of space in internal buffers before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5.
-
-To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values:
-
-(1) Packets lost due to network conditions.
-
-(2) Packets lost because the receiver does not have free space in its incoming buffers.
-
-Like NetworkDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout.
-
-Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%.</para>
- <para>Defines maximum packet size (in bytes) (including payload and all header). Packet can contain multiple messages inside. Default value = 1500.
-
-Note that this default value is suitable for local testing only. Usually you should change this value; a recommended setting for PC or mobile is 1470. For games consoles this value should probably be less than ~1100. Wrong size definition can cause packet dropping.</para>
- <para>Defines the duration in milliseconds between keep-alive packets, also known as pings. Default value = 500.
-
-The ping frequency should be long enough to accumulate good statistics and short enough to compare with DisconnectTimeout. A good guideline is to have more than 3 pings per disconnect timeout, and more than 5 messages per ping. For example, with a DisconnectTimeout of 2000ms, a PingTimeout of 500ms works well.</para>
- <para>Defines the maximum wait time in milliseconds before the "not acknowledged" message is re-sent. Default value = 1200.
-
-It does not make a lot of sense to wait for acknowledgement forever. This parameter sets an upper time limit at which point reliable messages are re-sent.</para>
- <para>Gets or sets the delay in milliseconds after a call to Send() before packets are sent. During this time, new messages may be combined in queued packets. Default value: 10ms.</para>
- <para>Defines the size in bytes of the receiving buffer for UDP sockets. It is useful to set this parameter equal to the maximum size of a fragmented message. Default value is OS specific (usually 8kb).</para>
- <para>When starting a server use protocols that make use of platform specific optimisations where appropriate rather than cross-platform protocols. (Sony consoles only).</para>
- <para>WebSocket only. Defines the buffer size in bytes for received frames on a WebSocket host. If this value is 0 (the default), a 4 kilobyte buffer is used. Any other value results in a buffer of that size, in bytes.
-
-WebSocket message fragments are called "frames". A WebSocket host has a buffer to store incoming message frames. Therefore this buffer should be set to the largest legal frame size supported. If an incoming frame exceeds the buffer size, no error is reported. However, the buffer will invoke the user callback in order to create space for the overflow.</para>
- <para>Deprecated. Defines the minimal timeout for network simulator. You cannot set up any delay less than this value. See Also: MinTimerTimeout.</para>
- <para>Defines the callback delegate which you can use to get a notification when the host (defined by hostID) has a network event. The callback is called for all event types except Networking.NetworkEventType.Nothing.
- <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>
- <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>
- <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. You should use this id when you call Networking.NetworkTransport.Connect.</para>
- <para>The host priority for this direct connect info. Host priority describes the order in which this match member occurs in the list of clients attached to a match.</para>
- <para>A delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen).</para>
- </summary>
- <param name="success">Indicates if the request succeeded.</param>
- <param name="extendedInfo">A text description of the failure if success is false.</param>
- <para>Use this function to create a new match. The client which calls this function becomes the host of the match.</para>
- </summary>
- <param name="matchName">The text string describing the name for this match.</param>
- <param name="matchSize">When creating a match, the matchmaker will use either this value, or the maximum size you have configured online at https:multiplayer.unity3d.com, whichever is lower. This way you can specify different match sizes for a particular game, but still maintain an overall size limit in the online control panel.</param>
- <param name="matchAdvertise">A bool indicating if this match should be available in NetworkMatch.ListMatches results.</param>
- <param name="matchPassword">A text string indicating if this match is password protected. If it is, all clients trying to join this match must supply the correct match password.</param>
- <param name="publicClientAddress">The optional public client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly over the internet. This value will only be present if a publicly available address is known, and direct connection is supported by the matchmaker.</param>
- <param name="privateClientAddress">The optional private client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly on a local area network. This value will only be present if direct connection is supported by the matchmaker. This may be an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param>
- <param name="eloScoreForMatch">The Elo score for the client hosting the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker.</param>
- <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
- <param name="callback">The callback to be called when this function completes. This will be called regardless of whether the function succeeds or fails.</param>
- <returns>
- <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
- <para>Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself.</para>
- </summary>
- <param name="success">Indicates if the request succeeded.</param>
- <param name="extendedInfo">If success is false, this will contain a text string indicating the reason.</param>
- <param name="responseData">The generic passed in containing data required by the callback. This typically contains data returned from a call to the service backend.</param>
- <para>This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected.</para>
- </summary>
- <param name="netId">The NetworkID of the match to terminate.</param>
- <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
- <param name="callback">The callback to be called when the request completes.</param>
- <returns>
- <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
- <para>A function to allow an individual client to be dropped from a match.</para>
- </summary>
- <param name="netId">The NetworkID of the match the client to drop belongs to.</param>
- <param name="dropNodeId">The NodeID of the client to drop inside the specified match.</param>
- <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
- <param name="callback">The callback to invoke when the request completes.</param>
- <returns>
- <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
- <para>The function used to tell MatchMaker the current client wishes to join a specific match.</para>
- </summary>
- <param name="netId">The NetworkID of the match to join. This is found through calling NetworkMatch.ListMatches and picking a result from the returned list of matches.</param>
- <param name="matchPassword">The password of the match. Leave empty if there is no password for the match, and supply the text string password if the match was configured to have one of the NetworkMatch.CreateMatch request.</param>
- <param name="publicClientAddress">The optional public client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over the internet. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param>
- <param name="privateClientAddress">The optional private client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over a Local Area Network. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server.</param>
- <param name="eloScoreForClient">The Elo score for the client joining the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker.</param>
- <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
- <param name="callback">The callback to be invoked when this call completes.</param>
- <returns>
- <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
- <para>The function to list ongoing matches in the MatchMaker.</para>
- </summary>
- <param name="startPageNumber">The current page to list in the return results.</param>
- <param name="resultPageSize">The size of the page requested. This determines the maximum number of matches contained in the list of matches passed into the callback.</param>
- <param name="matchNameFilter">The text string name filter. This is a partial wildcard search against match names that are currently active, and can be thought of as matching equivalent to *<matchNameFilter>* where any result containing the entire string supplied here will be in the result set.</param>
- <param name="filterOutPrivateMatchesFromResults">Boolean that indicates if the response should contain matches that are private (meaning matches that are password protected).</param>
- <param name="eloScoreTarget">The Elo score target for the match list results to be grouped around. If used, this should be set to the Elo level of the client listing the matches so results will more closely match that player's skill level. If not used this can be set to 0 along with all other Elo refereces in funcitons like NetworkMatch.CreateMatch or NetworkMatch.JoinMatch.</param>
- <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
- <param name="callback">The callback invoked when this call completes on the MatchMaker.</param>
- <returns>
- <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
- <para>This function allows the caller to change attributes on a match in progress.</para>
- </summary>
- <param name="networkId">The NetworkID of the match to set attributes on.</param>
- <param name="isListed">A bool indicating whether the match should be listed in NetworkMatch.ListMatches results after this call is complete.</param>
- <param name="requestDomain">The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.</param>
- <param name="callback">The callback invoked after the call has completed, indicating if it was successful or not.</param>
- <returns>
- <para>This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.</para>
- <para>This method is deprecated. Please instead log in through the editor services panel and setup the project under the Unity Multiplayer section. This will populate the required infomation from the cloud site automatically.</para>
- </summary>
- <param name="programAppID">Deprecated, see description.</param>
-To obtain sender connection info and possible complimentary message from them, call Networking.NetworkTransport.GetBroadcastConnectionInfo() and Networking.NetworkTransport.GetBroadcastConnectionMessage() functions.</para>
- <para>Create dedicated connection to Relay server.</para>
- </summary>
- <param name="hostId">Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost).</param>
- <param name="address">IPv4 address of the relay.</param>
- <param name="port">Port of the relay.</param>
- <param name="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.networkId.</param>
- <param name="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <param name="node">Slot ID for this user, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.nodeId.</param>
- <para>Create a connection to another peer in the Relay group.</para>
- </summary>
- <param name="hostId">Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).</param>
- <param name="address">IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address.</param>
- <param name="port">Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port.</param>
- <param name="exceptionConnectionId">Set to 0 in the case of a default connection.</param>
- <param name="relaySlotId">ID of the remote peer in relay.</param>
- <param name="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId.</param>
- <param name="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <param name="node">Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId.</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>A unique connection identifier on success (otherwise zero).</para>
- <para>Create a connection to another peer in the Relay group.</para>
- </summary>
- <param name="hostId">Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost).</param>
- <param name="address">IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address.</param>
- <param name="port">Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port.</param>
- <param name="exceptionConnectionId">Set to 0 in the case of a default connection.</param>
- <param name="relaySlotId">ID of the remote peer in relay.</param>
- <param name="network">GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId.</param>
- <param name="source">GUID for the source, can be retrieved by calling Utility.GetSourceID.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <param name="node">Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId.</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>A unique connection identifier on success (otherwise zero).</para>
- <para>Send a disconnect signal to the connected peer and close the connection. Poll Networking.NetworkTransport.Receive() to be notified that the connection is closed. This signal is only sent once (best effort delivery). If this packet is dropped for some reason, the peer closes the connection by timeout.</para>
- </summary>
- <param name="hostId">Host ID associated with this connection.</param>
- <param name="connectionId">The connection ID of the connection you want to close.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <para>The Unity Multiplayer spawning system uses assetIds to identify what remote objects to spawn. This function allows you to get the assetId for the prefab associated with an object.</para>
- </summary>
- <param name="go">Target GameObject to get assetId for.</param>
- <returns>
- <para>The assetId of the game object's prefab.</para>
- <para>After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function will return the connection information of the broadcast sender. This information can then be used for connecting to the broadcast sender.</para>
- </summary>
- <param name="hostId">ID of the broadcast receiver.</param>
- <param name="address">IPv4 address of broadcast sender.</param>
- <param name="port">Port of broadcast sender.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <para>After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function returns a complimentary message from the broadcast sender.</para>
- </summary>
- <param name="hostId">ID of broadcast receiver.</param>
- <param name="buffer">Message buffer provided by caller.</param>
- <param name="bufferSize">Buffer size.</param>
- <param name="receivedSize">Received size (if received size > bufferSize, corresponding error will be set).</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <para>Returns the connection parameters for the specified connectionId. These parameters can be sent to other users to establish a direct connection to this peer. If this peer is connected to the host via Relay, the Relay-related parameters are set.</para>
- </summary>
- <param name="hostId">Host ID associated with this connection.</param>
- <param name="connectionId">ID of connection.</param>
- <para>Gets the currently-allowed network bandwidth in bytes per second. The value returned can vary because bandwidth can be throttled by flow control. If the bandwidth is throttled to zero, the connection is disconnected.ted.</para>
- </summary>
- <param name="hostId">Host ID associated with this connection.</param>
- <param name="connectionId">ID of the connection.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <returns>
- <para>Currently-allowed bandwidth in bytes per second.</para>
- <para>Returns how much raw data (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
- </summary>
- <param name="hostId">Host ID associated with this connection.</param>
- <param name="connectionId">ID of the connection.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <returns>
- <para>Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for connection.</para>
- <para>Returns how many packets have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
- </summary>
- <param name="hostId">Host ID associated with this connection.</param>
- <param name="connectionId">ID of the connection.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <returns>
- <para>Messages count sending from start for connection.</para>
- <para>Returns how many packets have been sent for connection from it start (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
- </summary>
- <param name="hostId">Host ID associated with this connection.</param>
- <param name="connectionId">ID of the connection.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <returns>
- <para>Packets count sent for connection from it start.</para>
- <para>Returns how much user payload and protocol system headers (in bytes) have been sent from start (from Networking.NetworkTransport.Init call).</para>
- </summary>
- <returns>
- <para>Total payload and protocol system headers (in bytes) sent from start for all hosts.</para>
- <para>Returns how much payload and protocol system headers (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
- </summary>
- <param name="hostId">Host ID associated with this connection.</param>
- <param name="connectionId">ID of the connection.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <returns>
- <para>Total user payload and protocol system headers (in bytes) sent from start for connection.</para>
- <para>Returns how much payload and protocol system headers (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost).</para>
- </summary>
- <param name="hostId">ID of the host.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <returns>
- <para>Total user payload and protocol system headers (in bytes) sent from start for the host.</para>
- <para>Returns how much payload (user) bytes have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect).</para>
- </summary>
- <param name="hostId">Host ID associated with this connection.</param>
- <param name="connectionId">ID of the connection.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <returns>
- <para>Total payload (in bytes) sent from start for connection.</para>
- <para>This method allows you to specify that notifications callbacks should be called when Unity's networking can send more messages than defined in notificationLevel.</para>
- <param name="notificationLevel">Defines how many free slots in the incoming queue should be available before [GlobalConfig.ConnectionReadyForSend] callback is triggered.</param>
- <param name="error">Error code.</param>
- <returns>
- <para>Result, if false error will show error code.</para>
- <para>Sets the credentials required for receiving broadcast messages. Should any credentials of a received broadcast message not match, the broadcast discovery message is dropped.</para>
- </summary>
- <param name="hostId">Host ID associated with this broadcast.</param>
- <param name="key">Key part of the credentials associated with this broadcast.</param>
- <param name="version">Version part of the credentials associated with this broadcast.</param>
- <param name="subversion">Subversion part of the credentials associated with this broadcast.</param>
- <param name="error">Error (can be cast to Networking.NetworkError for more information).</param>
- <para>A reliable message. Note: Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered.</para>
- <para>An unreliable message. Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered.</para>
- <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>
- <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>
- <para>Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client.</para>
- <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>
- <param name="customEventName">Name of custom event. Name cannot include the prefix "unity." - This is a reserved keyword.</param>
- <param name="eventData">Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix "unity." - This is a reserved keyword.</param>
- <para>This API is used for registering a Runtime Analytics event. It is meant for internal use only and is likely to change in the future. User code should never use this API.</para>
- </summary>
- <param name="eventName">Name of the event.</param>
- <param name="maxEventPerHour">Hourly limit for this event name.</param>
- <param name="maxItems">Maximum number of items in this event.</param>
- <para>This API is used for registering a Runtime Analytics event. It is meant for internal use only and is likely to change in the future. User code should never use this API.</para>
- </summary>
- <param name="eventName">Name of the event.</param>
- <param name="maxEventPerHour">Hourly limit for this event name.</param>
- <param name="maxItems">Maximum number of items in this event.</param>
- <para>This API is used to send a Runtime Analytics event. It is meant for internal use only and is likely to change in the future. User code should never use this API.</para>
- </summary>
- <param name="eventName">Name of the event.</param>
- <param name="ver">Event version number.</param>
- <param name="prefix">Optional event name prefix value.</param>
- <param name="productId">The id of the purchased item.</param>
- <param name="amount">The price of the item.</param>
- <param name="currency">Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.</param>
- <param name="receiptPurchaseData">Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.</param>
- <param name="signature">Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.</param>
- <param name="usingIAPService">Set to true when using UnityIAP.</param>
- <param name="productId">The id of the purchased item.</param>
- <param name="amount">The price of the item.</param>
- <param name="currency">Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.</param>
- <param name="receiptPurchaseData">Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.</param>
- <param name="signature">Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.</param>
- <param name="usingIAPService">Set to true when using UnityIAP.</param>
- <param name="productId">The id of the purchased item.</param>
- <param name="amount">The price of the item.</param>
- <param name="currency">Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations.</param>
- <param name="receiptPurchaseData">Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts.</param>
- <param name="signature">Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature.</param>
- <param name="usingIAPService">Set to true when using UnityIAP.</param>
- <para>Reports whether or not the settings available from the RemoteSettings object were received from the Analytics Service during the current session.</para>
- </summary>
- <returns>
- <para>True, if the remote settings file was received from the Analytics Service in the current session. False, if the remote settings file was received during an earlier session and cached.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET.</para>
- </summary>
- <param name="uri">The URI of the asset bundle to download.</param>
- <param name="crc">If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped.</param>
- <param name="version">An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle.
-
-Analogous to the version parameter for WWW.LoadFromCacheOrDownload.</param>
- <param name="hash">A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded.</param>
- <param name="cachedAssetBundle">A structure used to download a given version of AssetBundle to a customized cache path.</param>
- <returns>
- <para>A UnityWebRequest configured to downloading a Unity Asset Bundle.</para>
- <para>Callback, invoked for each leaf certificate sent by the remote server.</para>
- </summary>
- <param name="certificateData">Certificate data in PEM or DER format. If certificate data contains multiple certificates, the first one is the leaf certificate.</param>
- <returns>
- <para>true if the certificate should be accepted, false if not.</para>
- <para>Returns true if this DownloadHandler has been informed by its parent UnityWebRequest that all data has been received, and this DownloadHandler has completed any necessary post-download processing. (Read Only)</para>
- <para>Contains a named file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type.</para>
- </summary>
- <param name="name">Name of this form section.</param>
- <param name="data">Contents of the file to upload.</param>
- <para>An anonymous file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type.</para>
- </summary>
- <param name="data">Contents of the file to upload.</param>
- <para>An anonymous file section with data drawn from the UTF8 string data. Assigns a specific file name from fileName and a default Content-Type.</para>
- </summary>
- <param name="data">Contents of the file to upload.</param>
- <param name="fileName">Name of the file uploaded by this form section.</param>
- <para>If true, any CertificateHandler attached to this UnityWebRequest will have CertificateHandler.Dispose called automatically when UnityWebRequest.Dispose is called.</para>
- <para>If true, any DownloadHandler attached to this UnityWebRequest will have DownloadHandler.Dispose called automatically when UnityWebRequest.Dispose is called.</para>
- <para>If true, any UploadHandler attached to this UnityWebRequest will have UploadHandler.Dispose called automatically when UnityWebRequest.Dispose is called.</para>
- <para>A human-readable string describing any system errors encountered by this UnityWebRequest object while handling HTTP requests or responses. (Read Only)</para>
- <para>Retrieves the value of a response header from the latest HTTP response received.</para>
- </summary>
- <param name="name">The name of the HTTP header to retrieve. Case-insensitive.</param>
- <returns>
- <para>The value of the HTTP header from the latest HTTP response. If no header with a matching name has been received, or no responses have been received, returns null.</para>
- <para>Retrieves a dictionary containing all the response headers received by this UnityWebRequest in the latest HTTP response.</para>
- </summary>
- <returns>
- <para>A dictionary containing all the response headers received in the latest HTTP response. If no responses have been received, returns null.</para>
- <para>Create a UnityWebRequest configured to send form data to a server via HTTP POST.</para>
- </summary>
- <param name="uri">The target URI to which form data will be transmitted.</param>
- <param name="multipartFormSections">A list of form fields or files to be formatted and transmitted to the remote server.</param>
- <param name="boundary">A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you.</param>
- <returns>
- <para>A UnityWebRequest configured to send form data to uri via POST.</para>
- <para>Create a UnityWebRequest configured to send form data to a server via HTTP POST.</para>
- </summary>
- <param name="uri">The target URI to which form data will be transmitted.</param>
- <param name="multipartFormSections">A list of form fields or files to be formatted and transmitted to the remote server.</param>
- <param name="boundary">A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you.</param>
- <returns>
- <para>A UnityWebRequest configured to send form data to uri via POST.</para>
- <para>Create a UnityWebRequest configured to send form data to a server via HTTP POST.</para>
- </summary>
- <param name="uri">The target URI to which form data will be transmitted.</param>
- <param name="formFields">Strings indicating the keys and values of form fields. Will be automatically formatted into a URL-encoded form body.</param>
- <returns>
- <para>A UnityWebRequest configured to send form data to uri via POST.</para>
- <para>Creates a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT.</para>
- </summary>
- <param name="uri">The URI to which the data will be sent.</param>
- <param name="bodyData">The data to transmit to the remote server.
-
-If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>.</param>
- <returns>
- <para>A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT.</para>
- <para>Creates a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT.</para>
- </summary>
- <param name="uri">The URI to which the data will be sent.</param>
- <param name="bodyData">The data to transmit to the remote server.
-
-If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>.</param>
- <returns>
- <para>A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT.</para>
- <para>Begin communicating with the remote server.</para>
- </summary>
- <returns>
- <para>An AsyncOperation indicating the progress/completion state of the UnityWebRequest. Yield this object to wait until the UnityWebRequest is done.</para>
- <para>Begin communicating with the remote server.
-
-After calling this method, the UnityWebRequest will perform DNS resolution (if necessary), transmit an HTTP request to the remote server at the target URL and process the server’s response.
-
-This method can only be called once on any given UnityWebRequest object. Once this method is called, you cannot change any of the UnityWebRequest’s properties.
-
-This method returns a WebRequestAsyncOperation object. Yielding the WebRequestAsyncOperation inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.</para>
- <para>Asynchronous operation object returned from UnityWebRequest.SendWebRequest().
-
-You can yield until it continues, register an event handler with AsyncOperation.completed, or manually check whether it's done (AsyncOperation.isDone) or progress (AsyncOperation.progress).</para>
- <para>Returns an AudioClip generated from the downloaded data (Read Only).</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>
- <para>Returns an AudioClip generated from the downloaded data (Read Only).</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>
- <para>Returns an AudioClip generated from the downloaded data (Read Only).</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>
- <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="hash">Hash128 which is used as the version of the AssetBundle.</param>
- <param name="cachedBundle">A structure used to download a given version of AssetBundle to a customized cache path.
-
-Analogous to the cachedAssetBundle parameter for UnityWebRequestAssetBundle.GetAssetBundle.</param></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>
- <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="hash">Hash128 which is used as the version of the AssetBundle.</param>
- <param name="cachedBundle">A structure used to download a given version of AssetBundle to a customized cache path.
-
-Analogous to the cachedAssetBundle parameter for UnityWebRequestAssetBundle.GetAssetBundle.</param></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>
- <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="hash">Hash128 which is used as the version of the AssetBundle.</param>
- <param name="cachedBundle">A structure used to download a given version of AssetBundle to a customized cache path.
-
-Analogous to the cachedAssetBundle parameter for UnityWebRequestAssetBundle.GetAssetBundle.</param></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>
- <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="hash">Hash128 which is used as the version of the AssetBundle.</param>
- <param name="cachedBundle">A structure used to download a given version of AssetBundle to a customized cache path.
-
-Analogous to the cachedAssetBundle parameter for UnityWebRequestAssetBundle.GetAssetBundle.</param></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>
- <para>Enumeration of available modes for XR rendering in the Game view or in the main window on a host PC. XR rendering only occurs when the Unity Editor is in Play Mode.</para>
- <para>he Holographic Remoting interface allows you to connect an application to a remote holographic device, and stream data between the application and that device.</para>
- <para>The image should not be stabilized for the user's head motion, instead remaining fixed in the display. This is generally discouraged, as it is only comfortable for users when used sparingly, such as when the only visible content is a small cursor.</para>
- <para>The image should be stabilized only for changes to the user's head orientation, ignoring positional changes. This is best for body-locked content that should tag along with the user as they walk around, such as 360-degree video.</para>
- <para>The image should be stabilized for changes to both the user's head position and orientation. This is best for world-locked content that should remain physically stationary as the user walks around.</para>
- <para>Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.</para>
- </summary>
- <param name="position">The position of the focal point in the scene, relative to the camera.</param>
- <param name="normal">Surface normal of the plane being viewed at the focal point.</param>
- <param name="velocity">A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.</param>
- <para>Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.</para>
- </summary>
- <param name="position">The position of the focal point in the scene, relative to the camera.</param>
- <param name="normal">Surface normal of the plane being viewed at the focal point.</param>
- <param name="velocity">A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.</param>
- <para>Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame.</para>
- </summary>
- <param name="position">The position of the focal point in the scene, relative to the camera.</param>
- <param name="normal">Surface normal of the plane being viewed at the focal point.</param>
- <param name="velocity">A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene.</param>
- <para>This method returns an IntPtr representing the native pointer to the XR device if one is available, otherwise the value will be IntPtr.Zero.</para>
- </summary>
- <returns>
- <para>The native pointer to the XR device.</para>
- <para>Returns the device's current TrackingSpaceType. This value determines how the camera is positioned relative to its starting position. For more, see the section "Understanding the camera" in.</para>
- </summary>
- <returns>
- <para>The device's current TrackingSpaceType.</para>
- <para>Sets the device's current TrackingSpaceType. Returns true on success. Returns false if the given TrackingSpaceType is not supported or the device fails to switch.</para>
- </summary>
- <param name="TrackingSpaceType">The TrackingSpaceType the device should switch to.</param>
- <param name="trackingSpaceType"></param>
- <returns>
- <para>True on success. False if the given TrackingSpaceType is not supported or the device fails to switch.</para>
- <para>Sets the render mode for the XR device. The render mode controls how the view of the XR device renders in the Game view and in the main window on a host PC.</para>
- <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>
- <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.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>
- <para>Number of audio tracks that this VideoPlayer will take control of. The other ones will be silenced. A maximum of 64 tracks are allowed.
-The actual number of audio tracks cannot be known in advance when playing URLs, which is why this value is independent of the Video.VideoPlayer.audioTrackCount property.</para>
- <para>Camera component to draw to when Video.VideoPlayer.renderMode is set to either Video.VideoRenderMode.CameraFarPlane or Video.VideoRenderMode.CameraNearPlane.</para>
- <para>Determines whether the VideoPlayer will wait for the first frame to be loaded into the texture before starting playback when Video.VideoPlayer.playOnAwake is on.</para>
- <para>Gets the AudioSource that will receive audio samples for the specified track if Video.VideoPlayer.audioOutputMode is set to Video.VideoAudioOutputMode.AudioSource.</para>
- </summary>
- <param name="trackIndex">Index of the audio track for which the AudioSource is wanted.</param>
- <returns>
- <para>The source associated with the audio track.</para>
- <para>Sets the AudioSource that will receive audio samples for the specified track if this audio target is selected with Video.VideoPlayer.audioOutputMode.</para>
- </summary>
- <param name="trackIndex">Index of the audio track to associate with the specified AudioSource.</param>
- <param name="source">AudioSource to associate with the audio track.</param>
- <para>An Subsystem is initialized from an SubsystemDescriptor for a given Subsystem (Example, Input, Environment, Display, etc.) and provides an interface to interact with that given Subsystem until it is Destroyed. After an Subsystem is created it can be Started or Stopped to turn on and off functionality (and preserve performance). The base type for Subsystem only exposes this functionality; this class is designed to be a base class for derived classes that expose more functionality specific to a given Subsystem.
-
- Note: initializing a second Subsystem from the same SubsystemDescriptor will return a reference to the existing Subsystem as only one Subsystem is currently allowed for a single Subsystem provider.
- <para>The pose (position and rotation) of the reference point. Respond to changes in this pose to correct for changes in the device's understanding of where this point is in the real world.</para>
- <para>Data to be passed to the user when the device corrects its understanding of the world enough that the ReferencePoint's position or rotation has changed.</para>
- <para>The reference point that has the value of its position, rotation, or both changed enough through the device correcting its understanding of where this point should be located in device space.</para>
- <para>When true, will suppress legacy support for Daydream, Oculus, OpenVR, and Windows MR built directly into the Unity runtime from generating input. This is useful when adding an XRInputSubsystem that supports these devices.</para>
- <para>Provides methods and properties that allow for querying portions of the physical environment that are near a provided specified ray. These trackables include planes and depth data.</para>
- <para>Provides methods and properties that allow for querying, creating, and removing of reference points. These reference points are cues to the XRSessionSubsystem that indicate areas of interest in the environment which helps assure that tracking of these points remains accurate.</para>
- <para>Raised each frame for each ReferencePoint that had the values of its position, rotation, or both changed enough by the device correcting its understanding of where the point should be located in Unity space.</para>
- <para>Disables positional tracking in XR. This takes effect the next time the head pose is sampled. If set to true the camera only tracks headset rotation state.</para>
- <para>Attempt to retrieve a vector representing the current acceleration of the tracked node.</para>
- </summary>
- <returns>
- <para>True if the acceleration was set in the output parameter. False if the acceleration is not available due to limitations of the underlying platform or if the node is not presently tracked.</para>
- <para>Attempt to retrieve a Vector3 representing the current angular acceleration of the tracked node.</para>
- </summary>
- <param name="angularAcceleration"></param>
- <returns>
- <para>True if the angular acceleration was set in the output parameter. False if the angular acceleration is not available due to limitations of the underlying platform or if the node is not presently tracked.</para>
- <para>Attempt to retrieve a Vector3 representing the current angular velocity of the tracked node.</para>
- </summary>
- <param name="angularVelocity"></param>
- <returns>
- <para>True if the angular velocity was set in the output parameter. False if the angular velocity is not available due to limitations of the underlying platform or if the node is not presently tracked.</para>
- <para>Attempt to retrieve a vector representing the current position of the tracked node.</para>
- </summary>
- <returns>
- <para>True if the position was set in the output parameter. False if the position is not available due to limitations of the underlying platform or if the node is not presently tracked.</para>
- <para>Attempt to retrieve a quaternion representing the current rotation of the tracked node.</para>
- </summary>
- <returns>
- <para>True if the rotation was set in the output parameter. False if the rotation is not available due to limitations of the underlying platform or if the node is not presently tracked.</para>
- <para>Attempt to retrieve a vector representing the current velocity of the tracked node.</para>
- </summary>
- <returns>
- <para>True if the velocity was set in the output parameter. False if the velocity is not available due to limitations of the underlying platform or if the node is not presently tracked.</para>