diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..a7c0c70 --- /dev/null +++ b/.gitignore @@ -0,0 +1,35 @@ +[Ll]ibrary/ +[Tt]emp/ +[Oo]bj/ +[Bb]uild/ +[Bb]uilds/ +Assets/AssetStoreTools* + +# Visual Studio cache directory +/.vs/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta + +# Unity3D Generated File On Crash Reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage diff --git a/Assets/Code.meta b/Assets/Code.meta new file mode 100644 index 0000000..8fd1918 --- /dev/null +++ b/Assets/Code.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c5047163143924374acfb256ce6efc00 +folderAsset: yes +timeCreated: 1522416651 +licenseType: Free +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Code/GoToSignup.cs b/Assets/Code/GoToSignup.cs new file mode 100644 index 0000000..9aecc23 --- /dev/null +++ b/Assets/Code/GoToSignup.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class GoToSignup : MonoBehaviour +{ + + public void LoadStartupScene() + { + SceneManager.LoadScene("signup", LoadSceneMode.Single); + } +} diff --git a/Assets/Code/GoToSignup.cs.meta b/Assets/Code/GoToSignup.cs.meta new file mode 100644 index 0000000..a098c0e --- /dev/null +++ b/Assets/Code/GoToSignup.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4181807dd123e554383392c5746bc108 +timeCreated: 1522745195 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Code/Login.cs b/Assets/Code/Login.cs new file mode 100644 index 0000000..74d3b99 --- /dev/null +++ b/Assets/Code/Login.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class Login : MonoBehaviour +{ + + public void LoginClick() + { + + InputField usernameField = GameObject.Find("UserEmail").GetComponent(); + InputField passwordField = GameObject.Find("UserPassword").GetComponent(); + + string username = usernameField.text; + string password = passwordField.text; + + LoginFirebase(username, password); + + } + + void LoginFirebase(string email, string password) + { + Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance; + + Debug.Log("user : " + email + ", password : " + password); + + auth.SignInWithEmailAndPasswordAsync(email, password).ContinueWith(task => + { + if (task.IsCanceled) + { + Debug.LogError("SignInWithEmailAndPasswordAsync was canceled."); + return; + } + if (task.IsFaulted) + { + Debug.LogError("SignInWithEmailAndPasswordAsync encountered an error: " + task.Exception); + GameObject.Find("LoginMessage").GetComponent().text = "Try again, sorry."; + return; + } + + Firebase.Auth.FirebaseUser newUser = task.Result; + Debug.LogFormat("User signed in successfully: {0} ({1})", + newUser.DisplayName, newUser.UserId); + }); + } +} diff --git a/Assets/Code/Login.cs.meta b/Assets/Code/Login.cs.meta new file mode 100644 index 0000000..acf21d5 --- /dev/null +++ b/Assets/Code/Login.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4ccc8c3bdd97b4fb2906d79c2c7610cf +timeCreated: 1522416693 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Code/Signup.cs b/Assets/Code/Signup.cs new file mode 100644 index 0000000..cb04653 --- /dev/null +++ b/Assets/Code/Signup.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class Signup : MonoBehaviour +{ + + public void SignupClick() + { + + InputField usernameField = GameObject.Find("UserEmailSignup").GetComponent(); + InputField passwordField = GameObject.Find("UserPasswordSignup").GetComponent(); + + string username = usernameField.text; + string password = passwordField.text; + + SignupFirebase(username, password); + + } + + void SignupFirebase(string email, string password) + { + Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance; + + Debug.Log("user : " + email + ", password : " + password); + + auth.CreateUserWithEmailAndPasswordAsync(email, password).ContinueWith(task => { + if (task.IsCanceled) + { + Debug.LogError("CreateUserWithEmailAndPasswordAsync was canceled."); + return; + } + if (task.IsFaulted) + { + Debug.LogError("CreateUserWithEmailAndPasswordAsync encountered an error: " + task.Exception); + GameObject.Find("SignupMessage").GetComponent().text = 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a/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe.meta b/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe.meta new file mode 100644 index 0000000..13c24f4 --- /dev/null +++ b/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 903b5ff0c45946e3b8eba031f681e9b4 +labels: +- gvh +- gvh_version-4.5.0 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/Editor/generate_xml_from_google_services_json.py b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py new file mode 100644 index 0000000..b1a7d6d --- /dev/null +++ b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py @@ -0,0 +1,394 @@ +#!/usr/bin/python + +# Copyright 2016 Google Inc. All Rights Reserved. + +"""Stand-alone implementation of the Gradle Firebase plugin. + +Converts the services json file to xml: +https://googleplex-android.googlesource.com/platform/tools/base/+/studio-master-dev/build-system/google-services/src/main/groovy/com/google/gms/googleservices +""" + +__author__ = 'Wouter van Oortmerssen' + +import argparse +import json +import os +import sys +from xml.etree import ElementTree + +# Input filename if it isn't set. +DEFAULT_INPUT_FILENAME = 'app/google-services.json' +# Output filename if it isn't set. +DEFAULT_OUTPUT_FILENAME = 'res/values/googleservices.xml' +# Input filename for .plist files, if it isn't set. +DEFAULT_PLIST_INPUT_FILENAME = 'GoogleServices-Info.plist' +# Output filename for .json files, if it isn't set. +DEFAULT_JSON_OUTPUT_FILENAME = 'google-services-desktop.json' + +# Indicates a web client in the oauth_client list. +OAUTH_CLIENT_TYPE_WEB = 3 + + +def read_xml_value(xml_node): + """Utility method for reading values from the plist XML. + + Args: + xml_node: An ElementTree node, that contains a value. + + Returns: + The value of the node, or None, if it could not be read. + """ + if xml_node.tag == 'string': + return xml_node.text + elif xml_node.tag == 'integer': + return int(xml_node.text) + elif xml_node.tag == 'real': + return float(xml_node.text) + elif xml_node.tag == 'false': + return 0 + elif xml_node.tag == 'true': + return 1 + else: + # other types of input are ignored. (data, dates, arrays, etc.) + return None + + +def construct_plist_dictionary(xml_root): + """Constructs a dictionary of values based on the contents of a plist file. + + Args: + xml_root: An ElementTree node, that represents the root of the xml file + that is to be parsed. (Which should be a dictionary containing + key-value pairs of the properties that need to be extracted.) + + Returns: + A dictionary, containing key-value pairs for all (supported) entries in the + node. + """ + xml_dict = xml_root.find('dict') + + if xml_dict is None: + return None + + plist_dict = {} + i = 0 + while i < len(xml_dict): + if xml_dict[i].tag == 'key': + key = xml_dict[i].text + i += 1 + if i < len(xml_dict): + value = read_xml_value(xml_dict[i]) + if value is not None: + plist_dict[key] = value + i += 1 + + return plist_dict + + +def construct_google_services_json(xml_dict): + """Constructs a google services json file from a dictionary. + + Args: + xml_dict: A dictionary of all the key/value pairs that are needed for the + output json file. + Returns: + A string representing the output json file. + """ + try: + json_struct = { + 'project_info': { + 'project_number': xml_dict['GCM_SENDER_ID'], + 'firebase_url': xml_dict['DATABASE_URL'], + 'project_id': xml_dict['PROJECT_ID'], + 'storage_bucket': xml_dict['STORAGE_BUCKET'] + }, + 'client': [{ + 'client_info': { + 'mobilesdk_app_id': xml_dict['GOOGLE_APP_ID'], + 'android_client_info': { + 'package_name': xml_dict['BUNDLE_ID'] + } + }, + 'oauth_client': [{ + 'client_id': xml_dict['CLIENT_ID'], + }], + 'api_key': [{ + 'current_key': xml_dict['API_KEY'] + }], + 'services': { + 'analytics_service': { + 'status': xml_dict['IS_ANALYTICS_ENABLED'] + }, + 'appinvite_service': { + 'status': xml_dict['IS_APPINVITE_ENABLED'] + } + } + },], + 'configuration_version': + '1' + } + return json.dumps(json_struct, indent=2) + except KeyError as e: + sys.stderr.write('Could not find key in plist file: [%s]\n' % (e.args[0])) + return None + + +def convert_plist_to_json(plist_string, input_filename): + """Converts an input plist string into a .json file and saves it. + + Args: + plist_string: The contents of the loaded plist file. + + input_filename: The file name that the plist data was read from. + Returns: + the converted string, or None if there were errors. + """ + + try: + root = ElementTree.fromstring(plist_string) + except ElementTree.ParseError: + sys.stderr.write('Error parsing file %s.\n' + 'It does not appear to be valid XML.\n' % (input_filename)) + return None + + plist_dict = construct_plist_dictionary(root) + if plist_dict is None: + sys.stderr.write('In file %s, could not locate a top-level \'dict\' ' + 'element.\n' + 'File format should be plist XML, with a top-level ' + 'dictionary containing project settings as key-value ' + 'pairs.\n' % (input_filename)) + return None + + json_string = construct_google_services_json(plist_dict) + return json_string + + +def gen_string(parent, name, text): + """Generate one element and put into the list of keeps. + + Args: + parent: The object that will hold the string. + name: The name to store the string under. + text: The text of the string. + """ + if text: + prev = parent.get('tools:keep', '') + if prev: + prev += ',' + parent.set('tools:keep', prev + '@string/' + name) + child = ElementTree.SubElement(parent, 'string', { + 'name': name, + 'translatable': 'false' + }) + child.text = text + + +def indent(elem, level=0): + """Recurse through XML tree and add indentation. + + Args: + elem: The element to recurse over + level: The current indentation level. + """ + i = '\n' + level*' ' + if elem is not None: + if not elem.text or not elem.text.strip(): + elem.text = i + ' ' + if not elem.tail or not elem.tail.strip(): + elem.tail = i + for elem in elem: + indent(elem, level+1) + if not elem.tail or not elem.tail.strip(): + elem.tail = i + else: + if level and (not elem.tail or not elem.tail.strip()): + elem.tail = i + + +def main(): + parser = argparse.ArgumentParser( + description=(( + 'Converts a Firebase %s into %s similar to the Gradle plugin, or ' + 'converts a Firebase %s into a %s suitible for use on desktop apps.' % + (DEFAULT_INPUT_FILENAME, DEFAULT_OUTPUT_FILENAME, + DEFAULT_PLIST_INPUT_FILENAME, DEFAULT_JSON_OUTPUT_FILENAME)))) + parser.add_argument('-i', help='Override input file name', + metavar='FILE', required=False) + parser.add_argument('-o', help='Override destination file name', + metavar='FILE', required=False) + parser.add_argument('-p', help=('Package ID to select within the set of ' + 'packages in the input file. If this is ' + 'not specified, the first package in the ' + 'input file is selected.')) + parser.add_argument('-l', help=('List all package IDs referenced by the ' + 'input file. If this is specified, ' + 'the output file is not created.'), + action='store_true', default=False, required=False) + parser.add_argument('-f', help=('Print project fields from the input file ' + 'in the form \'name=value\\n\' for each ' + 'field. If this is specified, the output ' + 'is not created.'), + action='store_true', default=False, required=False) + parser.add_argument( + '--plist', + help=( + 'Specifies a plist file to convert to a JSON configuration file. ' + 'If this is enabled, the script will expect a .plist file as input, ' + 'which it will convert into %s file. The output file is ' + '*not* suitable for use with Firebase on Android.' % + (DEFAULT_JSON_OUTPUT_FILENAME)), + action='store_true', + default=False, + required=False) + + args = parser.parse_args() + + if args.plist: + input_filename = DEFAULT_PLIST_INPUT_FILENAME + output_filename = DEFAULT_JSON_OUTPUT_FILENAME + else: + input_filename = DEFAULT_INPUT_FILENAME + output_filename = DEFAULT_OUTPUT_FILENAME + + if args.i: + input_filename = args.i + + if args.o: + output_filename = args.o + + with open(input_filename, 'r') as ifile: + file_string = ifile.read() + + json_string = None + if args.plist: + json_string = convert_plist_to_json(file_string, input_filename) + if json_string is None: + return 1 + jsobj = json.loads(json_string) + else: + jsobj = json.loads(file_string) + + root = ElementTree.Element('resources') + root.set('xmlns:tools', 'http://schemas.android.com/tools') + + project_info = jsobj.get('project_info') + if project_info: + gen_string(root, 'firebase_database_url', project_info.get('firebase_url')) + gen_string(root, 'gcm_defaultSenderId', project_info.get('project_number')) + gen_string(root, 'google_storage_bucket', + project_info.get('storage_bucket')) + gen_string(root, 'project_id', project_info.get('project_id')) + + if args.f: + if not project_info: + sys.stderr.write('No project info found in %s.' % input_filename) + return 1 + for field, value in project_info.iteritems(): + sys.stdout.write('%s=%s\n' % (field, value)) + return 0 + + packages = set() + client_list = jsobj.get('client') + if client_list: + # Search for the user specified package in the file. + selected_package_name = '' + selected_client = client_list[0] + find_package_name = args.p + for client in client_list: + package_name = client.get('client_info', {}).get( + 'android_client_info', {}).get('package_name', '') + if not package_name: + package_name = client.get('oauth_client', {}).get( + 'android_info', {}).get('package_name', '') + if package_name: + if not selected_package_name: + selected_package_name = package_name + selected_client = client + if package_name == find_package_name: + selected_package_name = package_name + selected_client = client + packages.add(package_name) + + if args.p and selected_package_name != find_package_name: + sys.stderr.write('No packages found in %s which match the package ' + 'name %s\n' + '\n' + 'Found the following:\n' + '%s\n' % (input_filename, find_package_name, + '\n'.join(packages))) + return 1 + + client_api_key = selected_client.get('api_key') + if client_api_key: + client_api_key0 = client_api_key[0] + gen_string(root, 'google_api_key', client_api_key0.get('current_key')) + gen_string(root, 'google_crash_reporting_api_key', + client_api_key0.get('current_key')) + + client_info = selected_client.get('client_info') + if client_info: + gen_string(root, 'google_app_id', client_info.get('mobilesdk_app_id')) + + oauth_client_list = selected_client.get('oauth_client') + if oauth_client_list: + for oauth_client in oauth_client_list: + client_type = oauth_client.get('client_type') + client_id = oauth_client.get('client_id') + if client_type and client_type == OAUTH_CLIENT_TYPE_WEB and client_id: + gen_string(root, 'default_web_client_id', client_id) + # Only include the first matching OAuth web client ID. + break + + services = selected_client.get('services') + if services: + ads_service = services.get('ads_service') + if ads_service: + gen_string(root, 'test_banner_ad_unit_id', + ads_service.get('test_banner_ad_unit_id')) + gen_string(root, 'test_interstitial_ad_unit_id', + ads_service.get('test_interstitial_ad_unit_id')) + analytics_service = services.get('analytics_service') + if analytics_service: + analytics_property = analytics_service.get('analytics_property') + if analytics_property: + gen_string(root, 'ga_trackingId', + analytics_property.get('tracking_id')) + # enable this once we have an example if this service being present + # in the json data: + maps_service_enabled = False + if maps_service_enabled: + maps_service = services.get('maps_service') + if maps_service: + maps_api_key = maps_service.get('api_key') + if maps_api_key: + for k in range(0, len(maps_api_key)): + # generates potentially multiple of these keys, which is + # the same behavior as the java plugin. + gen_string(root, 'google_maps_key', + maps_api_key[k].get('maps_api_key')) + + tree = ElementTree.ElementTree(root) + + indent(root) + + if args.l: + for package in packages: + if package: + sys.stdout.write(package + '\n') + else: + path = os.path.dirname(output_filename) + + if path and not os.path.exists(path): + os.makedirs(path) + + if not args.plist: + tree.write(output_filename, 'utf-8', True) + else: + with open(output_filename, 'w') as ofile: + ofile.write(json_string) + + return 0 + +if __name__ == '__main__': + sys.exit(main()) diff --git a/Assets/Firebase/Editor/generate_xml_from_google_services_json.py.meta 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Copyright 2016 Google Inc. All rights reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Threading.Tasks; +using UnityEngine; +using UnityEngine.UI; + + +// Handler for UI buttons on the scene. Also performs some +// necessary setup (initializing the firebase app, etc) on +// startup. +public class UIHandler : MonoBehaviour { + + protected Firebase.Auth.FirebaseAuth auth; + private Firebase.Auth.FirebaseAuth otherAuth; + protected Dictionary userByAuth = + new Dictionary(); + + public GUISkin fb_GUISkin; + private string logText = ""; + protected string email = ""; + protected string password = ""; + protected string displayName = ""; + protected string phoneNumber = ""; + protected string receivedCode = ""; + // Flag set when a token is being fetched. This is used to avoid printing the token + // in IdTokenChanged() when the user presses the get token button. + private bool fetchingToken = false; + // Enable / disable password input box. + // NOTE: In some versions of Unity the password input box does not work in + // iOS simulators. + public bool usePasswordInput = false; + private Vector2 controlsScrollViewVector = Vector2.zero; + private Vector2 scrollViewVector = Vector2.zero; + bool UIEnabled = true; + + // Set the phone authentication timeout to a minute. + private uint phoneAuthTimeoutMs = 60 * 1000; + // The verification id needed along with the sent code for phone authentication. + private string phoneAuthVerificationId; + + // Options used to setup secondary authentication object. + private Firebase.AppOptions otherAuthOptions = new Firebase.AppOptions { + ApiKey = "", + AppId = "", + ProjectId = "" + }; + + const int kMaxLogSize = 16382; + Firebase.DependencyStatus dependencyStatus = Firebase.DependencyStatus.UnavailableOther; + + // When the app starts, check to make sure that we have + // the required dependencies to use Firebase, and if not, + // add them if possible. + public virtual void Start() { + Firebase.FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => { + dependencyStatus = task.Result; + if (dependencyStatus == Firebase.DependencyStatus.Available) { + InitializeFirebase(); + } else { + Debug.LogError( + "Could not resolve all Firebase dependencies: " + dependencyStatus); + } + }); + } + + // Handle initialization of the necessary firebase modules: + void InitializeFirebase() { + DebugLog("Setting up Firebase Auth"); + auth = Firebase.Auth.FirebaseAuth.DefaultInstance; + auth.StateChanged += AuthStateChanged; + auth.IdTokenChanged += IdTokenChanged; + // Specify valid options to construct a secondary authentication object. + if (otherAuthOptions != null && + !(String.IsNullOrEmpty(otherAuthOptions.ApiKey) || + String.IsNullOrEmpty(otherAuthOptions.AppId) || + String.IsNullOrEmpty(otherAuthOptions.ProjectId))) { + try { + otherAuth = Firebase.Auth.FirebaseAuth.GetAuth(Firebase.FirebaseApp.Create( + otherAuthOptions, "Secondary")); + otherAuth.StateChanged += AuthStateChanged; + otherAuth.IdTokenChanged += IdTokenChanged; + } catch (Exception) { + DebugLog("ERROR: Failed to initialize secondary authentication object."); + } + } + AuthStateChanged(this, null); + } + + // Exit if escape (or back, on mobile) is pressed. + protected virtual void Update() { + if (Input.GetKeyDown(KeyCode.Escape)) { + Application.Quit(); + } + } + + void OnDestroy() { + auth.StateChanged -= AuthStateChanged; + auth.IdTokenChanged -= IdTokenChanged; + auth = null; + if (otherAuth != null) { + otherAuth.StateChanged -= AuthStateChanged; + otherAuth.IdTokenChanged -= IdTokenChanged; + otherAuth = null; + } + } + + void DisableUI() { + UIEnabled = false; + } + + void EnableUI() { + UIEnabled = true; + } + + // Output text to the debug log text field, as well as the console. + public void DebugLog(string s) { + Debug.Log(s); + logText += s + "\n"; + + while (logText.Length > kMaxLogSize) { + int index = logText.IndexOf("\n"); + logText = logText.Substring(index + 1); + } + scrollViewVector.y = int.MaxValue; + } + + // Display user information. + void DisplayUserInfo(Firebase.Auth.IUserInfo userInfo, int indentLevel) { + string indent = new String(' ', indentLevel * 2); + var userProperties = new Dictionary { + {"Display Name", userInfo.DisplayName}, + {"Email", userInfo.Email}, + {"Photo URL", userInfo.PhotoUrl != null ? userInfo.PhotoUrl.ToString() : null}, + {"Provider ID", userInfo.ProviderId}, + {"User ID", userInfo.UserId} + }; + foreach (var property in userProperties) { + if (!String.IsNullOrEmpty(property.Value)) { + DebugLog(String.Format("{0}{1}: {2}", indent, property.Key, property.Value)); + } + } + } + + // Display a more detailed view of a FirebaseUser. + void DisplayDetailedUserInfo(Firebase.Auth.FirebaseUser user, int indentLevel) { + DisplayUserInfo(user, indentLevel); + DebugLog(" Anonymous: " + user.IsAnonymous); + DebugLog(" Email Verified: " + user.IsEmailVerified); + var providerDataList = new List(user.ProviderData); + if (providerDataList.Count > 0) { + DebugLog(" Provider Data:"); + foreach (var providerData in user.ProviderData) { + DisplayUserInfo(providerData, indentLevel + 1); + } + } + } + + // Track state changes of the auth object. + void AuthStateChanged(object sender, System.EventArgs eventArgs) { + Firebase.Auth.FirebaseAuth senderAuth = sender as Firebase.Auth.FirebaseAuth; + Firebase.Auth.FirebaseUser user = null; + if (senderAuth != null) userByAuth.TryGetValue(senderAuth.App.Name, out user); + if (senderAuth == auth && senderAuth.CurrentUser != user) { + bool signedIn = user != senderAuth.CurrentUser && senderAuth.CurrentUser != null; + if (!signedIn && user != null) { + DebugLog("Signed out " + user.UserId); + } + user = senderAuth.CurrentUser; + userByAuth[senderAuth.App.Name] = user; + if (signedIn) { + DebugLog("Signed in " + user.UserId); + displayName = user.DisplayName ?? ""; + DisplayDetailedUserInfo(user, 1); + } + } + } + + // Track ID token changes. + void IdTokenChanged(object sender, System.EventArgs eventArgs) { + Firebase.Auth.FirebaseAuth senderAuth = sender as Firebase.Auth.FirebaseAuth; + if (senderAuth == auth && senderAuth.CurrentUser != null && !fetchingToken) { + senderAuth.CurrentUser.TokenAsync(false).ContinueWith( + task => DebugLog(String.Format("Token[0:8] = {0}", task.Result.Substring(0, 8)))); + } + } + + // Log the result of the specified task, returning true if the task + // completed successfully, false otherwise. + bool LogTaskCompletion(Task task, string operation) { + bool complete = false; + if (task.IsCanceled) { + DebugLog(operation + " canceled."); + } else if (task.IsFaulted) { + DebugLog(operation + " encounted an error."); + foreach (Exception exception in task.Exception.Flatten().InnerExceptions) { + string authErrorCode = ""; + Firebase.FirebaseException firebaseEx = exception as Firebase.FirebaseException; + if (firebaseEx != null) { + authErrorCode = String.Format("AuthError.{0}: ", + ((Firebase.Auth.AuthError)firebaseEx.ErrorCode).ToString()); + } + DebugLog(authErrorCode + exception.ToString()); + } + } else if (task.IsCompleted) { + DebugLog(operation + " completed"); + complete = true; + } + return complete; + } + + public Task CreateUserAsync() { + DebugLog(String.Format("Attempting to create user {0}...", email)); + DisableUI(); + + // This passes the current displayName through to HandleCreateUserAsync + // so that it can be passed to UpdateUserProfile(). displayName will be + // reset by AuthStateChanged() when the new user is created and signed in. + string newDisplayName = displayName; + return auth.CreateUserWithEmailAndPasswordAsync(email, password) + .ContinueWith((task) => { + return HandleCreateUserAsync(task, newDisplayName: newDisplayName); + }).Unwrap(); + } + + Task HandleCreateUserAsync(Task authTask, + string newDisplayName = null) { + EnableUI(); + if (LogTaskCompletion(authTask, "User Creation")) { + if (auth.CurrentUser != null) { + DebugLog(String.Format("User Info: {0} {1}", auth.CurrentUser.Email, + auth.CurrentUser.ProviderId)); + return UpdateUserProfileAsync(newDisplayName: newDisplayName); + } + } + // Nothing to update, so just return a completed Task. + return Task.FromResult(0); + } + + // Update the user's display name with the currently selected display name. + public Task UpdateUserProfileAsync(string newDisplayName = null) { + if (auth.CurrentUser == null) { + DebugLog("Not signed in, unable to update user profile"); + return Task.FromResult(0); + } + displayName = newDisplayName ?? displayName; + DebugLog("Updating user profile"); + DisableUI(); + return auth.CurrentUser.UpdateUserProfileAsync(new Firebase.Auth.UserProfile { + DisplayName = displayName, + PhotoUrl = auth.CurrentUser.PhotoUrl, + }).ContinueWith(HandleUpdateUserProfile); + } + + void HandleUpdateUserProfile(Task authTask) { + EnableUI(); + if (LogTaskCompletion(authTask, "User profile")) { + DisplayDetailedUserInfo(auth.CurrentUser, 1); + } + } + + public Task SigninAsync() { + DebugLog(String.Format("Attempting to sign in as {0}...", email)); + DisableUI(); + return auth.SignInWithEmailAndPasswordAsync(email, password) + .ContinueWith(HandleSigninResult); + } + + // This is functionally equivalent to the Signin() function. However, it + // illustrates the use of Credentials, which can be aquired from many + // different sources of authentication. + public Task SigninWithCredentialAsync() { + DebugLog(String.Format("Attempting to sign in as {0}...", email)); + DisableUI(); + Firebase.Auth.Credential cred = Firebase.Auth.EmailAuthProvider.GetCredential(email, password); + return auth.SignInWithCredentialAsync(cred).ContinueWith(HandleSigninResult); + } + + // Attempt to sign in anonymously. + public Task SigninAnonymouslyAsync() { + DebugLog("Attempting to sign anonymously..."); + DisableUI(); + return auth.SignInAnonymouslyAsync().ContinueWith(HandleSigninResult); + } + + void HandleSigninResult(Task authTask) { + EnableUI(); + LogTaskCompletion(authTask, "Sign-in"); + } + + void LinkWithCredential() { + if (auth.CurrentUser == null) { + DebugLog("Not signed in, unable to link credential to user."); + return; + } + DebugLog("Attempting to link credential to user..."); + Firebase.Auth.Credential cred = Firebase.Auth.EmailAuthProvider.GetCredential(email, password); + auth.CurrentUser.LinkWithCredentialAsync(cred).ContinueWith(HandleLinkCredential); + } + + void HandleLinkCredential(Task authTask) { + if (LogTaskCompletion(authTask, "Link Credential")) { + DisplayDetailedUserInfo(auth.CurrentUser, 1); + } + } + + public void ReloadUser() { + if (auth.CurrentUser == null) { + DebugLog("Not signed in, unable to reload user."); + return; + } + DebugLog("Reload User Data"); + auth.CurrentUser.ReloadAsync().ContinueWith(HandleReloadUser); + } + + void HandleReloadUser(Task authTask) { + if (LogTaskCompletion(authTask, "Reload")) { + DisplayDetailedUserInfo(auth.CurrentUser, 1); + } + } + + public void GetUserToken() { + if (auth.CurrentUser == null) { + DebugLog("Not signed in, unable to get token."); + return; + } + DebugLog("Fetching user token"); + fetchingToken = true; + auth.CurrentUser.TokenAsync(false).ContinueWith(HandleGetUserToken); + } + + void HandleGetUserToken(Task authTask) { + fetchingToken = false; + if (LogTaskCompletion(authTask, "User token fetch")) { + DebugLog("Token = " + authTask.Result); + } + } + + void GetUserInfo() { + if (auth.CurrentUser == null) { + DebugLog("Not signed in, unable to get info."); + } else { + DebugLog("Current user info:"); + DisplayDetailedUserInfo(auth.CurrentUser, 1); + } + } + + public void SignOut() { + DebugLog("Signing out."); + auth.SignOut(); + } + + + public Task DeleteUserAsync() { + if (auth.CurrentUser != null) { + DebugLog(String.Format("Attempting to delete user {0}...", auth.CurrentUser.UserId)); + DisableUI(); + return auth.CurrentUser.DeleteAsync().ContinueWith(HandleDeleteResult); + } else { + DebugLog("Sign-in before deleting user."); + // Return a finished task. + return Task.FromResult(0); + } + } + + void HandleDeleteResult(Task authTask) { + EnableUI(); + LogTaskCompletion(authTask, "Delete user"); + } + + // Show the providers for the current email address. + public void DisplayProvidersForEmail() { + auth.FetchProvidersForEmailAsync(email).ContinueWith((authTask) => { + if (LogTaskCompletion(authTask, "Fetch Providers")) { + DebugLog(String.Format("Email Providers for '{0}':", email)); + foreach (string provider in authTask.Result) { + DebugLog(provider); + } + } + }); + } + + // Send a password reset email to the current email address. + public void SendPasswordResetEmail() { + auth.SendPasswordResetEmailAsync(email).ContinueWith((authTask) => { + if (LogTaskCompletion(authTask, "Send Password Reset Email")) { + DebugLog("Password reset email sent to " + email); + } + }); + } + + // Begin authentication with the phone number. + public void VerifyPhoneNumber() { + var phoneAuthProvider = Firebase.Auth.PhoneAuthProvider.GetInstance(auth); + phoneAuthProvider.VerifyPhoneNumber(phoneNumber, phoneAuthTimeoutMs, null, + verificationCompleted: (cred) => { + DebugLog("Phone Auth, auto-verification completed"); + auth.SignInWithCredentialAsync(cred).ContinueWith(HandleSigninResult); + }, + verificationFailed: (error) => { + DebugLog("Phone Auth, verification failed: " + error); + }, + codeSent: (id, token) => { + phoneAuthVerificationId = id; + DebugLog("Phone Auth, code sent"); + }, + codeAutoRetrievalTimeOut: (id) => { + DebugLog("Phone Auth, auto-verification timed out"); + }); + } + + // Sign in using phone number authentication using code input by the user. + public void VerifyReceivedPhoneCode() { + var phoneAuthProvider = Firebase.Auth.PhoneAuthProvider.GetInstance(auth); + // receivedCode should have been input by the user. + var cred = phoneAuthProvider.GetCredential(phoneAuthVerificationId, receivedCode); + auth.SignInWithCredentialAsync(cred).ContinueWith(HandleSigninResult); + } + + // Determines whether another authentication object is available to focus. + public bool HasOtherAuth { get { return auth != otherAuth && otherAuth != null; } } + + // Swap the authentication object currently being controlled by the application. + public void SwapAuthFocus() { + if (!HasOtherAuth) return; + var swapAuth = otherAuth; + otherAuth = auth; + auth = swapAuth; + DebugLog(String.Format("Changed auth from {0} to {1}", + otherAuth.App.Name, auth.App.Name)); + } + + // Render the log output in a scroll view. + void GUIDisplayLog() { + scrollViewVector = GUILayout.BeginScrollView(scrollViewVector); + GUILayout.Label(logText); + GUILayout.EndScrollView(); + } + + // Render the buttons and other controls. + void GUIDisplayControls(){ + if (UIEnabled) { + controlsScrollViewVector = + GUILayout.BeginScrollView(controlsScrollViewVector); + GUILayout.BeginVertical(); + GUILayout.BeginHorizontal(); + GUILayout.Label("Email:", GUILayout.Width(Screen.width * 0.20f)); + email = GUILayout.TextField(email); + GUILayout.EndHorizontal(); + + GUILayout.Space(20); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Password:", GUILayout.Width(Screen.width * 0.20f)); + password = usePasswordInput ? GUILayout.PasswordField(password, '*') : + GUILayout.TextField(password); + GUILayout.EndHorizontal(); + + GUILayout.Space(20); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Display Name:", GUILayout.Width(Screen.width * 0.20f)); + displayName = GUILayout.TextField(displayName); + GUILayout.EndHorizontal(); + + GUILayout.Space(20); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Phone Number:", GUILayout.Width(Screen.width * 0.20f)); + phoneNumber = GUILayout.TextField(phoneNumber); + GUILayout.EndHorizontal(); + + GUILayout.Space(20); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Phone Auth Received Code:", GUILayout.Width(Screen.width * 0.20f)); + receivedCode = GUILayout.TextField(receivedCode); + GUILayout.EndHorizontal(); + + GUILayout.Space(20); + + if (GUILayout.Button("Create User")) { + CreateUserAsync(); + } + if (GUILayout.Button("Sign In Anonymously")) { + SigninAnonymouslyAsync(); + } + if (GUILayout.Button("Sign In With Email")) { + SigninAsync(); + } + if (GUILayout.Button("Sign In With Credentials")) { + SigninWithCredentialAsync(); + } + if (GUILayout.Button("Link With Credential")) { + LinkWithCredential(); + } + if (GUILayout.Button("Reload User")) { + ReloadUser(); + } + if (GUILayout.Button("Get User Token")) { + GetUserToken(); + } + if (GUILayout.Button("Get User Info")) { + GetUserInfo(); + } + if (GUILayout.Button("Sign Out")) { + SignOut(); + } + if (GUILayout.Button("Delete User")) { + DeleteUserAsync(); + } + if (GUILayout.Button("Show Providers For Email")) { + DisplayProvidersForEmail(); + } + if (GUILayout.Button("Password Reset Email")) { + SendPasswordResetEmail(); + } + if (GUILayout.Button("Authenicate Phone Number")) { + VerifyPhoneNumber(); + } + if (GUILayout.Button("Verify Received Phone Code")) { + VerifyReceivedPhoneCode(); + } + if (HasOtherAuth && GUILayout.Button(String.Format("Switch to auth object {0}", + otherAuth.App.Name))) { + SwapAuthFocus(); + } + GUIDisplayCustomControls(); + GUILayout.EndVertical(); + GUILayout.EndScrollView(); + } + } + + // Overridable function to allow additional controls to be added. + protected virtual void GUIDisplayCustomControls() { } + + // Render the GUI: + void OnGUI() { + GUI.skin = fb_GUISkin; + if (dependencyStatus != Firebase.DependencyStatus.Available) { + GUILayout.Label("One or more Firebase dependencies are not present."); + GUILayout.Label("Current dependency status: " + dependencyStatus.ToString()); + return; + } + Rect logArea, controlArea; + + if (Screen.width < Screen.height) { + // Portrait mode + controlArea = new Rect(0.0f, 0.0f, Screen.width, Screen.height * 0.5f); + logArea = new Rect(0.0f, Screen.height * 0.5f, Screen.width, Screen.height * 0.5f); + } else { + // Landscape mode + controlArea = new Rect(0.0f, 0.0f, Screen.width * 0.5f, Screen.height); + logArea = new Rect(Screen.width * 0.5f, 0.0f, Screen.width * 0.5f, Screen.height); + } + + GUILayout.BeginArea(logArea); + GUIDisplayLog(); + GUILayout.EndArea(); + + GUILayout.BeginArea(controlArea); + GUIDisplayControls(); + GUILayout.EndArea(); + } +} diff --git a/Assets/TestApp/UIHandler.cs.meta b/Assets/TestApp/UIHandler.cs.meta new file mode 100644 index 0000000..4298ecb --- /dev/null +++ b/Assets/TestApp/UIHandler.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 6897884ab20cd4932bf9a8cd975f883f +timeCreated: 1474929024 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: + - login: {instanceID: 0} + - password: {instanceID: 0} + - createUserButton: {instanceID: 0} + - loginButton: {instanceID: 0} + - loginWithCredButton: {instanceID: 0} + - deleteUserButton: {instanceID: 0} + - outputText: {instanceID: 0} + - fb_GUISkin: {fileID: 11400000, guid: bb46be4b43b4f491e962c48b1530bde6, type: 2} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/google-services.json b/Assets/google-services.json new file mode 100644 index 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index 0000000..5afb0c3 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.AIModule.xml @@ -0,0 +1,1361 @@ + + + + + UnityEngine.AIModule + + + + Singleton class to access the baked NavMesh. + + + + + Describes how far in the future the agents predict collisions for avoidance. + + + + + Set a function to be called before the NavMesh is updated during the frame update execution. + + + + + The maximum amount of nodes processed each frame in the asynchronous pathfinding process. + + + + + Adds a link to the NavMesh. The link is described by the NavMeshLinkData struct. + + Describing the properties of the link. + + Representing the added link. + + + + + Adds a link to the NavMesh. The link is described by the NavMeshLinkData struct. + + Describing the properties of the link. + Translate the link to this position. + Rotate the link to this orientation. + + Representing the added link. + + + + + Adds the specified NavMeshData to the game. + + Contains the data for the navmesh. + + Representing the added navmesh. + + + + + Adds the specified NavMeshData to the game. + + Contains the data for the navmesh. + Translate the navmesh to this position. + Rotate the navmesh to this orientation. + + Representing the added navmesh. + + + + + Area mask constant that includes all NavMesh areas. + + + + + Calculate a path between two points and store the resulting path. + + The initial position of the path requested. + The final position of the path requested. + A bitfield mask specifying which NavMesh areas can be passed when calculating a path. + The resulting path. + + True if a either a complete or partial path is found and false otherwise. + + + + + Calculates a path between two positions mapped to the NavMesh, subject to the constraints and costs defined by the filter argument. + + The initial position of the path requested. + The final position of the path requested. + A filter specifying the cost of NavMesh areas that can be passed when calculating a path. + The resulting path. + + True if a either a complete or partial path is found and false otherwise. + + + + + Calculates triangulation of the current navmesh. + + + + + Creates and returns a new entry of NavMesh build settings available for runtime NavMesh building. + + + The created settings. + + + + + Locate the closest NavMesh edge from a point on the NavMesh. + + The origin of the distance query. + Holds the properties of the resulting location. + A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge. + + True if a nearest edge is found. + + + + + Locate the closest NavMesh edge from a point on the NavMesh, subject to the constraints of the filter argument. + + The origin of the distance query. + Holds the properties of the resulting location. + A filter specifying which NavMesh areas can be passed when finding the nearest edge. + + True if a nearest edge is found. + + + + + Gets the cost for path finding over geometry of the area type. + + Index of the area to get. + + + + Returns the area index for a named NavMesh area type. + + Name of the area to look up. + + Index if the specified are, or -1 if no area found. + + + + + Gets the cost for traversing over geometry of the layer type on all agents. + + + + + + Returns the layer index for a named layer. + + + + + + Returns an existing entry of NavMesh build settings. + + The ID to look for. + + The settings found. + + + + + Returns an existing entry of NavMesh build settings by its ordered index. + + The index to retrieve from. + + The found settings. + + + + + Returns the number of registered NavMesh build settings. + + + The number of registered entries. + + + + + Returns the name associated with the NavMesh build settings matching the provided agent type ID. + + The ID to look for. + + The name associated with the ID found. + + + + + A delegate which can be used to register callback methods to be invoked before the NavMesh system updates. + + + + + Trace a line between two points on the NavMesh. + + The origin of the ray. + The end of the ray. + Holds the properties of the ray cast resulting location. + A bitfield mask specifying which NavMesh areas can be passed when tracing the ray. + + True if the ray is terminated before reaching target position. Otherwise returns false. + + + + + Traces a line between two positions on the NavMesh, subject to the constraints defined by the filter argument. + + The origin of the ray. + The end of the ray. + Holds the properties of the ray cast resulting location. + A filter specifying which NavMesh areas can be passed when tracing the ray. + + True if the ray is terminated before reaching target position. Otherwise returns false. + + + + + Removes a link from the NavMesh. + + The instance of a link to remove. + + + + Removes the specified NavMeshDataInstance from the game, making it unavailable for agents and queries. + + The instance of a NavMesh to remove. + + + + Removes the build settings matching the agent type ID. + + The ID of the entry to remove. + + + + Finds the closest point on NavMesh within specified range. + + The origin of the sample query. + Holds the properties of the resulting location. + Sample within this distance from sourcePosition. + A mask specifying which NavMesh areas are allowed when finding the nearest point. + + True if a nearest point is found. + + + + + Samples the position closest to sourcePosition - on any NavMesh built for the agent type specified by the filter. + + The origin of the sample query. + Holds the properties of the resulting location. + Sample within this distance from sourcePosition. + A filter specifying which NavMesh areas are allowed when finding the nearest point. + + True if a nearest point is found. + + + + + Sets the cost for finding path over geometry of the area type on all agents. + + Index of the area to set. + New cost. + + + + Sets the cost for traversing over geometry of the layer type on all agents. + + + + + + + Navigation mesh agent. + + + + + The maximum acceleration of an agent as it follows a path, given in units / sec^2. + + + + + The type ID for the agent. + + + + + Maximum turning speed in (deg/s) while following a path. + + + + + Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale). + + + + + Should the agent brake automatically to avoid overshooting the destination point? + + + + + Should the agent attempt to acquire a new path if the existing path becomes invalid? + + + + + Should the agent move across OffMeshLinks automatically? + + + + + The avoidance priority level. + + + + + The relative vertical displacement of the owning GameObject. + + + + + The current OffMeshLinkData. + + + + + The desired velocity of the agent including any potential contribution from avoidance. (Read Only) + + + + + Gets or attempts to set the destination of the agent in world-space units. + + + + + Does the agent currently have a path? (Read Only) + + + + + The height of the agent for purposes of passing under obstacles, etc. + + + + + Is the agent currently bound to the navmesh? (Read Only) + + + + + Is the agent currently positioned on an OffMeshLink? (Read Only) + + + + + Is the current path stale. (Read Only) + + + + + This property holds the stop or resume condition of the NavMesh agent. + + + + + Returns the owning object of the NavMesh the agent is currently placed on (Read Only). + + + + + The next OffMeshLinkData on the current path. + + + + + Gets or sets the simulation position of the navmesh agent. + + + + + The level of quality of avoidance. + + + + + Property to get and set the current path. + + + + + Is a path in the process of being computed but not yet ready? (Read Only) + + + + + The status of the current path (complete, partial or invalid). + + + + + The avoidance radius for the agent. + + + + + The distance between the agent's position and the destination on the current path. (Read Only) + + + + + Maximum movement speed when following a path. + + + + + Get the current steering target along the path. (Read Only) + + + + + Stop within this distance from the target position. + + + + + Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true. + + + + + Should the agent update the transform orientation? + + + + + Allows you to specify whether the agent should be aligned to the up-axis of the NavMesh or link that it is placed on. + + + + + Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually. + + + + + Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). + + + + + Enables or disables the current off-mesh link. + + Is the link activated? + + + + Calculate a path to a specified point and store the resulting path. + + The final position of the path requested. + The resulting path. + + True if a path is found. + + + + + Completes the movement on the current OffMeshLink. + + + + + Locate the closest NavMesh edge. + + Holds the properties of the resulting location. + + True if a nearest edge is found. + + + + + Gets the cost for path calculation when crossing area of a particular type. + + Area Index. + + Current cost for specified area index. + + + + + Gets the cost for crossing ground of a particular type. + + Layer index. + + Current cost of specified layer. + + + + + Apply relative movement to current position. + + The relative movement vector. + + + + Trace a straight path towards a target postion in the NavMesh without moving the agent. + + The desired end position of movement. + Properties of the obstacle detected by the ray (if any). + + True if there is an obstacle between the agent and the target position, otherwise false. + + + + + Clears the current path. + + + + + Resumes the movement along the current path after a pause. + + + + + Sample a position along the current path. + + A bitfield mask specifying which NavMesh areas can be passed when tracing the path. + Terminate scanning the path at this distance. + Holds the properties of the resulting location. + + True if terminated before reaching the position at maxDistance, false otherwise. + + + + + Sets the cost for traversing over areas of the area type. + + Area cost. + New cost for the specified area index. + + + + Sets or updates the destination thus triggering the calculation for a new path. + + The target point to navigate to. + + True if the destination was requested successfully, otherwise false. + + + + + Sets the cost for traversing over geometry of the layer type. + + Layer index. + New cost for the specified layer. + + + + Assign a new path to this agent. + + New path to follow. + + True if the path is succesfully assigned. + + + + + Stop movement of this agent along its current path. + + + + + Warps agent to the provided position. + + New position to warp the agent to. + + True if agent is successfully warped, otherwise false. + + + + + Bitmask used for operating with debug data from the NavMesh build process. + + + + + All debug data from the NavMesh build process is taken into consideration. + + + + + The triangles of all the geometry that is used as a base for computing the new NavMesh. + + + + + No debug data from the NavMesh build process is taken into consideration. + + + + + Meshes of convex polygons constructed within the unified contours of adjacent regions. + + + + + The triangulated meshes with height details that better approximate the source geometry. + + + + + The contours that follow precisely the edges of each surface region. + + + + + The segmentation of the traversable surfaces into smaller areas necessary for producing simple polygons. + + + + + Contours bounding each of the surface regions, described through fewer vertices and straighter edges compared to RawContours. + + + + + The voxels produced by rasterizing the source geometry into walkable and unwalkable areas. + + + + + Specify which of the temporary data generated while building the NavMesh should be retained in memory after the process has completed. + + + + + Specify which types of debug data to collect when building the NavMesh. + + + + + Navigation mesh builder interface. + + + + + Builds a NavMesh data object from the provided input sources. + + Settings for the bake process, see NavMeshBuildSettings. + List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid. + Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no bounds, i.e. the NavMesh will cover all the inputs. + Center of the NavMeshData. This specifies the origin for the NavMesh tiles (See Also: NavMeshBuildSettings.tileSize). + Orientation of the NavMeshData, you can use this to generate NavMesh with an arbitrary up-vector – e.g. for walkable vertical surfaces. + + Returns a newly built NavMeshData, or null if the NavMeshData was empty or an error occurred. +The newly built NavMeshData, or null if the NavMeshData was empty or an error occurred. + + + + + Cancels an asynchronous update of the specified NavMesh data. See Also: UpdateNavMeshDataAsync. + + The data associated with asynchronous updating. + + + + Collects renderers or physics colliders, and terrains within a volume. + + The queried objects must overlap these bounds to be included in the results. + Specifies which layers are included in the query. + Which type of geometry to collect - e.g. physics colliders. + Area type to assign to results, unless modified by NavMeshMarkup. + List of markups which allows finer control over how objects are collected. + List where results are stored, the list is cleared at the beginning of the call. + + + + Collects renderers or physics colliders, and terrains within a transform hierarchy. + + If not null, consider only root and its children in the query; if null, includes everything loaded. + Specifies which layers are included in the query. + Which type of geometry to collect - e.g. physics colliders. + Area type to assign to results, unless modified by NavMeshMarkup. + List of markups which allows finer control over how objects are collected. + List where results are stored, the list is cleared at the beginning of the call. + + + + Incrementally updates the NavMeshData based on the sources. + + The NavMeshData to update. + The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will cause a full rebuild. + List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid. + Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs. + + Returns true if the update was successful. + + + + + Asynchronously and incrementally updates the NavMeshData based on the sources. + + The NavMeshData to update. + The build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will likely to cause full rebuild. + List of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid. + Bounding box relative to position and rotation which describes to volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs. + + Can be used to check the progress of the update. + + + + + The NavMesh build markup allows you to control how certain objects are treated during the NavMesh build process, specifically when collecting sources for building. + + + + + The area type to use when override area is enabled. + + + + + Use this to specify whether the GameObject and its children should be ignored. + + + + + Use this to specify whether the area type of the GameObject and its children should be overridden by the area type specified in this struct. + + + + + Use this to specify which GameObject (including the GameObject’s children) the markup should be applied to. + + + + + The NavMeshBuildSettings struct allows you to specify a collection of settings which describe the dimensions and limitations of a particular agent type. + + + + + The maximum vertical step size an agent can take. + + + + + The height of the agent for baking in world units. + + + + + The radius of the agent for baking in world units. + + + + + The maximum slope angle which is walkable (angle in degrees). + + + + + The agent type ID the NavMesh will be baked for. + + + + + Options for collecting debug data during the build process. + + + + + The approximate minimum area of individual NavMesh regions. + + + + + Enables overriding the default tile size. See Also: tileSize. + + + + + Enables overriding the default voxel size. See Also: voxelSize. + + + + + Sets the tile size in voxel units. + + + + + Sets the voxel size in world length units. + + + + + Validates the properties of NavMeshBuildSettings. + + Describes the volume to build NavMesh for. + + The list of violated constraints. + + + + + The input to the NavMesh builder is a list of NavMesh build sources. + + + + + Describes the area type of the NavMesh surface for this object. + + + + + Points to the owning component - if available, otherwise null. + + + + + The type of the shape this source describes. See Also: NavMeshBuildSourceShape. + + + + + Describes the dimensions of the shape. + + + + + Describes the object referenced for Mesh and Terrain types of input sources. + + + + + Describes the local to world transformation matrix of the build source. That is, position and orientation and scale of the shape. + + + + + Used with NavMeshBuildSource to define the shape for building NavMesh. + + + + + Describes a box primitive for use with NavMeshBuildSource. + + + + + Describes a capsule primitive for use with NavMeshBuildSource. + + + + + Describes a Mesh source for use with NavMeshBuildSource. + + + + + Describes a ModifierBox source for use with NavMeshBuildSource. + + + + + Describes a sphere primitive for use with NavMeshBuildSource. + + + + + Describes a TerrainData source for use with NavMeshBuildSource. + + + + + Used for specifying the type of geometry to collect. Used with NavMeshBuilder.CollectSources. + + + + + Collect geometry from the 3D physics collision representation. + + + + + Collect meshes form the rendered geometry. + + + + + Contains and represents NavMesh data. + + + + + Gets or sets the world space position of the NavMesh data. + + + + + Gets or sets the orientation of the NavMesh data. + + + + + Returns the bounding volume of the input geometry used to build this NavMesh (Read Only). + + + + + Constructs a new object for representing a NavMesh for the default agent type. + + + + + Constructs a new object representing a NavMesh for the specified agent type. + + The agent type ID to create a NavMesh for. + + + + The instance is returned when adding NavMesh data. + + + + + Get or set the owning Object. + + + + + True if the NavMesh data is added to the navigation system - otherwise false (Read Only). + + + + + Removes this instance from the NavMesh system. + + + + + Result information for NavMesh queries. + + + + + Distance to the point of hit. + + + + + Flag set when hit. + + + + + Mask specifying NavMesh area at point of hit. + + + + + Normal at the point of hit. + + + + + Position of hit. + + + + + Used for runtime manipulation of links connecting polygons of the NavMesh. + + + + + Specifies which agent type this link is available for. + + + + + Area type of the link. + + + + + If true, the link can be traversed in both directions, otherwise only from start to end position. + + + + + If positive, overrides the pathfinder cost to traverse the link. + + + + + End position of the link. + + + + + Start position of the link. + + + + + If positive, the link will be rectangle aligned along the line from start to end. + + + + + An instance representing a link available for pathfinding. + + + + + Get or set the owning Object. + + + + + True if the NavMesh link is added to the navigation system - otherwise false (Read Only). + + + + + Removes this instance from the game. + + + + + An obstacle for NavMeshAgents to avoid. + + + + + Should this obstacle be carved when it is constantly moving? + + + + + Should this obstacle make a cut-out in the navmesh. + + + + + Threshold distance for updating a moving carved hole (when carving is enabled). + + + + + Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled). + + + + + The center of the obstacle, measured in the object's local space. + + + + + Height of the obstacle's cylinder shape. + + + + + Radius of the obstacle's capsule shape. + + + + + The shape of the obstacle. + + + + + The size of the obstacle, measured in the object's local space. + + + + + Velocity at which the obstacle moves around the NavMesh. + + + + + Shape of the obstacle. + + + + + Box shaped obstacle. + + + + + Capsule shaped obstacle. + + + + + A path as calculated by the navigation system. + + + + + Corner points of the path. (Read Only) + + + + + Status of the path. (Read Only) + + + + + Erase all corner points from path. + + + + + NavMeshPath constructor. + + + + + Calculate the corners for the path. + + Array to store path corners. + + The number of corners along the path - including start and end points. + + + + + Status of path. + + + + + The path terminates at the destination. + + + + + The path is invalid. + + + + + The path cannot reach the destination. + + + + + Specifies which agent type and areas to consider when searching the NavMesh. + + + + + The agent type ID, specifying which navigation meshes to consider for the query functions. + + + + + A bitmask representing the traversable area types. + + + + + Returns the area cost multiplier for the given area type for this filter. + + Index to retreive the cost for. + + The cost multiplier for the supplied area index. + + + + + Sets the pathfinding cost multiplier for this filter for a given area type. + + The area index to set the cost for. + The cost for the supplied area index. + + + + Contains data describing a triangulation of a navmesh. + + + + + NavMesh area indices for the navmesh triangulation. + + + + + Triangle indices for the navmesh triangulation. + + + + + NavMeshLayer values for the navmesh triangulation. + + + + + Vertices for the navmesh triangulation. + + + + + Level of obstacle avoidance. + + + + + Good avoidance. High performance impact. + + + + + Enable highest precision. Highest performance impact. + + + + + Enable simple avoidance. Low performance impact. + + + + + Medium avoidance. Medium performance impact. + + + + + Disable avoidance. + + + + + Link allowing movement outside the planar navigation mesh. + + + + + Is link active. + + + + + NavMesh area index for this OffMeshLink component. + + + + + Automatically update endpoints. + + + + + Can link be traversed in both directions. + + + + + Modify pathfinding cost for the link. + + + + + The transform representing link end position. + + + + + NavMeshLayer for this OffMeshLink component. + + + + + Is link occupied. (Read Only) + + + + + The transform representing link start position. + + + + + Explicitly update the link endpoints. + + + + + State of OffMeshLink. + + + + + Is link active (Read Only). + + + + + Link end world position (Read Only). + + + + + Link type specifier (Read Only). + + + + + The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only). + + + + + Link start world position (Read Only). + + + + + Is link valid (Read Only). + + + + + Link type specifier. + + + + + Vertical drop. + + + + + Horizontal jump. + + + + + Manually specified type of link. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ARModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.ARModule.dll new file mode 100644 index 0000000..c636ba6 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.ARModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ARModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.ARModule.xml new file mode 100644 index 0000000..6676f4e --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.ARModule.xml @@ -0,0 +1,59 @@ + + + + + UnityEngine.ARModule + + + + 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. + + + + + The Material used for AR rendering. + + + + + Called when any of the public properties of this class have been changed. + + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer. + + + + + The material associated with XR.ARBackgroundRenderer is being rendered as the background. + + + + + The standard background is rendered. (Skybox, Solid Color, etc.) + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.AccessibilityModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.AccessibilityModule.dll new file mode 100644 index 0000000..4354321 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.AccessibilityModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.AccessibilityModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.AccessibilityModule.xml new file mode 100644 index 0000000..9579c2d --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.AccessibilityModule.xml @@ -0,0 +1,24 @@ + + + + + UnityEngine.AccessibilityModule + + + + A class containing methods to assist with accessibility for users with different vision capabilities. + + + + + Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia. + + An array of colors to populate with a palette. + Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds. + Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds. + + The number of unambiguous colors in the palette. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.AnimationModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.AnimationModule.dll new file mode 100644 index 0000000..9ee70b5 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.AnimationModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.AnimationModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.AnimationModule.xml new file mode 100644 index 0000000..604d09d --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.AnimationModule.xml @@ -0,0 +1,2840 @@ + + + + + UnityEngine.AnimationModule + + + + The animation component is used to play back animations. + + + + + When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user. + + + + + When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. + + + + + The default animation. + + + + + Controls culling of this Animation component. + + + + + Are we playing any animations? + + + + + AABB of this Animation animation component in local space. + + + + + Should the default animation clip (the Animation.clip property) automatically start playing on startup? + + + + + How should time beyond the playback range of the clip be treated? + + + + + Adds a clip to the animation with name newName. + + + + + + + Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + + Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. + + + + + + + + Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + + Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Blends the animation named animation towards targetWeight over the next time seconds. + + + + + + + + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + + + + + + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + + + + + + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Cross fades an animation after previous animations has finished playing. + + + + + + + + + Get the number of clips currently assigned to this animation. + + + + + Is the animation named name playing? + + + + + + Plays an animation without any blending. + + + + + + + Plays an animation without any blending. + + + + + + + Plays an animation without any blending. + + + + + + + Plays an animation without any blending. + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Plays an animation after previous animations has finished playing. + + + + + + + + Remove clip from the animation list. + + + + + + Remove clip from the animation list. + + + + + + Rewinds the animation named name. + + + + + + Rewinds all animations. + + + + + Samples animations at the current state. + + + + + Stops all playing animations that were started with this Animation. + + + + + Stops an animation named name. + + + + + + Returns the animation state named name. + + + + + Used by Animation.Play function. + + + + + Animations will be added. + + + + + Animations will be blended. + + + + + Stores keyframe based animations. + + + + + Returns true if the animation clip has no curves and no events. + + + + + Animation Events for this animation clip. + + + + + Frame rate at which keyframes are sampled. (Read Only) + + + + + Returns true if the animation contains curve that drives a humanoid rig. + + + + + Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ). + + + + + Animation length in seconds. (Read Only) + + + + + AABB of this Animation Clip in local space of Animation component that it is attached too. + + + + + Sets the default wrap mode used in the animation state. + + + + + Adds an animation event to the clip. + + AnimationEvent to add. + + + + Clears all curves from the clip. + + + + + Creates a new animation clip. + + + + + Realigns quaternion keys to ensure shortest interpolation paths. + + + + + Samples an animation at a given time for any animated properties. + + The animated game object. + The time to sample an animation. + + + + Assigns the curve to animate a specific property. + + Path to the game object this curve applies to. The relativePath + is formatted similar to a pathname, e.g. "rootspineleftArm". If relativePath + is empty it refers to the game object the animation clip is attached to. + The class type of the component that is animated. + The name or path to the property being animated. + The animation curve. + + + + This class defines a pair of clips used by AnimatorOverrideController. + + + + + The original clip from the controller. + + + + + The override animation clip. + + + + + This enum controlls culling of Animation component. + + + + + Animation culling is disabled - object is animated even when offscreen. + + + + + Animation is disabled when renderers are not visible. + + + + + AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. + + + + + The animation state that fired this event (Read Only). + + + + + The animator clip info related to this event (Read Only). + + + + + The animator state info related to this event (Read Only). + + + + + Float parameter that is stored in the event and will be sent to the function. + + + + + The name of the function that will be called. + + + + + Int parameter that is stored in the event and will be sent to the function. + + + + + Returns true if this Animation event has been fired by an Animator component. + + + + + Returns true if this Animation event has been fired by an Animation component. + + + + + Function call options. + + + + + Object reference parameter that is stored in the event and will be sent to the function. + + + + + String parameter that is stored in the event and will be sent to the function. + + + + + The time at which the event will be fired off. + + + + + Creates a new animation event. + + + + + A Playable that controls an AnimationClip. + + + + + Creates an AnimationClipPlayable in the PlayableGraph. + + The PlayableGraph object that will own the AnimationClipPlayable. + The AnimationClip that will be added in the PlayableGraph. + + A AnimationClipPlayable linked to the PlayableGraph. + + + + + Returns the AnimationClip stored in the AnimationClipPlayable. + + + + + Returns the state of the ApplyFootIK flag. + + + + + Sets the value of the ApplyFootIK flag. + + The new value of the ApplyFootIK flag. + + + + An implementation of IPlayable that controls an animation layer mixer. + + + + + Creates an AnimationLayerMixerPlayable in the PlayableGraph. + + The PlayableGraph that will contain the new AnimationLayerMixerPlayable. + The number of layers. + + A new AnimationLayerMixerPlayable linked to the PlayableGraph. + + + + + Returns true if the layer is additive, false otherwise. + + The layer index. + + True if the layer is additive, false otherwise. + + + + + Returns an invalid AnimationLayerMixerPlayable. + + + + + Specifies whether a layer is additive or not. Additive layers blend with previous layers. + + The layer index. + Whether the layer is additive or not. Set to true for an additive blend, or false for a regular blend. + + + + Sets the mask for the current layer. + + The layer index. + The AvatarMask used to create the new LayerMask. + + + + An implementation of IPlayable that controls an animation mixer. + + + + + Creates an AnimationMixerPlayable in the PlayableGraph. + + The PlayableGraph that will contain the new AnimationMixerPlayable. + The number of inputs that the mixer will update. + True to force a weight normalization of the inputs. + + A new AnimationMixerPlayable linked to the PlayableGraph. + + + + + A IPlayableOutput implementation that connects the PlayableGraph to an Animator in the scene. + + + + + Creates an AnimationPlayableOutput in the PlayableGraph. + + The PlayableGraph that will contain the AnimationPlayableOutput. + The name of the output. + The Animator that will process the PlayableGraph. + + A new AnimationPlayableOutput attached to the PlayableGraph. + + + + + Returns the Animator that plays the animation graph. + + + The targeted Animator. + + + + + Sets the Animator that plays the animation graph. + + The targeted Animator. + + + + An implementation of IPlayable that controls an animation RuntimeAnimatorController. + + + + + Creates an AnimatorControllerPlayable in the PlayableGraph. + + The PlayableGraph object that will own the AnimatorControllerPlayable. + The RuntimeAnimatorController that will be added in the graph. + + A AnimatorControllerPlayable. + + + + + Returns an invalid AnimatorControllerPlayable. + + + + + The AnimationState gives full control over animation blending. + + + + + Which blend mode should be used? + + + + + The clip that is being played by this animation state. + + + + + Enables / disables the animation. + + + + + The length of the animation clip in seconds. + + + + + The name of the animation. + + + + + The normalized playback speed. + + + + + The normalized time of the animation. + + + + + The playback speed of the animation. 1 is normal playback speed. + + + + + The current time of the animation. + + + + + The weight of animation. + + + + + Wrapping mode of the animation. + + + + + Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + + The transform to animate. + Whether to also animate all children of the specified transform. + + + + Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + + The transform to animate. + Whether to also animate all children of the specified transform. + + + + Removes a transform which should be animated. + + + + + + Interface to control the Mecanim animation system. + + + + + Gets the avatar angular velocity for the last evaluated frame. + + + + + When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. + + + + + Should root motion be applied? + + + + + Gets/Sets the current Avatar. + + + + + The position of the body center of mass. + + + + + The rotation of the body center of mass. + + + + + Controls culling of this Animator component. + + + + + Gets the avatar delta position for the last evaluated frame. + + + + + Gets the avatar delta rotation for the last evaluated frame. + + + + + Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot. + + + + + The current gravity weight based on current animations that are played. + + + + + Returns true if Animator has any playables assigned to it. + + + + + Returns true if the current rig has root motion. + + + + + Returns true if the object has a transform hierarchy. + + + + + Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). + + + + + Returns true if the current rig is humanoid, false if it is generic. + + + + + Returns whether the animator is initialized successfully. + + + + + If automatic matching is active. + + + + + Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. + + + + + See IAnimatorControllerPlayable.layerCount. + + + + + Additional layers affects the center of mass. + + + + + Get left foot bottom height. + + + + + When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly. + + + + + See IAnimatorControllerPlayable.parameterCount. + + + + + Read only acces to the AnimatorControllerParameters used by the animator. + + + + + Get the current position of the pivot. + + + + + Gets the pivot weight. + + + + + The PlayableGraph created by the Animator. + + + + + Sets the playback position in the recording buffer. + + + + + Gets the mode of the Animator recorder. + + + + + Start time of the first frame of the buffer relative to the frame at which StartRecording was called. + + + + + End time of the recorded clip relative to when StartRecording was called. + + + + + Get right foot bottom height. + + + + + The root position, the position of the game object. + + + + + The root rotation, the rotation of the game object. + + + + + The runtime representation of AnimatorController that controls the Animator. + + + + + The playback speed of the Animator. 1 is normal playback speed. + + + + + Automatic stabilization of feet during transition and blending. + + + + + Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). + + + + + Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). + + + + + Specifies the update mode of the Animator. + + + + + Gets the avatar velocity for the last evaluated frame. + + + + + Apply the default Root Motion. + + + + + Creates a crossfade from the current state to any other state using normalized times. + + The name of the state. + The hash name of the state. + The duration of the transition (normalized). + The layer where the crossfade occurs. + The time of the state (normalized). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using normalized times. + + The name of the state. + The hash name of the state. + The duration of the transition (normalized). + The layer where the crossfade occurs. + The time of the state (normalized). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using times in seconds. + + The name of the state. + The hash name of the state. + The duration of the transition (in seconds). + The layer where the crossfade occurs. + The time of the state (in seconds). + The time of the transition (normalized). + + + + Creates a crossfade from the current state to any other state using times in seconds. + + The name of the state. + The hash name of the state. + The duration of the transition (in seconds). + The layer where the crossfade occurs. + The time of the state (in seconds). + The time of the transition (normalized). + + + + See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. + + + + + + Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found. + + + + + Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. + + + + + Returns transform mapped to this human bone id. + + The human bone that is queried, see enum HumanBodyBones for a list of possible values. + + + + See IAnimatorControllerPlayable.GetBool. + + + + + + + See IAnimatorControllerPlayable.GetBool. + + + + + + + Access the current Animation clip’s information from the Animator. + + + + + + Get a list of AnimatorClipInfo from the Animator. + + + + + + + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfoCount. + + + + + + See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. + + + + + + See IAnimatorControllerPlayable.GetFloat. + + + + + + + See IAnimatorControllerPlayable.GetFloat. + + + + + + + Gets the position of an IK hint. + + The AvatarIKHint that is queried. + + Return the current position of this IK hint in world space. + + + + + Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). + + The AvatarIKHint that is queried. + + Return translative weight. + + + + + Gets the position of an IK goal. + + The AvatarIKGoal that is queried. + + Return the current position of this IK goal in world space. + + + + + Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + + The AvatarIKGoal that is queried. + + + + Gets the rotation of an IK goal. + + The AvatarIKGoal that is is queried. + + + + Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + + The AvatarIKGoal that is queried. + + + + See IAnimatorControllerPlayable.GetInteger. + + + + + + + See IAnimatorControllerPlayable.GetInteger. + + + + + + + See IAnimatorControllerPlayable.GetLayerIndex. + + + + + + See IAnimatorControllerPlayable.GetLayerName. + + + + + + See IAnimatorControllerPlayable.GetLayerWeight. + + + + + + See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + + + + + + See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + + + + + + + See IAnimatorControllerPlayable.GetNextAnimatorClipInfoCount. + + + + + + See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. + + + + + + See AnimatorController.GetParameter. + + + + + + Gets the value of a quaternion parameter. + + The name of the parameter. + + + + Gets the value of a quaternion parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + + + + Gets the value of a vector parameter. + + The name of the parameter. + + + + Gets the value of a vector parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + + + + See IAnimatorControllerPlayable.HasState. + + + + + + + Interrupts the automatic target matching. + + + + + + Interrupts the automatic target matching. + + + + + + Returns true if the transform is controlled by the Animator\. + + The transform that is queried. + + + + See IAnimatorControllerPlayable.IsInTransition. + + + + + + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + + + + + + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + + + + + + Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. + + The position we want the body part to reach. + The rotation in which we want the body part to be. + The body part that is involved in the match. + Structure that contains weights for matching position and rotation. + Start time within the animation clip (0 - beginning of clip, 1 - end of clip). + End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop. + + + + See IAnimatorControllerPlayable.Play. + + + + + + + + + See IAnimatorControllerPlayable.Play. + + + + + + + + + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + + + + + + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + + + + + + Rebind all the animated properties and mesh data with the Animator. + + + + + See IAnimatorControllerPlayable.ResetTrigger. + + + + + + + See IAnimatorControllerPlayable.ResetTrigger. + + + + + + + Sets local rotation of a human bone during a IK pass. + + The human bone Id. + The local rotation. + + + + Sets an Animator bool parameter. + + + + + + + + Sets an Animator bool parameter. + + + + + + + + Send float values to the Animator to affect transitions. + + + + + + + + + + Send float values to the Animator to affect transitions. + + + + + + + + + + Send float values to the Animator to affect transitions. + + + + + + + + + + Send float values to the Animator to affect transitions. + + + + + + + + + + Sets the position of an IK hint. + + The AvatarIKHint that is set. + The position in world space. + + + + Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). + + The AvatarIKHint that is set. + The translative weight. + + + + Sets the position of an IK goal. + + The AvatarIKGoal that is set. + The position in world space. + + + + Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + + The AvatarIKGoal that is set. + The translative weight. + + + + Sets the rotation of an IK goal. + + The AvatarIKGoal that is set. + The rotation in world space. + + + + Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + + The AvatarIKGoal that is set. + The rotational weight. + + + + See IAnimatorControllerPlayable.SetInteger. + + + + + + + + See IAnimatorControllerPlayable.SetInteger. + + + + + + + + See IAnimatorControllerPlayable.SetLayerWeight. + + + + + + + Sets the look at position. + + The position to lookAt. + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Set look at weights. + + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). + + + + Sets the value of a quaternion parameter. + + The name of the parameter. + The new value for the parameter. + + + + Sets the value of a quaternion parameter. + + Of the parameter. The id is generated using Animator::StringToHash. + The new value for the parameter. + + + + Sets an AvatarTarget and a targetNormalizedTime for the current state. + + The avatar body part that is queried. + The current state Time that is queried. + + + + See IAnimatorControllerPlayable.SetTrigger. + + + + + + + See IAnimatorControllerPlayable.SetTrigger. + + + + + + + Sets the value of a vector parameter. + + The name of the parameter. + The new value for the parameter. + + + + Sets the value of a vector parameter. + + The id of the parameter. The id is generated using Animator::StringToHash. + The new value for the parameter. + + + + Sets the animator in playback mode. + + + + + Sets the animator in recording mode, and allocates a circular buffer of size frameCount. + + The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000. + + + + Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. + + + + + Stops animator record mode. + + + + + Generates an parameter id from a string. + + The string to convert to Id. + + + + Evaluates the animator based on deltaTime. + + The time delta. + + + + Information about clip being played and blended by the Animator. + + + + + Returns the animation clip played by the Animator. + + + + + Returns the blending weight used by the Animator to blend this clip. + + + + + Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. + + + + + The default bool value for the parameter. + + + + + The default float value for the parameter. + + + + + The default int value for the parameter. + + + + + The name of the parameter. + + + + + Returns the hash of the parameter based on its name. + + + + + The type of the parameter. + + + + + The type of the parameter. + + + + + Boolean type parameter. + + + + + Float type parameter. + + + + + Int type parameter. + + + + + Trigger type parameter. + + + + + Culling mode for the Animator. + + + + + Always animate the entire character. Object is animated even when offscreen. + + + + + Animation is completely disabled when renderers are not visible. + + + + + Retarget, IK and write of Transforms are disabled when renderers are not visible. + + + + + Interface to control Animator Override Controller. + + + + + Returns the list of orignal Animation Clip from the controller and their override Animation Clip. + + + + + Returns the count of overrides. + + + + + The Runtime Animator Controller that the Animator Override Controller overrides. + + + + + Applies the list of overrides on this Animator Override Controller. + + Overrides list to apply. + + + + Creates an empty Animator Override Controller. + + + + + Creates an Animator Override Controller that overrides controller. + + Runtime Animator Controller to override. + + + + Gets the list of Animation Clip overrides currently defined in this Animator Override Controller. + + Array to receive results. + + + + Returns either the overriding Animation Clip if set or the original Animation Clip named name. + + + + + Returns either the overriding Animation Clip if set or the original Animation Clip named name. + + + + + The mode of the Animator's recorder. + + + + + The Animator recorder is offline. + + + + + The Animator recorder is in Playback. + + + + + The Animator recorder is in Record. + + + + + Information about the current or next state. + + + + + The full path hash for this state. + + + + + Current duration of the state. + + + + + Is the state looping. + + + + + The hashed name of the State. + + + + + Normalized time of the State. + + + + + The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name. + + + + + The playback speed of the animation. 1 is the normal playback speed. + + + + + The speed multiplier for this state. + + + + + The Tag of the State. + + + + + Does name match the name of the active state in the statemachine? + + + + + + Does tag match the tag of the active state in the statemachine. + + + + + + Information about the current transition. + + + + + Returns true if the transition is from an AnyState node, or from Animator.CrossFade(). + + + + + Duration of the transition. + + + + + The unit of the transition duration. + + + + + The hash name of the Transition. + + + + + The simplified name of the Transition. + + + + + Normalized time of the Transition. + + + + + The user-specified name of the Transition. + + + + + Does name match the name of the active Transition. + + + + + + Does userName match the name of the active Transition. + + + + + + The update mode of the Animator. + + + + + Updates the animator during the physic loop in order to have the animation system synchronized with the physics engine. + + + + + Normal update of the animator. + + + + + Animator updates independently of Time.timeScale. + + + + + Various utilities for animator manipulation. + + + + + This function will recreate all transform hierarchy under GameObject. + + GameObject to Deoptimize. + + + + This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles. + + GameObject to Optimize. + List of transform name to expose. + + + + Avatar definition. + + + + + Return true if this avatar is a valid human avatar. + + + + + Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar. + + + + + Class to build avatars from user scripts. + + + + + Create a new generic avatar. + + Root object of your transform hierarchy. + Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself. + + + + Create a humanoid avatar. + + Root object of your transform hierachy. It must be the top most gameobject when you create the avatar. + Humanoid description of the avatar. + + Returns the Avatar, you must always always check the avatar is valid before using it with Avatar.isValid. + + + + + IK Goal. + + + + + The left foot. + + + + + The left hand. + + + + + The right foot. + + + + + The right hand. + + + + + IK Hint. + + + + + The left elbow IK hint. + + + + + The left knee IK hint. + + + + + The right elbow IK hint. + + + + + The right knee IK hint. + + + + + AvatarMask are used to mask out humanoid body parts and transforms. + + + + + Number of transforms. + + + + + Adds a transform path into the AvatarMask. + + The transform to add into the AvatarMask. + Whether to also add all children of the specified transform. + + + + Creates a new AvatarMask. + + + + + Returns true if the humanoid body part at the given index is active. + + The index of the humanoid body part. + + + + Returns true if the transform at the given index is active. + + The index of the transform. + + + + Returns the path of the transform at the given index. + + The index of the transform. + + + + Removes a transform path from the AvatarMask. + + The Transform that should be removed from the AvatarMask. + Whether to also remove all children of the specified transform. + + + + Sets the humanoid body part at the given index to active or not. + + The index of the humanoid body part. + Active or not. + + + + Sets the tranform at the given index to active or not. + + The index of the transform. + Active or not. + + + + Sets the path of the transform at the given index. + + The index of the transform. + The path of the transform. + + + + Avatar body part. + + + + + The Body. + + + + + The Head. + + + + + Total number of body parts. + + + + + The Left Arm. + + + + + Left Fingers. + + + + + Left Foot IK. + + + + + Left Hand IK. + + + + + The Left Leg. + + + + + The Right Arm. + + + + + Right Fingers. + + + + + Right Foot IK. + + + + + Right Hand IK. + + + + + The Right Leg. + + + + + The Root. + + + + + Target. + + + + + The body, center of mass. + + + + + The left foot. + + + + + The left hand. + + + + + The right foot. + + + + + The right hand. + + + + + The root, the position of the game object. + + + + + Describe the unit of a duration. + + + + + A fixed duration is a duration expressed in seconds. + + + + + A normalized duration is a duration expressed in percentage. + + + + + Human Body Bones. + + + + + This is the Chest bone. + + + + + This is the Head bone. + + + + + This is the Hips bone. + + + + + This is the Jaw bone. + + + + + This is the Last bone index delimiter. + + + + + This is the Left Eye bone. + + + + + This is the Left Ankle bone. + + + + + This is the Left Wrist bone. + + + + + This is the left index 3rd phalange. + + + + + This is the left index 2nd phalange. + + + + + This is the left index 1st phalange. + + + + + This is the left little 3rd phalange. + + + + + This is the left little 2nd phalange. + + + + + This is the left little 1st phalange. + + + + + This is the Left Elbow bone. + + + + + This is the Left Knee bone. + + + + + This is the left middle 3rd phalange. + + + + + This is the left middle 2nd phalange. + + + + + This is the left middle 1st phalange. + + + + + This is the left ring 3rd phalange. + + + + + This is the left ring 2nd phalange. + + + + + This is the left ring 1st phalange. + + + + + This is the Left Shoulder bone. + + + + + This is the left thumb 3rd phalange. + + + + + This is the left thumb 2nd phalange. + + + + + This is the left thumb 1st phalange. + + + + + This is the Left Toes bone. + + + + + This is the Left Upper Arm bone. + + + + + This is the Left Upper Leg bone. + + + + + This is the Neck bone. + + + + + This is the Right Eye bone. + + + + + This is the Right Ankle bone. + + + + + This is the Right Wrist bone. + + + + + This is the right index 3rd phalange. + + + + + This is the right index 2nd phalange. + + + + + This is the right index 1st phalange. + + + + + This is the right little 3rd phalange. + + + + + This is the right little 2nd phalange. + + + + + This is the right little 1st phalange. + + + + + This is the Right Elbow bone. + + + + + This is the Right Knee bone. + + + + + This is the right middle 3rd phalange. + + + + + This is the right middle 2nd phalange. + + + + + This is the right middle 1st phalange. + + + + + This is the right ring 3rd phalange. + + + + + This is the right ring 2nd phalange. + + + + + This is the right ring 1st phalange. + + + + + This is the Right Shoulder bone. + + + + + This is the right thumb 3rd phalange. + + + + + This is the right thumb 2nd phalange. + + + + + This is the right thumb 1st phalange. + + + + + This is the Right Toes bone. + + + + + This is the Right Upper Arm bone. + + + + + This is the Right Upper Leg bone. + + + + + This is the first Spine bone. + + + + + This is the Upper Chest bone. + + + + + The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy. + + + + + The name of the bone to which the Mecanim human bone is mapped. + + + + + The name of the Mecanim human bone to which the bone from the model is mapped. + + + + + The rotation limits that define the muscle for this bone. + + + + + Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function. + + + + + Amount by which the arm's length is allowed to stretch when using IK. + + + + + Modification to the minimum distance between the feet of a humanoid model. + + + + + True for any human that has a translation Degree of Freedom (DoF). It is set to false by default. + + + + + Mapping between Mecanim bone names and bone names in the rig. + + + + + Amount by which the leg's length is allowed to stretch when using IK. + + + + + Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints. + + + + + Defines how the lower leg's roll/twisting is distributed between the knee and ankle. + + + + + List of bone Transforms to include in the model. + + + + + Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints. + + + + + Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints. + + + + + This class stores the rotation limits that define the muscle for a single human bone. + + + + + Length of the bone to which the limit is applied. + + + + + The default orientation of a bone when no muscle action is applied. + + + + + The maximum rotation away from the initial value that this muscle can apply. + + + + + The maximum negative rotation away from the initial value that this muscle can apply. + + + + + Should this limit use the default values? + + + + + Retargetable humanoid pose. + + + + + The human body position for that pose. + + + + + The human body orientation for that pose. + + + + + The array of muscle values for that pose. + + + + + A handler that lets you read or write a HumanPose from or to a humanoid avatar skeleton hierarchy. + + + + + Creates a human pose handler from an avatar and a root transform. + + The avatar that defines the humanoid rig on skeleton hierarchy with root as the top most parent. + The top most node of the skeleton hierarchy defined in humanoid avatar. + + + + Gets a human pose from the handled avatar skeleton. + + The output human pose. + + + + Sets a human pose on the handled avatar skeleton. + + The human pose to be set. + + + + Details of all the human bone and muscle types defined by Mecanim. + + + + + The number of human bone types defined by Mecanim. + + + + + Return the bone to which a particular muscle is connected. + + Muscle index. + + + + Array of the names of all human bone types defined by Mecanim. + + + + + Get the default maximum value of rotation for a muscle in degrees. + + Muscle index. + + + + Get the default minimum value of rotation for a muscle in degrees. + + Muscle index. + + + + Returns parent humanoid bone index of a bone. + + Humanoid bone index to get parent from. + + Humanoid bone index of parent. + + + + + The number of human muscle types defined by Mecanim. + + + + + Obtain the muscle index for a particular bone index and "degree of freedom". + + Bone index. + Number representing a "degree of freedom": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis. + + + + Array of the names of all human muscle types defined by Mecanim. + + + + + Is the bone a member of the minimal set of bones that Mecanim requires for a human model? + + Index of the bone to test. + + + + The number of bone types that are required by Mecanim for any human model. + + + + + To specify position and rotation weight mask for Animator::MatchTarget. + + + + + Position XYZ weight. + + + + + Rotation weight. + + + + + MatchTargetWeightMask contructor. + + Position XYZ weight. + Rotation weight. + + + + Base class for AnimationClips and BlendTrees. + + + + + Implements high-level utility methods to simplify use of the Playable API with Animations. + + + + + Plays the Playable on the given Animator. + + Target Animator. + The Playable that will be played. + The Graph that owns the Playable. + + + + Creates a PlayableGraph to be played on the given Animator. An AnimatorControllerPlayable is also created for the given RuntimeAnimatorController. + + Target Animator. + The RuntimeAnimatorController to create an AnimatorControllerPlayable for. + The created PlayableGraph. + + A handle to the newly-created AnimatorControllerPlayable. + + + + + Creates a PlayableGraph to be played on the given Animator. An AnimationClipPlayable is also created for the given AnimationClip. + + Target Animator. + The AnimationClip to create an AnimationClipPlayable for. + The created PlayableGraph. + + A handle to the newly-created AnimationClipPlayable. + + + + + Creates a PlayableGraph to be played on the given Animator. An AnimationLayerMixerPlayable is also created. + + Target Animator. + The input count for the AnimationLayerMixerPlayable. Defines the number of layers. + The created PlayableGraph. + + A handle to the newly-created AnimationLayerMixerPlayable. + + + + + Creates a PlayableGraph to be played on the given Animator. An AnimationMixerPlayable is also created. + + Target Animator. + The input count for the AnimationMixerPlayable. + The created PlayableGraph. + + A handle to the newly-created AnimationMixerPlayable. + + + + + Used by Animation.Play function. + + + + + Will stop all animations that were started with this component before playing. + + + + + Will stop all animations that were started in the same layer. This is the default when playing animations. + + + + + Used by Animation.Play function. + + + + + Will start playing after all other animations have stopped playing. + + + + + Starts playing immediately. This can be used if you just want to quickly create a duplicate animation. + + + + + Runtime representation of the AnimatorController. It can be used to change the Animator's controller during runtime. + + + + + Retrieves all AnimationClip used by the controller. + + + + + SharedBetweenAnimatorsAttribute is an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance. + + + + + Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose. + + + + + The name of the Transform mapped to the bone. + + + + + The T-pose position of the bone in local space. + + + + + The T-pose rotation of the bone in local space. + + + + + The T-pose scaling of the bone in local space. + + + + + StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from. + + + + + Called on the first Update frame when a statemachine evaluate this state. + + + + + Called on the last update frame when a statemachine evaluate this state. + + + + + Called right after MonoBehaviour.OnAnimatorIK. + + + + + Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state. + + The Animator playing this state machine. + The full path hash for this state machine. + + + + Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state. + + The Animator playing this state machine. + The full path hash for this state machine. + + + + Called right after MonoBehaviour.OnAnimatorMove. + + + + + Called at each Update frame except for the first and last frame. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.AssetBundleModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.AssetBundleModule.dll new file mode 100644 index 0000000..bf21eaa Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.AssetBundleModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.AssetBundleModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.AssetBundleModule.xml new file mode 100644 index 0000000..4f4c658 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.AssetBundleModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.AssetBundleModule + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.AudioModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.AudioModule.dll new file mode 100644 index 0000000..c437b01 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.AudioModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.AudioModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.AudioModule.xml new file mode 100644 index 0000000..cd014b6 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.AudioModule.xml @@ -0,0 +1,1735 @@ + + + + + UnityEngine.AudioModule + + + + An implementation of IPlayable that controls an AudioClip. + + + + + Creates an AudioClipPlayable in the PlayableGraph. + + The PlayableGraph that will contain the new AnimationLayerMixerPlayable. + The AudioClip that will be added in the PlayableGraph. + True if the clip should loop, false otherwise. + + A AudioClipPlayable linked to the PlayableGraph. + + + + + AudioMixer asset. + + + + + Routing target. + + + + + How time should progress for this AudioMixer. Used during Snapshot transitions. + + + + + Resets an exposed parameter to its initial value. + + Exposed parameter. + + Returns false if the parameter was not found or could not be set. + + + + + Connected groups in the mixer form a path from the mixer's master group to the leaves. This path has the format "Master GroupChild of Master GroupGrandchild of Master Group", so to find the grandchild group in this example, a valid search string would be for instance "randchi" which would return exactly one group while "hild" or "oup/" would return 2 different groups. + + Sub-string of the paths to be matched. + + Groups in the mixer whose paths match the specified search path. + + + + + The name must be an exact match. + + Name of snapshot object to be returned. + + The snapshot identified by the name. + + + + + Returns the value of the exposed parameter specified. If the parameter doesn't exist the function returns false. Prior to calling SetFloat and after ClearFloat has been called on this parameter the value returned will be that of the current snapshot or snapshot transition. + + Name of exposed parameter. + Return value of exposed parameter. + + Returns false if the exposed parameter specified doesn't exist. + + + + + Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots and can therefore only be changed via this function. + + Name of exposed parameter. + New value of exposed parameter. + + Returns false if the exposed parameter was not found or snapshots are currently being edited. + + + + + Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location. + + The set of snapshots to be mixed. + The mix weights for the snapshots specified. + Relative time after which the mixture should be reached from any current state. + + + + Object representing a group in the mixer. + + + + + Object representing a snapshot in the mixer. + + + + + Performs an interpolated transition towards this snapshot over the time interval specified. + + Relative time after which this snapshot should be reached from any current state. + + + + The mode in which an AudioMixer should update its time. + + + + + Update the AudioMixer with scaled game time. + + + + + Update the AudioMixer with unscaled realtime. + + + + + A IPlayableOutput implementation that will be used to play audio. + + + + + Creates an AudioPlayableOutput in the PlayableGraph. + + The PlayableGraph that will contain the AnimationPlayableOutput. + The name of the output. + The AudioSource that will play the AudioPlayableOutput source Playable. + + A new AudioPlayableOutput attached to the PlayableGraph. + + + + + Returns an invalid AudioPlayableOutput. + + + + + The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect. + + + + + Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms. + + + + + Chorus modulation depth. 0.0 to 1.0. Default = 0.03. + + + + + Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5. + + + + + Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0. + + + + + Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz. + + + + + Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5. + + + + + Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5. + + + + + Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5. + + + + + A container for audio data. + + + + + Returns true if this audio clip is ambisonic (read-only). + + + + + The number of channels in the audio clip. (Read Only) + + + + + The sample frequency of the clip in Hertz. (Read Only) + + + + + Returns true if the AudioClip is ready to play (read-only). + + + + + The length of the audio clip in seconds. (Read Only) + + + + + Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread. + + + + + Returns the current load state of the audio data associated with an AudioClip. + + + + + The load type of the clip (read-only). + + + + + Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. + + + + + The length of the audio clip in samples. (Read Only) + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + + + + + Fills an array with sample data from the clip. + + + + + + + Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically. + + + Returns true if loading succeeded. + + + + + Delegate called each time AudioClip reads data. + + Array of floats containing data read from the clip. + + + + Delegate called each time AudioClip changes read position. + + New position in the audio clip. + + + + Set sample data in a clip. + + + + + + + Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets. + + + Returns false if unloading failed. + + + + + Determines how the audio clip is loaded in. + + + + + The audio data of the clip will be kept in memory in compressed form. + + + + + The audio data is decompressed when the audio clip is loaded. + + + + + Streams audio data from disk. + + + + + An enum containing different compression types. + + + + + AAC Audio Compression. + + + + + Adaptive differential pulse-code modulation. + + + + + Sony proprietary hardware format. + + + + + Nintendo ADPCM audio compression format. + + + + + Sony proprietory hardware codec. + + + + + MPEG Audio Layer III. + + + + + Uncompressed pulse-code modulation. + + + + + Sony proprietary hardware format. + + + + + Vorbis compression format. + + + + + Xbox One proprietary hardware format. + + + + + Specifies the current properties or desired properties to be set for the audio system. + + + + + The length of the DSP buffer in samples determining the latency of sounds by the audio output device. + + + + + The current maximum number of simultaneously audible sounds in the game. + + + + + The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing. + + + + + The current sample rate of the audio output device used. + + + + + The current speaker mode used by the audio output device. + + + + + Value describing the current load state of the audio data associated with an AudioClip. + + + + + Value returned by AudioClip.loadState for an AudioClip that has failed loading its audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that is currently loading audio data. + + + + + Value returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet. + + + + + The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener. + + + + + Distortion value. 0.0 to 1.0. Default = 0.5. + + + + + The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio. + + + + + Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5. + + + + + Echo delay in ms. 10 to 5000. Default = 500. + + + + + Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0. + + + + + Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0. + + + + + The Audio High Pass Filter passes high frequencies of an AudioSource, and cuts off signals with frequencies lower than the Cutoff Frequency. + + + + + Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. + + + + + Determines how much the filter's self-resonance isdampened. + + + + + Representation of a listener in 3D space. + + + + + The paused state of the audio system. + + + + + This lets you set whether the Audio Listener should be updated in the fixed or dynamic update. + + + + + Controls the game sound volume (0.0 to 1.0). + + + + + Provides a block of the listener (master)'s output data. + + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + + + + Deprecated Version. Returns a block of the listener (master)'s output data. + + + + + + + Provides a block of the listener (master)'s spectrum data. + + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. + + + + Deprecated Version. Returns a block of the listener (master)'s spectrum data. + + Number of values (the length of the samples array). Must be a power of 2. Min = 64. Max = 8192. + The channel to sample from. + The FFTWindow type to use when sampling. + + + + The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing frequencies higher than the Cutoff Frequency. + + + + + Returns or sets the current custom frequency cutoff curve. + + + + + Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. + + + + + Determines how much the filter's self-resonance is dampened. + + + + + The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect. + + + + + Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. + + + + + Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. + + + + + Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. + + + + + Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. + + + + + Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0. + + + + + Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0. + + + + + Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. + + + + + Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. + + + + + Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0. + + + + + Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. + + + + + Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. + + + + + Set/Get reverb preset properties. + + + + + Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + + + + + Reverb presets used by the Reverb Zone class and the audio reverb filter. + + + + + Alley preset. + + + + + Arena preset. + + + + + Auditorium preset. + + + + + Bathroom preset. + + + + + Carpeted hallway preset. + + + + + Cave preset. + + + + + City preset. + + + + + Concert hall preset. + + + + + Dizzy preset. + + + + + Drugged preset. + + + + + Forest preset. + + + + + Generic preset. + + + + + Hallway preset. + + + + + Hangar preset. + + + + + Livingroom preset. + + + + + Mountains preset. + + + + + No reverb preset selected. + + + + + Padded cell preset. + + + + + Parking Lot preset. + + + + + Plain preset. + + + + + Psychotic preset. + + + + + Quarry preset. + + + + + Room preset. + + + + + Sewer pipe preset. + + + + + Stone corridor preset. + + + + + Stoneroom preset. + + + + + Underwater presset. + + + + + User defined preset. + + + + + Reverb Zones are used when you want to create location based ambient effects in the scene. + + + + + High-frequency to mid-frequency decay time ratio. + + + + + Reverberation decay time at mid frequencies. + + + + + Value that controls the modal density in the late reverberation decay. + + + + + Value that controls the echo density in the late reverberation decay. + + + + + The distance from the centerpoint that the reverb will not have any effect. Default = 15.0. + + + + + The distance from the centerpoint that the reverb will have full effect at. Default = 10.0. + + + + + Early reflections level relative to room effect. + + + + + Initial reflection delay time. + + + + + Late reverberation level relative to room effect. + + + + + Late reverberation delay time relative to initial reflection. + + + + + Set/Get reverb preset properties. + + + + + Room effect level (at mid frequencies). + + + + + Relative room effect level at high frequencies. + + + + + Relative room effect level at low frequencies. + + + + + Like rolloffscale in global settings, but for reverb room size effect. + + + + + Reference high frequency (hz). + + + + + Reference low frequency (hz). + + + + + Rolloff modes that a 3D sound can have in an audio source. + + + + + Use this when you want to use a custom rolloff. + + + + + Use this mode when you want to lower the volume of your sound over the distance. + + + + + Use this mode when you want a real-world rolloff. + + + + + Controls the global audio settings from script. + + + + + Returns the speaker mode capability of the current audio driver. (Read Only) + + + + + Returns the current time of the audio system. + + + + + Get the mixer's current output rate. + + + + + Gets the current speaker mode. Default is 2 channel stereo. + + + + + A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + + True if the change was caused by an device change. + + + + Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset. + + + The new configuration to be applied. + + + + + Get the mixer's buffer size in samples. + + Is the length of each buffer in the ringbuffer. + Is number of buffers. + + + + Returns the name of the spatializer selected on the currently-running platform. + + + The spatializer plugin name. + + + + + A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external factor such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + + True if the change was caused by an device change. + + + + Performs a change of the device configuration. In response to this the AudioSettings.OnAudioConfigurationChanged delegate is invoked with the argument deviceWasChanged=false. It cannot be guaranteed that the exact settings specified can be used, but the an attempt is made to use the closest match supported by the system. + + The new configuration to be used. + + True if all settings could be successfully applied. + + + + + A representation of audio sources in 3D. + + + + + Bypass effects (Applied from filter components or global listener filters). + + + + + When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group. + + + + + When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. + + + + + The default AudioClip to play. + + + + + Sets the Doppler scale for this AudioSource. + + + + + Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus. + + + + + This makes the audio source not take into account the volume of the audio listener. + + + + + Is the clip playing right now (Read Only)? + + + + + True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system. + + + + + Is the audio clip looping? + + + + + (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. + + + + + Within the Min distance the AudioSource will cease to grow louder in volume. + + + + + Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume. + + + + + The target group to which the AudioSource should route its signal. + + + + + Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. + + + + + The pitch of the audio source. + + + + + If set to true, the audio source will automatically start playing on awake. + + + + + Sets the priority of the AudioSource. + + + + + The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. + + + + + Sets/Gets how the AudioSource attenuates over distance. + + + + + Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D. + + + + + Enables or disables spatialization. + + + + + Determines if the spatializer effect is inserted before or after the effect filters. + + + + + Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. + + + + + Playback position in seconds. + + + + + Playback position in PCM samples. + + + + + Whether the Audio Source should be updated in the fixed or dynamic update. + + + + + The volume of the audio source (0.0 to 1.0). + + + + + Reads a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be read. + Return value of the user-defined parameter that is read. + + True, if the parameter could be read. + + + + + Get the current custom curve for the given AudioSourceCurveType. + + The curve type to get. + + The custom AnimationCurve corresponding to the given curve type. + + + + + Provides a block of the currently playing source's output data. + + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + + + + Deprecated Version. Returns a block of the currently playing source's output data. + + + + + + + Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be read. + Return value of the user-defined parameter that is read. + + True, if the parameter could be read. + + + + + Provides a block of the currently playing audio source's spectrum data. + + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. + + + + Deprecated Version. Returns a block of the currently playing source's spectrum data. + + The number of samples to retrieve. Must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. + + + + Pauses playing the clip. + + + + + Plays the clip with an optional certain delay. + + Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). + + + + Plays the clip with an optional certain delay. + + Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). + + + + Plays an AudioClip at a given position in world space. + + Audio data to play. + Position in world space from which sound originates. + Playback volume. + + + + Plays an AudioClip at a given position in world space. + + Audio data to play. + Position in world space from which sound originates. + Playback volume. + + + + Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument. + + Delay time specified in seconds. + + + + Plays an AudioClip, and scales the AudioSource volume by volumeScale. + + The clip being played. + The scale of the volume (0-1). + + + + Plays an AudioClip, and scales the AudioSource volume by volumeScale. + + The clip being played. + The scale of the volume (0-1). + + + + Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. + + Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing. + + + + Sets a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be set. + New value of the user-defined parameter. + + True, if the parameter could be set. + + + + + Set the custom curve for the given AudioSourceCurveType. + + The curve type that should be set. + The curve that should be applied to the given curve type. + + + + Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled. + + Time in seconds. + + + + Changes the time at which a sound that has already been scheduled to play will start. + + Time in seconds. + + + + Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + + Zero-based index of user-defined parameter to be set. + New value of the user-defined parameter. + + True, if the parameter could be set. + + + + + Stops playing the clip. + + + + + Unpause the paused playback of this AudioSource. + + + + + This defines the curve type of the different custom curves that can be queried and set within the AudioSource. + + + + + Custom Volume Rolloff. + + + + + Reverb Zone Mix. + + + + + The Spatial Blend. + + + + + The 3D Spread. + + + + + These are speaker types defined for use with AudioSettings.speakerMode. + + + + + Channel count is set to 6. 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer. + + + + + Channel count is set to 8. 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer. + + + + + Channel count is set to 1. The speakers are monaural. + + + + + Channel count is set to 2. Stereo output, but data is encoded in a way that is picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup. + + + + + Channel count is set to 4. 4 speaker setup. This includes front left, front right, rear left, rear right. + + + + + Channel count is unaffected. + + + + + Channel count is set to 2. The speakers are stereo. This is the editor default. + + + + + Channel count is set to 5. 5 speaker setup. This includes front left, front right, center, rear left, rear right. + + + + + Describes when an AudioSource or AudioListener is updated. + + + + + Updates the source or listener in the fixed update loop if it is attached to a Rigidbody, dynamic otherwise. + + + + + Updates the source or listener in the dynamic update loop. + + + + + Updates the source or listener in the fixed update loop. + + + + + Spectrum analysis windowing types. + + + + + W[n] = 0.42 - (0.5 * COS(nN) ) + (0.08 * COS(2.0 * nN) ). + + + + + W[n] = 0.35875 - (0.48829 * COS(1.0 * nN)) + (0.14128 * COS(2.0 * nN)) - (0.01168 * COS(3.0 * n/N)). + + + + + W[n] = 0.54 - (0.46 * COS(n/N) ). + + + + + W[n] = 0.5 * (1.0 - COS(n/N) ). + + + + + W[n] = 1.0. + + + + + W[n] = TRI(2n/N). + + + + + Use this class to record to an AudioClip using a connected microphone. + + + + + A list of available microphone devices, identified by name. + + + + + Stops recording. + + The name of the device. + + + + Get the frequency capabilities of a device. + + The name of the device. + Returns the minimum sampling frequency of the device. + Returns the maximum sampling frequency of the device. + + + + Get the position in samples of the recording. + + The name of the device. + + + + Query if a device is currently recording. + + The name of the device. + + + + Start Recording with device. + + The name of the device. + Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip. + Is the length of the AudioClip produced by the recording. + The sample rate of the AudioClip produced by the recording. + + The function returns null if the recording fails to start. + + + + + Movie Textures are textures onto which movies are played back. + + + + + Returns the AudioClip belonging to the MovieTexture. + + + + + The time, in seconds, that the movie takes to play back completely. + + + + + Returns whether the movie is playing or not. + + + + + If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions. + + + + + Set this to true to make the movie loop. + + + + + Pauses playing the movie. + + + + + Starts playing the movie. + + + + + Stops playing the movie, and rewinds it to the beginning. + + + + + A structure describing the webcam device. + + + + + True if camera faces the same direction a screen does, false otherwise. + + + + + A human-readable name of the device. Varies across different systems. + + + + + WebCam Textures are textures onto which the live video input is rendered. + + + + + Set this to specify the name of the device to use. + + + + + Return a list of available devices. + + + + + Did the video buffer update this frame? + + + + + Returns if the camera is currently playing. + + + + + Set the requested frame rate of the camera device (in frames per second). + + + + + Set the requested height of the camera device. + + + + + Set the requested width of the camera device. + + + + + Returns an clockwise angle (in degrees), which can be used to rotate a polygon so camera contents are shown in correct orientation. + + + + + Returns if the texture image is vertically flipped. + + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Create a WebCamTexture. + + The name of the video input device to be used. + The requested width of the texture. + The requested height of the texture. + The requested frame rate of the texture. + + + + Returns pixel color at coordinates (x, y). + + + + + + + Get a block of pixel colors. + + + + + Get a block of pixel colors. + + + + + + + + + Returns the pixels data in raw format. + + Optional array to receive pixel data. + + + + Returns the pixels data in raw format. + + Optional array to receive pixel data. + + + + Pauses the camera. + + + + + Starts the camera. + + + + + Stops the camera. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ClothModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClothModule.dll new file mode 100644 index 0000000..1445766 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClothModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ClothModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClothModule.xml new file mode 100644 index 0000000..455b00e --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClothModule.xml @@ -0,0 +1,225 @@ + + + + + UnityEngine.ClothModule + + + + The Cloth class provides an interface to cloth simulation physics. + + + + + Bending stiffness of the cloth. + + + + + An array of CapsuleColliders which this Cloth instance should collide with. + + + + + Number of cloth solver iterations per second. + + + + + The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh. + + + + + How much to increase mass of colliding particles. + + + + + Damp cloth motion. + + + + + Enable continuous collision to improve collision stability. + + + + + Is this cloth enabled? + + + + + A constant, external acceleration applied to the cloth. + + + + + The friction of the cloth when colliding with the character. + + + + + The current normals of the cloth object. + + + + + A random, external acceleration applied to the cloth. + + + + + Minimum distance at which two cloth particles repel each other (default: 0.0). + + + + + Self-collision stiffness defines how strong the separating impulse should be for colliding particles. + + + + + Cloth's sleep threshold. + + + + + An array of ClothSphereColliderPairs which this Cloth instance should collide with. + + + + + Sets the stiffness frequency parameter. + + + + + Stretching stiffness of the cloth. + + + + + Should gravity affect the cloth simulation? + + + + + Use Tether Anchors. + + + + + Add one virtual particle per triangle to improve collision stability. + + + + + The current vertex positions of the cloth object. + + + + + How much world-space acceleration of the character will affect cloth vertices. + + + + + How much world-space movement of the character will affect cloth vertices. + + + + + Clear the pending transform changes from affecting the cloth simulation. + + + + + Get list of particles to be used for self and inter collision. + + List to be populated with cloth particle indices that are used for self and/or inter collision. + + + + Get list of indices to be used when generating virtual particles. + + List to be populated with virtual particle indices. + + + + Get weights to be used when generating virtual particles for cloth. + + List to populate with virtual particle weights. + + + + Fade the cloth simulation in or out. + + Fading enabled or not. + + + + + This allows you to set the cloth indices used for self and inter collision. + + List of cloth particles indices to use for cloth self and/or inter collision. + + + + Set indices to use when generating virtual particles. + + List of cloth particle indices to use when generating virtual particles. + + + + Sets weights to be used when generating virtual particles for cloth. + + List of weights to be used when setting virutal particles for cloth. + + + + The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to. + + + + + Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth. + + + + + Distance a vertex is allowed to travel from the skinned mesh vertex position. + + + + + A pair of SphereColliders used to define shapes for Cloth objects to collide against. + + + + + The first SphereCollider of a ClothSphereColliderPair. + + + + + The second SphereCollider of a ClothSphereColliderPair. + + + + + Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + + The first SphereCollider of a ClothSphereColliderPair. + The second SphereCollider of a ClothSphereColliderPair. + + + + Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + + The first SphereCollider of a ClothSphereColliderPair. + The second SphereCollider of a ClothSphereColliderPair. + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterInputModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterInputModule.dll new file mode 100644 index 0000000..c62b050 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterInputModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterInputModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterInputModule.xml new file mode 100644 index 0000000..daece5f --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterInputModule.xml @@ -0,0 +1,119 @@ + + + + + UnityEngine.ClusterInputModule + + + + Interface for reading and writing inputs in a Unity Cluster. + + + + + Add a new VRPN input entry. + + Name of the input entry. This has to be unique. + Device name registered to VRPN server. + URL to the vrpn server. + Index of the Input entry, refer to vrpn.cfg if unsure. + Type of the input. + + True if the operation succeed. + + + + + Check the connection status of the device to the VRPN server it connected to. + + Name of the input entry. + + + + Edit an input entry which added via ClusterInput.AddInput. + + Name of the input entry. This has to be unique. + Device name registered to VRPN server. + URL to the vrpn server. + Index of the Input entry, refer to vrpn.cfg if unsure. + Type of the ClusterInputType as follow. + + + + Returns the axis value as a continous float. + + Name of input to poll.c. + + + + Returns the binary value of a button. + + Name of input to poll. + + + + Return the position of a tracker as a Vector3. + + Name of input to poll. + + + + Returns the rotation of a tracker as a Quaternion. + + Name of input to poll. + + + + Sets the axis value for this input. Only works for input typed Custom. + + Name of input to modify. + Value to set. + + + + Sets the button value for this input. Only works for input typed Custom. + + Name of input to modify. + Value to set. + + + + Sets the tracker position for this input. Only works for input typed Custom. + + Name of input to modify. + Value to set. + + + + Sets the tracker rotation for this input. Only works for input typed Custom. + + Name of input to modify. + Value to set. + + + + Values to determine the type of input value to be expect from one entry of ClusterInput. + + + + + Device is an analog axis that provides continuous value represented by a float. + + + + + Device that return a binary result of pressed or not pressed. + + + + + A user customized input. + + + + + Device that provide position and orientation values. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterRendererModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterRendererModule.dll new file mode 100644 index 0000000..a8f5f99 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterRendererModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterRendererModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterRendererModule.xml new file mode 100644 index 0000000..c630ed8 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.ClusterRendererModule.xml @@ -0,0 +1,28 @@ + + + + + UnityEngine.ClusterRendererModule + + + + A helper class that contains static method to inquire status of Unity Cluster. + + + + + Check whether the current instance is disconnected from the cluster network. + + + + + Check whether the current instance is a master node in the cluster network. + + + + + To acquire or set the node index of the current machine from the cluster network. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.CoreModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.CoreModule.dll new file mode 100644 index 0000000..2314431 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.CoreModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.CoreModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.CoreModule.xml new file mode 100644 index 0000000..533e3bd --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.CoreModule.xml @@ -0,0 +1,32225 @@ + + + + + UnityEngine.CoreModule + + + + Structure describing acceleration status of the device. + + + + + Value of acceleration. + + + + + Amount of time passed since last accelerometer measurement. + + + + + The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. + + + + + The order of the component in the component menu (lower is higher to the top). + + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + Add an item in the Component menu. + + The path to the component. + Where in the component menu to add the new item. + + + + AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. + + + + + Construct an AndroidJavaClass from the class name. + + Specifies the Java class name (e.g. <tt>java.lang.String</tt>). + + + + AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. + + + + + Calls a Java method on an object (non-static). + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a Java method on an object. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a static Java method on a class. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Call a static Java method on a class. + + Specifies which method to call. + An array of parameters passed to the method. + + + + Construct an AndroidJavaObject based on the name of the class. + + Specifies the Java class name (e.g. "<tt>java.lang.String<tt>" or "<tt>javalangString<tt>"). + An array of parameters passed to the constructor. + + + + IDisposable callback. + + + + + Get the value of a field in an object (non-static). + + The name of the field (e.g. int counter; would have fieldName = "counter"). + + + + Retrieves the raw <tt>jclass</tt> pointer to the Java class. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. + + + + + Retrieves the raw <tt>jobject</tt> pointer to the Java object. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. + + + + + Get the value of a static field in an object type. + + The name of the field (e.g. <i>int counter;</i> would have fieldName = "counter"). + + + + Set the value of a field in an object (non-static). + + The name of the field (e.g. int counter; would have fieldName = "counter"). + The value to assign to the field. It has to match the field type. + + + + Set the value of a static field in an object type. + + The name of the field (e.g. int counter; would have fieldName = "counter"). + The value to assign to the field. It has to match the field type. + + + + This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation. + + + + + The equivalent of the java.lang.Object equals() method. + + + + Returns true when the objects are equal and false if otherwise. + + + + + The equivalent of the java.lang.Object hashCode() method. + + + Returns the hash code of the java proxy object. + + + + + Java interface implemented by the proxy. + + + + + The equivalent of the java.lang.Object toString() method. + + + Returns C# class name + " <c# proxy java object>". + + + + + + + Java interface to be implemented by the proxy. + + + + + + Java interface to be implemented by the proxy. + + + + Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method 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. + + Name of the invoked java method. + Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. + Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. + + + + Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method 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. + + Name of the invoked java method. + Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. + Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. + + + + AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object. + + + + + 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS). + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. + + + + + Allocates a new Java object without invoking any of the constructors for the object. + + + + + + Attaches the current thread to a Java (Dalvik) VM. + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + 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. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + + + + + + Deletes the global reference pointed to by <tt>obj</tt>. + + + + + + Deletes the local reference pointed to by <tt>obj</tt>. + + + + + + Detaches the current thread from a Java (Dalvik) VM. + + + + + Ensures that at least a given number of local references can be created in the current thread. + + + + + + Clears any exception that is currently being thrown. + + + + + Prints an exception and a backtrace of the stack to the <tt>logcat</tt> + + + + + Determines if an exception is being thrown. + + + + + Raises a fatal error and does not expect the VM to recover. This function does not return. + + + + + + This function loads a locally-defined class. + + + + + + Convert a Java array of <tt>boolean</tt> to a managed array of System.Boolean. + + + + + + Convert a Java array of <tt>byte</tt> to a managed array of System.Byte. + + + + + + Convert a Java array of <tt>char</tt> to a managed array of System.Char. + + + + + + Convert a Java array of <tt>double</tt> to a managed array of System.Double. + + + + + + Convert a Java array of <tt>float</tt> to a managed array of System.Single. + + + + + + Convert a Java array of <tt>int</tt> to a managed array of System.Int32. + + + + + + Convert a Java array of <tt>long</tt> to a managed array of System.Int64. + + + + + + Convert a Java array of <tt>java.lang.Object</tt> to a managed array of System.IntPtr, representing Java objects. + + + + + + Converts a <tt>java.lang.reflect.Field</tt> to a field ID. + + + + + + Converts a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object to a method ID. + + + + + + Convert a Java array of <tt>short</tt> to a managed array of System.Int16. + + + + + + Returns the number of elements in the array. + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the field ID for an instance (nonstatic) field of a class. + + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the method ID for an instance (nonstatic) method of a class or interface. + + + + + + + + Returns an element of an <tt>Object</tt> array. + + + + + + + Returns the class of an object. + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns the value of one element of a primitive array. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + Returns the field ID for a static field of a class. + + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + Returns the method ID for a static method of a class. + + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of a static field of an object. + + + + + + + This function returns the value of an instance (nonstatic) field of an object. + + + + + + + Returns a managed string object representing the string in modified UTF-8 encoding. + + + + + + Returns the length in bytes of the modified UTF-8 representation of a string. + + + + + + If <tt>clazz<tt> represents any class other than the class <tt>Object<tt>, then this function returns the object that represents the superclass of the class specified by <tt>clazz</tt>. + + + + + + Returns the version of the native method interface. + + + + + Determines whether an object of <tt>clazz1<tt> can be safely cast to <tt>clazz2<tt>. + + + + + + + Tests whether an object is an instance of a class. + + + + + + + Tests whether two references refer to the same Java object. + + + + + + + Construct a new primitive array object. + + + + + + Construct a new primitive array object. + + + + + + Construct a new primitive array object. + + + + + + Construct a new primitive array object. + + + + + + Construct a new primitive array object. + + + + + + Creates a new global reference to the object referred to by the <tt>obj</tt> argument. + + + + + + Construct a new primitive array object. + + + + + + Creates a new local reference that refers to the same object as <tt>obj</tt>. + + + + + + Construct a new primitive array object. + + + + + + Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with <init> as the method name and void (V) as the return type. + + + + + + + + Constructs a new array holding objects in class <tt>clazz<tt>. All elements are initially set to <tt>obj<tt>. + + + + + + + + Construct a new primitive array object. + + + + + + Constructs a new <tt>java.lang.String</tt> object from an array of characters in modified UTF-8 encoding. + + + + + + Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given <tt>result</tt> object. + + + + + + Creates a new local reference frame, in which at least a given number of local references can be created. + + + + + + Sets the value of one element in a primitive array. + + The array of native booleans. + Index of the array element to set. + The value to set - for 'true' use 1, for 'false' use 0. + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets an element of an <tt>Object</tt> array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Sets the value of one element in a primitive array. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function ets the value of a static field of an object. + + + + + + + + This function sets the value of an instance (nonstatic) field of an object. + + + + + + + + Causes a <tt>java.lang.Throwable</tt> object to be thrown. + + + + + + Constructs an exception object from the specified class with the <tt>message</tt> specified by message and causes that exception to be thrown. + + + + + + + Convert a managed array of System.Boolean to a Java array of <tt>boolean</tt>. + + + + + + Convert a managed array of System.Byte to a Java array of <tt>byte</tt>. + + + + + + Convert a managed array of System.Char to a Java array of <tt>char</tt>. + + + + + + Convert a managed array of System.Double to a Java array of <tt>double</tt>. + + + + + + Convert a managed array of System.Single to a Java array of <tt>float</tt>. + + + + + + Convert a managed array of System.Int32 to a Java array of <tt>int</tt>. + + + + + + Convert a managed array of System.Int64 to a Java array of <tt>long</tt>. + + + + + + Convert a managed array of System.IntPtr, representing Java objects, to a Java array of <tt>java.lang.Object</tt>. + + + + + + Converts a field ID derived from cls to a <tt>java.lang.reflect.Field</tt> object. + + + + + + + + Converts a method ID derived from clazz to a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object. + + + + + + + + Convert a managed array of System.Int16 to a Java array of <tt>short</tt>. + + + + + + Helper interface for JNI interaction; signature creation and method lookups. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. + + + + + Set debug to true to log calls through the AndroidJNIHelper. + + + + + Creates a managed array from a Java array. + + Java array object to be converted into a managed array. + + + + Creates a Java array from a managed array. + + Managed array to be converted into a Java array object. + + + + Creates a java proxy object which connects to the supplied proxy implementation. + + An implementatinon of a java interface in c#. + + + + Creates a UnityJavaRunnable object (implements java.lang.Runnable). + + A delegate representing the java.lang.Runnable. + + + + + Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI. + + An array of objects that should be converted to Call parameters. + + + + Deletes any local jni references previously allocated by CreateJNIArgArray(). + + The array of arguments used as a parameter to CreateJNIArgArray(). + The array returned by CreateJNIArgArray(). + + + + Scans a particular Java class for a constructor method matching a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + + + + Scans a particular Java class for a constructor method matching a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + + + + Get a JNI method ID for a constructor based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Array with parameters to be passed to the constructor when invoked. + + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Scans a particular Java class for a field matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + Get a JNI field ID based on type detection. Generic parameter represents the field type. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Scans a particular Java class for a method matching a name and a signature. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + Get a JNI method ID based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Array with parameters to be passed to the method when invoked. + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + + Get a JNI method ID based on calling arguments. + + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Array with parameters to be passed to the method when invoked. + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + + + + + Creates the JNI signature string for particular object type. + + Object for which a signature is to be produced. + + + + Creates the JNI signature string for an object parameter list. + + Array of object for which a signature is to be produced. + + + + Creates the JNI signature string for an object parameter list. + + Array of object for which a signature is to be produced. + + + + Store a collection of Keyframes that can be evaluated over time. + + + + + All keys defined in the animation curve. + + + + + The number of keys in the curve. (Read Only) + + + + + The behaviour of the animation after the last keyframe. + + + + + The behaviour of the animation before the first keyframe. + + + + + Add a new key to the curve. + + The time at which to add the key (horizontal axis in the curve graph). + The value for the key (vertical axis in the curve graph). + + The index of the added key, or -1 if the key could not be added. + + + + + Add a new key to the curve. + + The key to add to the curve. + + The index of the added key, or -1 if the key could not be added. + + + + + Creates a constant "curve" starting at timeStart, ending at timeEnd and with the value value. + + The start time for the constant curve. + The start time for the constant curve. + The value for the constant curve. + + The constant curve created from the specified values. + + + + + Creates an animation curve from an arbitrary number of keyframes. + + An array of Keyframes used to define the curve. + + + + Creates an empty animation curve. + + + + + Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the ease curve. + The start value for the ease curve. + The end time for the ease curve. + The end value for the ease curve. + + The ease-in and out curve generated from the specified values. + + + + + Evaluate the curve at time. + + The time within the curve you want to evaluate (the horizontal axis in the curve graph). + + The value of the curve, at the point in time specified. + + + + + A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. + + The start time for the linear curve. + The start value for the linear curve. + The end time for the linear curve. + The end value for the linear curve. + + The linear curve created from the specified values. + + + + + Removes the keyframe at index and inserts key. + + The index of the key to move. + The key (with its new time) to insert. + + The index of the keyframe after moving it. + + + + + Removes a key. + + The index of the key to remove. + + + + Smooth the in and out tangents of the keyframe at index. + + The index of the keyframe to be smoothed. + The smoothing weight to apply to the keyframe's tangents. + + + + Retrieves the key at index. (Read Only) + + + + + Anisotropic filtering mode. + + + + + Disable anisotropic filtering for all textures. + + + + + Enable anisotropic filtering, as set for each texture. + + + + + Enable anisotropic filtering for all textures. + + + + + Access to application run-time data. + + + + + The URL of the document (what is shown in a browser's address bar) for WebGL (Read Only). + + + + + Priority of background loading thread. + + + + + Returns a GUID for this build (Read Only). + + + + + A unique cloud project identifier. It is unique for every project (Read Only). + + + + + Return application company name (Read Only). + + + + + Contains the path to the game data folder (Read Only). + + + + + Returns false if application is altered in any way after it was built. + + + + + Returns true if application integrity can be confirmed. + + + + + Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. + + + + + Returns the name of the store or package that installed the application (Read Only). + + + + + Returns application install mode (Read Only). + + + + + Returns the type of Internet reachability currently possible on the device. + + + + + Is the current Runtime platform a known console platform. + + + + + Are we running inside the Unity editor? (Read Only) + + + + + Whether the player currently has focus. Read-only. + + + + + Is some level being loaded? (Read Only) + + + + + Is the current Runtime platform a known mobile platform. + + + + + Returns true when in any kind of player (Read Only). + + + + + Checks whether splash screen is being shown. + + + + + Are we running inside a web player? (Read Only) + + + + + The total number of levels available (Read Only). + + + + + The level index that was last loaded (Read Only). + + + + + The name of the level that was last loaded (Read Only). + + + + + Event that is fired if a log message is received. + + + + + + Event that is fired if a log message is received. + + + + + + This event occurs when an iOS, Android, or Tizen 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: + +- iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning] + +- Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL) + +- Tizen: ui_app_add_event_handler with type APP_EVENT_LOW_MEMORY + +Here is an example of handling the callback: + + + + + + Delegate method used to register for "Just Before Render" input updates for VR devices. + + + + + + Contains the path to a persistent data directory (Read Only). + + + + + Returns the platform the game is running on (Read Only). + + + + + Returns application product name (Read Only). + + + + + Should the player be running when the application is in the background? + + + + + Returns application running in sandbox (Read Only). + + + + + The path to the web player data file relative to the html file (Read Only). + + + + + Stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + How many bytes have we downloaded from the main unity web stream (Read Only). + + + + + Contains the path to the StreamingAssets folder (Read Only). + + + + + The language the user's operating system is running in. + + + + + Instructs game to try to render at a specified frame rate. + + + + + Contains the path to a temporary data / cache directory (Read Only). + + + + + The version of the Unity runtime used to play the content. + + + + + Returns application version number (Read Only). + + + + + Indicates whether Unity's webplayer security model is enabled. + + + + + Delegate method for fetching advertising ID. + + Advertising ID. + Indicates whether user has chosen to limit ad tracking. + Error message. + + + + Cancels quitting the application. This is useful for showing a splash screen at the end of a game. + + + + + Can the streamed level be loaded? + + + + + + Can the streamed level be loaded? + + + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Calls a function in the web page that contains the WebGL Player. + + Name of the function to call. + Array of arguments passed in the call. + + + + Execution of a script function in the contained web page. + + The Javascript function to call. + + + + Returns an array of feature tags in use for this build. + + + + + Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + + How far has the download progressed? [0...1]. + + + + + + How far has the download progressed? [0...1]. + + + + + + Is Unity activated with the Pro license? + + + + + Check if the user has authorized use of the webcam or microphone in the Web Player. + + + + + + Loads the level by its name or index. + + The level to load. + The name of the level to load. + + + + Loads the level by its name or index. + + The level to load. + The name of the level to load. + + + + Loads a level additively. + + + + + + + Loads a level additively. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level additively and asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Loads the level asynchronously in the background. + + + + + + + Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. + + + + + + + + This is the delegate function when a mobile device notifies of low memory. + + + + + Opens the url in a browser. + + + + + + Quits the player application. + + + + + Request advertising ID for iOS, Android and Windows Store. + + Delegate method. + + Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked. + + + + + Request authorization to use the webcam or microphone in the Web Player. + + + + + + Set an array of feature tags for this build. + + + + + + Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + + + + + + Unloads the Unity runtime. + + + + + Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the scene in the PlayerSettings to unload. + Name of the scene to Unload. + + Return true if the scene is unloaded. + + + + + Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + + Index of the scene in the PlayerSettings to unload. + Name of the scene to Unload. + + Return true if the scene is unloaded. + + + + + Application installation mode (Read Only). + + + + + Application installed via ad hoc distribution. + + + + + Application installed via developer build. + + + + + Application running in editor. + + + + + Application installed via enterprise distribution. + + + + + Application installed via online store. + + + + + Application install mode unknown. + + + + + Application sandbox type. + + + + + Application not running in a sandbox. + + + + + Application is running in broken sandbox. + + + + + Application is running in a sandbox. + + + + + Application sandbox type is unknown. + + + + + Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. + + + + + Constructor. + + + + + The Assert class contains assertion methods for setting invariants in the code. + + + + + Should an exception be thrown on a failure. + + + + + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + +Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + +Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + +Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + +Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + + Tolerance of approximation. + + + + + + + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + + + + + + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + + + + + + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + + + + + + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + + Tolerance of approximation. + + + + + + + Asserts that the values are not equal. + + + + + + + + + Asserts that the values are not equal. + + + + + + + + + Asserts that the values are not equal. + + + + + + + + + Asserts that the condition is false. + + + + + + + Asserts that the condition is false. + + + + + + + Asserts that the value is not null. + + + + + + + Asserts that the value is not null. + + + + + + + Asserts that the value is null. + + + + + + + Asserts that the value is null. + + + + + + + Asserts that the condition is true. + + + + + + + Asserts that the condition is true. + + + + + + + An exception that is thrown on a failure. Assertions.Assert._raiseExceptions needs to be set to true. + + + + + A float comparer used by Assertions.Assert performing approximate comparison. + + + + + Default epsilon used by the comparer. + + + + + Default instance of a comparer class with deafult error epsilon and absolute error check. + + + + + Performs equality check with absolute error check. + + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + + + + + Performs equality check with relative error check. + + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + Creates an instance of the comparer. + + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. + + + + An extension class that serves as a wrapper for the Assert class. + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.AreEqual. + + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsFalse. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsNull. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.IsTrue. + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotEqual. + + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + An extension method for Assertions.Assert.AreNotNull. + + + + + + + AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle. + + + + + Return true if the AssetBundle is a streamed scene AssetBundle. + + + + + Main asset that was supplied when building the asset bundle (Read Only). + + + + + Check if an AssetBundle contains a specific object. + + + + + + Return all asset names in the AssetBundle. + + + + + To use when you need to get a list of all the currently loaded Asset Bundles. + + + Returns IEnumerable<AssetBundle> of all currently loaded Asset Bundles. + + + + + Return all the scene asset paths (paths to *.unity assets) in the AssetBundle. + + + + + Loads all assets contained in the asset bundle that inherit from type. + + + + + + Loads all assets contained in the asset bundle. + + + + + Loads all assets contained in the asset bundle that inherit from type T. + + + + + Loads all assets contained in the asset bundle asynchronously. + + + + + Loads all assets contained in the asset bundle that inherit from T asynchronously. + + + + + Loads all assets contained in the asset bundle that inherit from type asynchronously. + + + + + + Loads asset with name from the bundle. + + + + + + Loads asset with name of a given type from the bundle. + + + + + + + Loads asset with name of type T from the bundle. + + + + + + Asynchronously loads asset with name from the bundle. + + + + + + Asynchronously loads asset with name of a given T from the bundle. + + + + + + Asynchronously loads asset with name of a given type from the bundle. + + + + + + + Loads asset and sub assets with name from the bundle. + + + + + + Loads asset and sub assets with name of a given type from the bundle. + + + + + + + Loads asset and sub assets with name of type T from the bundle. + + + + + + Loads asset with sub assets with name from the bundle asynchronously. + + + + + + Loads asset with sub assets with name of type T from the bundle asynchronously. + + + + + + Loads asset with sub assets with name of a given type from the bundle asynchronously. + + + + + + + Synchronously loads an AssetBundle from a file on disk. + + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Loaded AssetBundle object or null if failed. + + + + + Synchronously loads an AssetBundle from a file on disk. + + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Loaded AssetBundle object or null if failed. + + + + + Asynchronously loads an AssetBundle from a file on disk. + + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. + + + + + Synchronously create an AssetBundle from a memory region. + + Array of bytes with the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + + Loaded AssetBundle object or null if failed. + + + + + Asynchronously create an AssetBundle from a memory region. + + Array of bytes with the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + + Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. + + + + + Synchronously loads an AssetBundle from a managed Stream. + + The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. + An optional overide for the size of the read buffer size used whilst loading data. The default size is 32KB. + + The loaded AssetBundle object or null when the object fails to load. + + + + + Asynchronously loads an AssetBundle from a managed Stream. + + The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. + An optional overide for the size of the read buffer size used whilst loading data. The default size is 32KB. + + Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. + + + + + Unloads all assets in the bundle. + + + + + + Unloads all currently loaded Asset Bundles. + + Determines whether the current instances of objects loaded from Asset Bundles will also be unloaded. + + + + Asynchronous create request for an AssetBundle. + + + + + Asset object being loaded (Read Only). + + + + + Manifest for all the AssetBundles in the build. + + + + + Get all the AssetBundles in the manifest. + + + An array of asset bundle names. + + + + + Get all the AssetBundles with variant in the manifest. + + + An array of asset bundle names. + + + + + Get all the dependent AssetBundles for the given AssetBundle. + + Name of the asset bundle. + + + + Get the hash for the given AssetBundle. + + Name of the asset bundle. + + The 128-bit hash for the asset bundle. + + + + + Get the direct dependent AssetBundles for the given AssetBundle. + + Name of the asset bundle. + + Array of asset bundle names this asset bundle depends on. + + + + + Asynchronous load request from an AssetBundle. + + + + + Asset objects with sub assets being loaded. (Read Only) + + + + + Asset object being loaded (Read Only). + + + + + Asynchronous operation coroutine. + + + + + Allow scenes to be activated as soon as it is ready. + + + + + Event that is invoked upon operation completion. An event handler that is registered in the same frame as the call that creates it will be invoked next frame, even if the operation is able to complete synchronously. If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be called synchronously. + + Action<AsyncOperation> handler - function signature for completion event handler. + + + + Has the operation finished? (Read Only) + + + + + Priority lets you tweak in which order async operation calls will be performed. + + + + + What's the operation's progress. (Read Only) + + + + + Type of the imported(native) data. + + + + + Acc - not supported. + + + + + Aiff. + + + + + iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. + + + + + Impulse tracker. + + + + + Protracker / Fasttracker MOD. + + + + + MP2/MP3 MPEG. + + + + + Ogg vorbis. + + + + + ScreamTracker 3. + + + + + 3rd party / unknown plugin format. + + + + + VAG. + + + + + Microsoft WAV. + + + + + FastTracker 2 XM. + + + + + Xbox360 XMA. + + + + + Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery. + + + + + Device is plugged in and charging. + + + + + Device is unplugged and discharging. + + + + + Device is plugged in and the battery is full. + + + + + Device is plugged in, but is not charging. + + + + + The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value. + + + + + Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender. + + + + + The order, lowest to highest, that the Application.onBeforeRender event recievers will be called in. + + + + + When applied to methods, specifies the order called during Application.onBeforeRender events. + + The sorting order, sorted lowest to highest. + + + + Behaviours are Components that can be enabled or disabled. + + + + + Enabled Behaviours are Updated, disabled Behaviours are not. + + + + + Has the Behaviour had enabled called. + + + + + BillboardAsset describes how a billboard is rendered. + + + + + Height of the billboard that is below ground. + + + + + Height of the billboard. + + + + + Number of pre-rendered images that can be switched when the billboard is viewed from different angles. + + + + + Number of indices in the billboard mesh. + + + + + The material used for rendering. + + + + + Number of vertices in the billboard mesh. + + + + + Width of the billboard. + + + + + Constructs a new BillboardAsset. + + + + + Get the array of billboard image texture coordinate data. + + The list that receives the array. + + + + Get the array of billboard image texture coordinate data. + + The list that receives the array. + + + + Get the indices of the billboard mesh. + + The list that receives the array. + + + + Get the indices of the billboard mesh. + + The list that receives the array. + + + + Get the vertices of the billboard mesh. + + The list that receives the array. + + + + Get the vertices of the billboard mesh. + + The list that receives the array. + + + + Set the array of billboard image texture coordinate data. + + The array of data to set. + + + + Set the array of billboard image texture coordinate data. + + The array of data to set. + + + + Set the indices of the billboard mesh. + + The array of data to set. + + + + Set the indices of the billboard mesh. + + The array of data to set. + + + + Set the vertices of the billboard mesh. + + The array of data to set. + + + + Set the vertices of the billboard mesh. + + The array of data to set. + + + + Renders a billboard from a BillboardAsset. + + + + + The BillboardAsset to render. + + + + + Constructor. + + + + + The BitStream class represents seralized variables, packed into a stream. + + + + + Is the BitStream currently being read? (Read Only) + + + + + Is the BitStream currently being written? (Read Only) + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Serializes different types of variables. + + + + + + + + Blend weights. + + + + + Four bones affect each vertex. + + + + + One bone affects each vertex. + + + + + Two bones affect each vertex. + + + + + Skinning bone weights of a vertex in the mesh. + + + + + Index of first bone. + + + + + Index of second bone. + + + + + Index of third bone. + + + + + Index of fourth bone. + + + + + Skinning weight for first bone. + + + + + Skinning weight for second bone. + + + + + Skinning weight for third bone. + + + + + Skinning weight for fourth bone. + + + + + Describes a single bounding sphere for use by a CullingGroup. + + + + + The position of the center of the BoundingSphere. + + + + + The radius of the BoundingSphere. + + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Initializes a BoundingSphere. + + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). + + + + Represents an axis aligned bounding box. + + + + + The center of the bounding box. + + + + + The extents of the Bounding Box. This is always half of the size of the Bounds. + + + + + The maximal point of the box. This is always equal to center+extents. + + + + + The minimal point of the box. This is always equal to center-extents. + + + + + The total size of the box. This is always twice as large as the extents. + + + + + The closest point on the bounding box. + + Arbitrary point. + + The point on the bounding box or inside the bounding box. + + + + + Is point contained in the bounding box? + + + + + + Creates a new Bounds. + + The location of the origin of the Bounds. + The dimensions of the Bounds. + + + + Grows the Bounds to include the point. + + + + + + Grow the bounds to encapsulate the bounds. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Expand the bounds by increasing its size by amount along each side. + + + + + + Does ray intersect this bounding box? + + + + + + Does ray intersect this bounding box? + + + + + + + Does another bounding box intersect with this bounding box? + + + + + + Sets the bounds to the min and max value of the box. + + + + + + + The smallest squared distance between the point and this bounding box. + + + + + + Returns a nicely formatted string for the bounds. + + + + + + Returns a nicely formatted string for the bounds. + + + + + + Represents an axis aligned bounding box with all values as integers. + + + + + A BoundsInt.PositionCollection that contains all positions within the BoundsInt. + + + + + The center of the bounding box. + + + + + The maximal point of the box. + + + + + The minimal point of the box. + + + + + The position of the bounding box. + + + + + The total size of the box. + + + + + X value of the minimal point of the box. + + + + + The maximal x point of the box. + + + + + The minimal x point of the box. + + + + + Y value of the minimal point of the box. + + + + + The maximal y point of the box. + + + + + The minimal y point of the box. + + + + + Z value of the minimal point of the box. + + + + + The maximal z point of the box. + + + + + The minimal z point of the box. + + + + + Clamps the position and size of this bounding box to the given bounds. + + Bounds to clamp to. + + + + Is point contained in the bounding box? + + Point to check. + Whether the max limits are included in the check. + + Is point contained in the bounding box? + + + + + Is point contained in the bounding box? + + Point to check. + Whether the max limits are included in the check. + + Is point contained in the bounding box? + + + + + An iterator that allows you to iterate over all positions within the BoundsInt. + + + + + Current position of the enumerator. + + + + + Returns this as an iterator that allows you to iterate over all positions within the BoundsInt. + + + This BoundsInt.PositionEnumerator. + + + + + Moves the enumerator to the next position. + + + Whether the enumerator has successfully moved to the next position. + + + + + Resets this enumerator to its starting state. + + + + + Sets the bounds to the min and max value of the box. + + + + + + + Returns a nicely formatted string for the bounds. + + + + + Data structure for cache. Please refer to See Also:Caching.AddCache for more information. + + + + + The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. + + + + + Returns the index of the cache in the cache list. + + + + + Allows you to specify the total number of bytes that can be allocated for the cache. + + + + + Returns the path of the cache. + + + + + Returns true if the cache is readonly. + + + + + Returns true if the cache is ready. + + + + + Returns the number of currently unused bytes in the cache. + + + + + Returns the used disk space in bytes. + + + + + Returns true if the cache is valid. + + + + + Removes all cached content in the cache that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + Returns True when cache clearing succeeded. + + + + + Removes all cached content in the cache that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + Returns True when cache clearing succeeded. + + + + + Data structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequest.GetAssetBundle for more information. + + + + + Hash128 which is used as the version of the AssetBundle. + + + + + AssetBundle name which is used as the customized cache path. + + + + + The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequest.GetAssetBundle(). + + + + + Returns the cache count in the cache list. + + + + + Controls compression of cache data. Enabled by default. + + + + + Gets or sets the current cache in which AssetBundles should be cached. + + + + + Returns the default cache which is added by Unity internally. + + + + + Returns true if Caching system is ready for use. + + + + + Add a cache with the given path. + + Path to the cache folder. + + + + Removes all the cached versions of the given AssetBundle from the cache. + + The AssetBundle name. + + Returns true when cache clearing succeeded. + + + + + Removes all AssetBundle and Procedural Material content that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + True when cache clearing succeeded, false if cache was in use. + + + + + Removes all AssetBundle and Procedural Material content that has been cached by the current application. + + The number of seconds that AssetBundles may remain unused in the cache. + + True when cache clearing succeeded, false if cache was in use. + + + + + Removes the given version of the AssetBundle. + + The AssetBundle name. + Version needs to be cleaned. + + Returns true when cache clearing succeeded. Can return false if any cached bundle is in use. + + + + + Removes all the cached versions of the AssetBundle from the cache, except for the specified version. + + The AssetBundle name. + Version needs to be kept. + + Returns true when cache clearing succeeded. + + + + + Returns all paths of the cache in the cache list. + + List of all the cache paths. + + + + Returns the Cache at the given position in the cache list. + + Index of the cache to get. + + A reference to the Cache at the index specified. + + + + + Returns the Cache that has the given cache path. + + The cache path. + + A reference to the Cache with the given path. + + + + + Returns all cached versions of the given AssetBundle. + + The AssetBundle name. + List of all the cached version. + + + + Checks if an AssetBundle is cached. + + Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. + Version The version number of the AssetBundle to check for. Negative values are not allowed. + + + + True if an AssetBundle matching the url and version parameters has previously been loaded using UnityWebRequest.GetAssetBundle() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. + + + + + Bumps the timestamp of a cached file to be the current time. + + + + + + + Moves the source Cache after the destination Cache in the cache list. + + The Cache to move. + The Cache which should come before the source Cache in the cache list. + + + + Moves the source Cache before the destination Cache in the cache list. + + The Cache to move. + The Cache which should come after the source Cache in the cache list. + + + + Removes the Cache from cache list. + + The Cache to be removed. + + Returns true if the Cache is removed. + + + + + A Camera is a device through which the player views the world. + + + + + Gets the temporary RenderTexture target for this Camera. + + + + + The rendering path that is currently being used (Read Only). + + + + + Returns all enabled cameras in the scene. + + + + + The number of cameras in the current scene. + + + + + Dynamic Resolution Scaling. + + + + + High dynamic range rendering. + + + + + MSAA rendering. + + + + + Determines whether the stereo view matrices are suitable to allow for a single pass cull. + + + + + The aspect ratio (width divided by height). + + + + + The color with which the screen will be cleared. + + + + + Matrix that transforms from camera space to world space (Read Only). + + + + + Identifies what kind of camera this is. + + + + + How the camera clears the background. + + + + + Should the camera clear the stencil buffer after the deferred light pass? + + + + + Number of command buffers set up on this camera (Read Only). + + + + + This is used to render parts of the scene selectively. + + + + + Sets a custom matrix for the camera to use for all culling queries. + + + + + The camera we are currently rendering with, for low-level render control only (Read Only). + + + + + Camera's depth in the camera rendering order. + + + + + How and if camera generates a depth texture. + + + + + Mask to select which layers can trigger events on the camera. + + + + + The far clipping plane distance. + + + + + The field of view of the camera in degrees. + + + + + Should camera rendering be forced into a RenderTexture. + + + + + High dynamic range rendering. + + + + + Per-layer culling distances. + + + + + How to perform per-layer culling for a Camera. + + + + + The first enabled camera tagged "MainCamera" (Read Only). + + + + + The near clipping plane distance. + + + + + Get or set the raw projection matrix with no camera offset (no jittering). + + + + + Event that is fired after any camera finishes rendering. + + + + + Event that is fired before any camera starts culling. + + + + + Event that is fired before any camera starts rendering. + + + + + Opaque object sorting mode. + + + + + Is the camera orthographic (true) or perspective (false)? + + + + + Camera's half-size when in orthographic mode. + + + + + How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). + + + + + Where on the screen is the camera rendered in pixel coordinates. + + + + + How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). + + + + + Get the view projection matrix used on the last frame. + + + + + Set a custom projection matrix. + + + + + Where on the screen is the camera rendered in normalized coordinates. + + + + + The rendering path that should be used, if possible. + + + + + How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). + + + + + How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). + + + + + If not null, the camera will only render the contents of the specified scene. + + + + + Returns the eye that is currently rendering. +If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. + +If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. + +If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. + + + + + Distance to a point where virtual eyes converge. + + + + + Stereoscopic rendering. + + + + + Render only once and use resulting image for both eyes. + + + + + The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect. + + + + + Defines which eye of a VR display the Camera renders into. + + + + + Set the target display for this Camera. + + + + + Destination render texture. + + + + + An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. + + + + + Transparent object sorting mode. + + + + + Should the jittered matrix be used for transparency rendering? + + + + + Whether or not the Camera will use occlusion culling during rendering. + + + + + Get the world-space speed of the camera (Read Only). + + + + + Matrix that transforms from world to camera space. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. + + Normalized viewport coordinates to use for the frustum calculation. + Z-depth from the camera origin at which the corners will be calculated. + Camera eye projection matrix to use. + Output array for the frustum corner vectors. Cannot be null and length must be >= 4. + + + + Calculates and returns oblique near-plane projection matrix. + + Vector4 that describes a clip plane. + + Oblique near-plane projection matrix. + + + + + Delegate type for camera callbacks. + + + + + + Makes this camera's settings match other camera. + + + + + + Sets the non-jittered projection matrix, sourced from the VR SDK. + + Specifies the stereoscopic eye whose non-jittered projection matrix will be sourced from the VR SDK. + + + + Fills an array of Camera with the current cameras in the scene, without allocating a new array. + + An array to be filled up with cameras currently in the scene. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + Gets the non-jittered projection matrix of a specific left or right stereoscopic eye. + + Specifies the stereoscopic eye whose non-jittered projection matrix needs to be returned. + + The non-jittered projection matrix of the specified stereoscopic eye. + + + + + Gets the projection matrix of a specific left or right stereoscopic eye. + + Specifies the stereoscopic eye whose projection matrix needs to be returned. + + The projection matrix of the specified stereoscopic eye. + + + + + Gets the left or right view matrix of a specific stereoscopic eye. + + Specifies the stereoscopic eye whose view matrix needs to be returned. + + The view matrix of the specified stereoscopic eye. + + + + + A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering. + +A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function. + +The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled. + + + + + Camera eye corresponding to stereoscopic rendering of the left eye. + + + + + Camera eye corresponding to non-stereoscopic rendering. + + + + + Camera eye corresponding to stereoscopic rendering of the right eye. + + + + + Remove all command buffers set on this camera. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Render the camera manually. + + + + + Render into a static cubemap from this camera. + + The cube map to render to. + A bitmask which determines which of the six faces are rendered to. + + False is rendering fails, else true. + + + + + Render into a cubemap from this camera. + + A bitfield indicating which cubemap faces should be rendered into. + The texture to render to. + + False is rendering fails, else true. + + + + + Render the camera with shader replacement. + + + + + + + Revert the aspect ratio to the screen's aspect ratio. + + + + + Make culling queries reflect the camera's built in parameters. + + + + + Reset to the default field of view. + + + + + Make the projection reflect normal camera's parameters. + + + + + Remove shader replacement from camera. + + + + + Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes. + + + + + Reset the camera to using the Unity computed view matrices for all stereoscopic eyes. + + + + + Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera. + + + + + Make the rendering position reflect the camera's position in the scene. + + + + + Returns a ray going from camera through a screen point. + + + + + + Transforms position from screen space into viewport space. + + + + + + Transforms position from screen space into world space. + + + + + + Make the camera render with shader replacement. + + + + + + + Sets custom projection matrices for both the left and right stereoscopic eyes. + + Projection matrix for the stereoscopic left eye. + Projection matrix for the stereoscopic right eye. + + + + Sets a custom projection matrix for a specific stereoscopic eye. + + Specifies the stereoscopic eye whose projection matrix needs to be set. + The matrix to be set. + + + + Set custom view matrices for both eyes. + + View matrix for the stereo left eye. + View matrix for the stereo right eye. + + + + Sets a custom view matrix for a specific stereoscopic eye. + + Specifies the stereoscopic view matrix to set. + The matrix to be set. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Sets the Camera to render to the chosen buffers of one or more RenderTextures. + + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. + + + + Enum used to specify either the left or the right eye of a stereoscopic camera. + + + + + Specifies the target to be the left eye. + + + + + Specifies the target to be the right eye. + + + + + Returns a ray going from camera through a viewport point. + + + + + + Transforms position from viewport space into screen space. + + + + + + Transforms position from viewport space into world space. + + The 3d vector in Viewport space. + + The 3d vector in World space. + + + + + Transforms position from world space into screen space. + + + + + + Transforms position from world space into viewport space. + + + + + + Values for Camera.clearFlags, determining what to clear when rendering a Camera. + + + + + Clear only the depth buffer. + + + + + Don't clear anything. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Describes different types of camera. + + + + + Used to indicate a regular in-game camera. + + + + + Used to indicate a camera that is used for rendering previews in the Editor. + + + + + Used to indicate a camera that is used for rendering reflection probes. + + + + + Used to indicate that a camera is used for rendering the Scene View in the Editor. + + + + + Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor. + + + + + Representation of RGBA colors. + + + + + Alpha component of the color. + + + + + Blue component of the color. + + + + + Solid black. RGBA is (0, 0, 0, 1). + + + + + Solid blue. RGBA is (0, 0, 1, 1). + + + + + Completely transparent. RGBA is (0, 0, 0, 0). + + + + + Cyan. RGBA is (0, 1, 1, 1). + + + + + Green component of the color. + + + + + A version of the color that has had the gamma curve applied. + + + + + Gray. RGBA is (0.5, 0.5, 0.5, 1). + + + + + The grayscale value of the color. (Read Only) + + + + + Solid green. RGBA is (0, 1, 0, 1). + + + + + English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). + + + + + A linear value of an sRGB color. + + + + + Magenta. RGBA is (1, 0, 1, 1). + + + + + Returns the maximum color component value: Max(r,g,b). + + + + + Red component of the color. + + + + + Solid red. RGBA is (1, 0, 0, 1). + + + + + Solid white. RGBA is (1, 1, 1, 1). + + + + + Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! + + + + + Constructs a new Color with given r,g,b,a components. + + Red component. + Green component. + Blue component. + Alpha component. + + + + Constructs a new Color with given r,g,b components and sets a to 1. + + Red component. + Green component. + Blue component. + + + + Creates an RGB colour from HSV input. + + Hue [0..1]. + Saturation [0..1]. + Value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + + + + + Creates an RGB colour from HSV input. + + Hue [0..1]. + Saturation [0..1]. + Value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Colors can be implicitly converted to and from Vector4. + + + + + + Linearly interpolates between colors a and b by t. + + Color a + Color b + Float for combining a and b + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Divides color a by the float b. Each color component is scaled separately. + + + + + + + Subtracts color b from color a. Each component is subtracted separately. + + + + + + + Multiplies two colors together. Each component is multiplied separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Multiplies color a by the float b. Each color component is scaled separately. + + + + + + + Adds two colors together. Each component is added separately. + + + + + + + Calculates the hue, saturation and value of an RGB input color. + + An input color. + Output variable for hue. + Output variable for saturation. + Output variable for value. + + + + Access the r, g, b,a components using [0], [1], [2], [3] respectively. + + + + + Returns a nicely formatted string of this color. + + + + + + Returns a nicely formatted string of this color. + + + + + + Representation of RGBA colors in 32 bit format. + + + + + Alpha component of the color. + + + + + Blue component of the color. + + + + + Green component of the color. + + + + + Red component of the color. + + + + + Constructs a new Color32 with given r, g, b, a components. + + + + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Color32 can be implicitly converted to and from Color. + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Linearly interpolates between colors a and b by t. + + + + + + + + Returns a nicely formatted string of this color. + + + + + + Returns a nicely formatted string of this color. + + + + + + Represents a color gamut. + + + + + sRGB color gamut. + + + + + Display-P3 color gamut. + + + + + DolbyHDR high dynamic range color gamut. + + + + + HDR10 high dynamic range color gamut. + + + + + Rec. 2020 color gamut. + + + + + Rec. 709 color gamut. + + + + + Color space for player settings. + + + + + Gamma color space. + + + + + Linear color space. + + + + + Uninitialized color space. + + + + + Attribute used to configure the usage of the ColorField and Color Picker for a color. + + + + + If set to true the Color is treated as a HDR color. + + + + + Maximum allowed HDR color component value when using the HDR Color Picker. + + + + + Maximum exposure value allowed in the HDR Color Picker. + + + + + Minimum allowed HDR color component value when using the Color Picker. + + + + + Minimum exposure value allowed in the HDR Color Picker. + + + + + If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker. + + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + Attribute for Color fields. Used for configuring the GUI for the color. + + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). + + + + A collection of common color functions. + + + + + Returns the color as a hexadecimal string in the format "RRGGBB". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Returns the color as a hexadecimal string in the format "RRGGBBAA". + + The color to be converted. + + Hexadecimal string representing the color. + + + + + Attempts to convert a html color string. + + Case insensitive html string to be converted into a color. + The converted color. + + True if the string was successfully converted else false. + + + + + Struct used to describe meshes to be combined using Mesh.CombineMeshes. + + + + + The baked lightmap UV scale and offset applied to the Mesh. + + + + + Mesh to combine. + + + + + The realtime lightmap UV scale and offset applied to the Mesh. + + + + + Sub-Mesh index of the Mesh. + + + + + Matrix to transform the Mesh with before combining. + + + + + Interface into compass functionality. + + + + + Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start(). + + + + + Accuracy of heading reading in degrees. + + + + + The heading in degrees relative to the magnetic North Pole. (Read Only) + + + + + The raw geomagnetic data measured in microteslas. (Read Only) + + + + + Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only) + + + + + The heading in degrees relative to the geographic North Pole. (Read Only) + + + + + Base class for everything attached to GameObjects. + + + + + The game object this component is attached to. A component is always attached to a game object. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? + + + + Is this game object tagged with tag ? + + The tag to compare. + + + + Returns the component of Type type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns the component with name type if the game object has one attached, null if it doesn't. + + + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + A component of the matching type, if found. + + + + + Generic version. See the page for more details. + + + + A component of the matching type, if found. + + + + + Returns the component of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + + A component of the matching type, if found. + + + + + Generic version. See the page for more details. + + + A component of the matching type, if found. + + + + + Returns all components of Type type in the GameObject. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns all components of Type type in the GameObject or any of its children. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. + + + + Returns all components of Type type in the GameObject or any of its children. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. + + + + Generic version. See the page for more details. + + Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. + + A list of all found components matching the specified type. + + + + + Generic version. See the page for more details. + + + A list of all found components matching the specified type. + + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? + + + + GPU data buffer, mostly for use with compute shaders. + + + + + Number of elements in the buffer (Read Only). + + + + + Size of one element in the buffer (Read Only). + + + + + Copy counter value of append/consume buffer into another buffer. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst. + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + + + + Create a Compute Buffer. + + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default (structured buffer). + + + + Read data values from the buffer into an array. + + An array to receive the data. + + + + Partial read of data values from the buffer into an array. + + An array to receive the data. + The first element index in data where retrieved elements are copied. + The first element index of the compute buffer from which elements are read. + The number of elements to retrieve. + + + + Retrieve a native (underlying graphics API) pointer to the buffer. + + + Pointer to the underlying graphics API buffer. + + + + + Release a Compute Buffer. + + + + + Sets counter value of append/consume buffer. + + Value of the append/consume counter. + + + + Set the buffer with values from an array. + + Array of values to fill the buffer. + + + + Partial copy of data values from an array into the buffer. + + Array of values to fill the buffer. + The first element index in data to copy to the compute buffer. + The first element index in compute buffer to receive the data. + The number of elements to copy. + + + + ComputeBuffer type. + + + + + Append-consume ComputeBuffer type. + + + + + ComputeBuffer with a counter. + + + + + Default ComputeBuffer type (structured buffer). + + + + + ComputeBuffer used for Graphics.DrawProceduralIndirect, ComputeShader.DispatchIndirect or Graphics.DrawMeshInstancedIndirect arguments. + + + + + Raw ComputeBuffer type (byte address buffer). + + + + + Compute Shader asset. + + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + + + + Execute a compute shader. + + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Buffer with dispatch arguments. + The byte offset into the buffer, where the draw arguments start. + + + + Find ComputeShader kernel index. + + Name of kernel function. + + The Kernel index, or logs a "FindKernel failed" error message if the kernel is not found. + + + + + Get kernel thread group sizes. + + Which kernel to query. A single compute shader asset can have multiple kernel entry points. + Thread group size in the X dimension. + Thread group size in the Y dimension. + Thread group size in the Z dimension. + + + + Checks whether a shader contains a given kernel. + + The name of the kernel to look for. + + True if the kernel is found, false otherwise. + + + + + Set a bool parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a bool parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Sets an input or output compute buffer. + + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. + + + + Set a float parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a float parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set multiple consecutive float parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set an integer parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set an integer parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set multiple consecutive integer parameters at once. + + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. + + + + Set a Matrix parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a Matrix array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + + + + Set a texture parameter. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. + + + + Set a texture parameter from a global texture property. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. + + + + Set a texture parameter from a global texture property. + + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. + + + + Set a vector parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + Set a vector array parameter. + + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. + + + + The various test results the connection tester may return with. + + + + + Some unknown error occurred. + + + + + Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric. + + + + + Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type. + + + + + Address-restricted cone type, NAT punchthrough fully supported. + + + + + Full cone type, NAT punchthrough fully supported. + + + + + Public IP address detected and game listen port is accessible to the internet. + + + + + Public IP address detected but server is not initialized and no port is listening. + + + + + Public IP address detected but the port is not connectable from the internet. + + + + + Test result undetermined, still in progress. + + + + + The ContextMenu attribute allows you to add commands to the context menu. + + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Adds the function to the context menu of the component. + + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. + + + + Use this attribute to add a context menu to a field that calls a named method. + + + + + The name of the function that should be called. + + + + + The name of the context menu item. + + + + + Use this attribute to add a context menu to a field that calls a named method. + + The name of the context menu item. + The name of the function that should be called. + + + + MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions. + + + + + Holds data for a single application crash event and provides access to all gathered crash reports. + + + + + Returns last crash report, or null if no reports are available. + + + + + Returns all currently available reports in a new array. + + + + + Crash report data as formatted text. + + + + + Time, when the crash occured. + + + + + Remove report from available reports list. + + + + + Remove all reports from available reports list. + + + + + Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files. + + + + + The default file name used by newly created instances of this type. + + + + + The display name for this type shown in the Assets/Create menu. + + + + + The position of the menu item within the Assets/Create menu. + + + + + Class for handling cube maps, Use this to create or modify existing. + + + + + The format of the pixel data in the texture (Read Only). + + + + + How many mipmap levels are in this texture (Read Only). + + + + + Actually apply all previous SetPixel and SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. + + + + Creates a Unity cubemap out of externally created native cubemap object. + + The width and height of each face of the cubemap should be the same. + Format of underlying cubemap object. + Does the cubemap have mipmaps? + Native cubemap texture object. + + + + Create a new empty cubemap texture. + + Width/height of a cube face in pixels. + Pixel data format to be used for the Cubemap. + Should mipmaps be created? + + + + Returns pixel color at coordinates (face, x, y). + + + + + + + + Returns pixel colors of a cubemap face. + + The face from which pixel data is taken. + Mipmap level for the chosen face. + + + + Sets pixel color at coordinates (face, x, y). + + + + + + + + + Sets pixel colors of a cubemap face. + + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. + + + + Performs smoothing of near edge regions. + + Pixel distance at edges over which to apply smoothing. + + + + Class for handling Cubemap arrays. + + + + + Number of cubemaps in the array (Read Only). + + + + + Texture format (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. + + + + Create a new cubemap array. + + Cubemap face size in pixels. + Number of elements in the cubemap array. + Format of the pixel data. + Should mipmaps be created? + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + + + + Create a new cubemap array. + + Cubemap face size in pixels. + Number of elements in the cubemap array. + Format of the pixel data. + Should mipmaps be created? + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + + + + Returns pixel colors of a single array slice/face. + + Cubemap face to read pixels from. + Array slice to read pixels from. + Mipmap level to read pixels from. + + Array of pixel colors. + + + + + Returns pixel colors of a single array slice/face. + + Cubemap face to read pixels from. + Array slice to read pixels from. + Mipmap level to read pixels from. + + Array of pixel colors in low precision (8 bits/channel) format. + + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Set pixel colors for a single array slice/face. + + An array of pixel colors in low precision (8 bits/channel) format. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. + + + + Cubemap face. + + + + + Left facing side (-x). + + + + + Downward facing side (-y). + + + + + Backward facing side (-z). + + + + + Right facing side (+x). + + + + + Upwards facing side (+y). + + + + + Forward facing side (+z). + + + + + Cubemap face is unknown or unspecified. + + + + + Describes a set of bounding spheres that should have their visibility and distances maintained. + + + + + Pauses culling group execution. + + + + + Sets the callback that will be called when a sphere's visibility and/or distance state has changed. + + + + + Locks the CullingGroup to a specific camera. + + + + + Create a CullingGroup. + + + + + Clean up all memory used by the CullingGroup immediately. + + + + + Erase a given bounding sphere by moving the final sphere on top of it. + + The index of the entry to erase. + + + + Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one. + + The index of the entry to erase. + An array of entries. + The number of entries in the array that are actually used. + + + + Get the current distance band index of a given sphere. + + The index of the sphere. + + The sphere's current distance band index. + + + + + Returns true if the bounding sphere at index is currently visible from any of the contributing cameras. + + The index of the bounding sphere. + + True if the sphere is visible; false if it is invisible. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Retrieve the indices of spheres that have particular visibility and/or distance states. + + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + + + + + Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + + An array of bounding distances. The distances should be sorted in increasing order. + 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. + + + + Sets the number of bounding spheres in the bounding spheres array that are actually being used. + + The number of bounding spheres being used. + + + + Sets the array of bounding sphere definitions that the CullingGroup should compute culling for. + + The BoundingSpheres to cull. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + Set the reference point from which distance bands are measured. + + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. + + + + This delegate is used for recieving a callback when a sphere's distance or visibility state has changed. + + A CullingGroupEvent that provides information about the sphere that has changed. + + + + Provides information about the current and previous states of one sphere in a CullingGroup. + + + + + The current distance band index of the sphere, after the most recent culling pass. + + + + + Did this sphere change from being visible to being invisible in the most recent culling pass? + + + + + Did this sphere change from being invisible to being visible in the most recent culling pass? + + + + + The index of the sphere that has changed. + + + + + Was the sphere considered visible by the most recent culling pass? + + + + + The distance band index of the sphere before the most recent culling pass. + + + + + Was the sphere visible before the most recent culling pass? + + + + + Cursor API for setting the cursor (mouse pointer). + + + + + Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all. + + + + + Determines whether the hardware pointer is visible or not. + + + + + Sets the mouse cursor to the given texture. + + + + + Specify a custom cursor that you wish to use as a cursor. + + The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults), in order to be used as a cursor. + The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). + Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. + + + + How the cursor should behave. + + + + + Confine cursor to the game window. + + + + + Lock cursor to the center of the game window. + + + + + Cursor behavior is unmodified. + + + + + Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering. + + + + + Use hardware cursors on supported platforms. + + + + + Force the use of software cursors. + + + + + Custom Render Textures are an extension to Render Textures, enabling you to render directly to the Texture using a Shader. + + + + + 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. + + + + + 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. + + + + + Color with which the Custom Render Texture is initialized. This parameter will be ignored if an initializationMaterial is set. + + + + + Material with which the Custom Render Texture is initialized. Initialization texture and color are ignored if this parameter is set. + + + + + Specify how the texture should be initialized. + + + + + Specify if the texture should be initialized with a Texture and a Color or a Material. + + + + + Texture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set. + + + + + Material with which the content of the Custom Render Texture is updated. + + + + + Shader Pass used to update the Custom Render Texture. + + + + + Specify how the texture should be updated. + + + + + Space in which the update zones are expressed (Normalized or Pixel space). + + + + + 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. + + + + + Clear all Update Zones. + + + + + Create a new Custom Render Texture. + + + + + + + + + Create a new Custom Render Texture. + + + + + + + + + Create a new Custom Render Texture. + + + + + + + + + Returns the list of Update Zones. + + Output list of Update Zones. + + + + Triggers an initialization of the Custom Render Texture. + + + + + Setup the list of Update Zones for the Custom Render Texture. + + + + + + Triggers the update of the Custom Render Texture. + + Number of upate pass to perform. + + + + Specify the source of a Custom Render Texture initialization. + + + + + Custom Render Texture is initalized with a Material. + + + + + Custom Render Texture is initialized by a Texture multiplied by a Color. + + + + + Frequency of update or initialization of a Custom Render Texture. + + + + + Initialization/Update will only occur when triggered by the script. + + + + + Initialization/Update will occur once at load time and then can be triggered again by script. + + + + + Initialization/Update will occur at every frame. + + + + + Structure describing an Update Zone. + + + + + If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped. + + + + + Shader Pass used to update the Custom Render Texture for this Update Zone. + + + + + Rotation of the Update Zone. + + + + + Position of the center of the Update Zone within the Custom Render Texture. + + + + + Size of the Update Zone. + + + + + Space in which coordinates are provided for Update Zones. + + + + + Coordinates are normalized. (0, 0) is top left and (1, 1) is bottom right. + + + + + Coordinates are expressed in pixels. (0, 0) is top left (width, height) is bottom right. + + + + + Base class for custom yield instructions to suspend coroutines. + + + + + Indicates if coroutine should be kept suspended. + + + + + Class containing methods to ease debugging while developing a game. + + + + + Reports whether the development console is visible. The development console cannot be made to appear using: + + + + + In the Build Settings dialog there is a check box called "Development Build". + + + + + Get default debug logger. + + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs an error message to the Unity console on failure. + + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. + + + + Assert a condition and logs a formatted error message to the Unity console on failure. + + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. + + + + Assert a condition and logs a formatted error message to the Unity console on failure. + + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. + + + + Pauses the editor. + + + + + Clears errors from the developer console. + + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line between specified start and end points. + + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Draws a line from start to start + dir in world coordinates. + + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? + + + + Logs message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an assertion message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an assertion message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted assertion message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted assertion message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted error message to the Unity console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs an error message to the console. + + Object to which the message applies. + Runtime Exception. + + + + A variant of Debug.Log that logs an error message to the console. + + Object to which the message applies. + Runtime Exception. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Debug.Log that logs a warning message to the console. + + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Logs a formatted warning message to the Unity Console. + + A composite format string. + Format arguments. + Object to which the message applies. + + + + Attribute used to make a float, int, or string variable in a script be delayed. + + + + + Attribute used to make a float, int, or string variable in a script be delayed. + + + + + Depth texture generation mode for Camera. + + + + + Generate a depth texture. + + + + + Generate a depth + normals texture. + + + + + Specifies whether motion vectors should be rendered (if possible). + + + + + Do not generate depth texture (Default). + + + + + Describes physical orientation of the device as determined by the OS. + + + + + The device is held parallel to the ground with the screen facing downwards. + + + + + The device is held parallel to the ground with the screen facing upwards. + + + + + The device is in landscape mode, with the device held upright and the home button on the right side. + + + + + The device is in landscape mode, with the device held upright and the home button on the left side. + + + + + The device is in portrait mode, with the device held upright and the home button at the bottom. + + + + + The device is in portrait mode but upside down, with the device held upright and the home button at the top. + + + + + The orientation of the device cannot be determined. + + + + + Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. + +Windows Store Apps: tablets are treated as desktop machines, thus DeviceType.Handheld will only be returned for Windows Phones. + + + + + A stationary gaming console. + + + + + Desktop or laptop computer. + + + + + A handheld device like mobile phone or a tablet. + + + + + Device type is unknown. You should never see this in practice. + + + + + Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. + + + + + Provides access to a display / screen for rendering operations. + + + + + Gets the state of the display and returns true if the display is active and false if otherwise. + + + + + Color RenderBuffer. + + + + + Depth RenderBuffer. + + + + + The list of currently connected Displays. Contains at least one (main) display. + + + + + Main Display. + + + + + Vertical resolution that the display is rendering at. + + + + + Horizontal resolution that the display is rendering at. + + + + + Vertical native display resolution. + + + + + Horizontal native display resolution. + + + + + Activate an external display. Eg. Secondary Monitors connected to the System. + + + + + This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate. + + Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width). + Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height). + Desired Refresh Rate. + + + + Query relative mouse coordinates. + + Mouse Input Position as Coordinates. + + + + Set rendering size and position on screen (Windows only). + + Change Window Width (Windows Only). + Change Window Height (Windows Only). + Change Window Position X (Windows Only). + Change Window Position Y (Windows Only). + + + + Sets rendering resolution for the display. + + Rendering width in pixels. + Rendering height in pixels. + + + + A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. + + + + + Add a RectTransform to be driven. + + The object to drive properties. + The RectTransform to be driven. + The properties to be driven. + + + + Clear the list of RectTransforms being driven. + + + + + An enumeration of transform properties that can be driven on a RectTransform by an object. + + + + + Selects all driven properties. + + + + + Selects driven property RectTransform.anchoredPosition. + + + + + Selects driven property RectTransform.anchoredPosition3D. + + + + + Selects driven property RectTransform.anchoredPosition.x. + + + + + Selects driven property RectTransform.anchoredPosition.y. + + + + + Selects driven property RectTransform.anchoredPosition3D.z. + + + + + Selects driven property combining AnchorMaxX and AnchorMaxY. + + + + + Selects driven property RectTransform.anchorMax.x. + + + + + Selects driven property RectTransform.anchorMax.y. + + + + + Selects driven property combining AnchorMinX and AnchorMinY. + + + + + Selects driven property RectTransform.anchorMin.x. + + + + + Selects driven property RectTransform.anchorMin.y. + + + + + Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY. + + + + + Deselects all driven properties. + + + + + Selects driven property combining PivotX and PivotY. + + + + + Selects driven property RectTransform.pivot.x. + + + + + Selects driven property RectTransform.pivot.y. + + + + + Selects driven property Transform.localRotation. + + + + + Selects driven property combining ScaleX, ScaleY && ScaleZ. + + + + + Selects driven property Transform.localScale.x. + + + + + Selects driven property Transform.localScale.y. + + + + + Selects driven property Transform.localScale.z. + + + + + Selects driven property combining SizeDeltaX and SizeDeltaY. + + + + + Selects driven property RectTransform.sizeDelta.x. + + + + + Selects driven property RectTransform.sizeDelta.y. + + + + + Allows to control the dynamic Global Illumination. + + + + + Allows for scaling the contribution coming from realtime & static lightmaps. + + + + + Is precomputed realtime Global Illumination output converged? + + + + + When enabled, new dynamic Global Illumination output is shown in each frame. + + + + + Threshold for limiting updates of realtime GI. The unit of measurement is "percentage intensity change". + + + + + Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. + + The Renderer that should get a new color. + The emissive Color. + + + + Allows overriding the distant environment lighting for Realtime GI, without changing the Skybox Material. + + Array of float values to be used for Realtime GI environment lighting. + + + + Schedules an update of the environment texture. + + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + THe mode that a listener is operating in. + + + + + The listener will bind to one argument bool functions. + + + + + The listener will use the function binding specified by the even. + + + + + The listener will bind to one argument float functions. + + + + + The listener will bind to one argument int functions. + + + + + The listener will bind to one argument Object functions. + + + + + The listener will bind to one argument string functions. + + + + + The listener will bind to zero argument functions. + + + + + Zero argument delegate used by UnityEvents. + + + + + One argument delegate used by UnityEvents. + + + + + + Two argument delegate used by UnityEvents. + + + + + + + Three argument delegate used by UnityEvents. + + + + + + + + Four argument delegate used by UnityEvents. + + + + + + + + + A zero argument persistent callback that can be saved with the scene. + + + + + Add a non persistent listener to the UnityEvent. + + Callback function. + + + + Constructor. + + + + + Invoke all registered callbacks (runtime and persistent). + + + + + Remove a non persistent listener from the UnityEvent. + + Callback function. + + + + One argument version of UnityEvent. + + + + + Two argument version of UnityEvent. + + + + + Three argument version of UnityEvent. + + + + + Four argument version of UnityEvent. + + + + + Abstract base class for UnityEvents. + + + + + Get the number of registered persistent listeners. + + + + + Get the target method name of the listener at index index. + + Index of the listener to query. + + + + Get the target component of the listener at index index. + + Index of the listener to query. + + + + Given an object, function name, and a list of argument types; find the method that matches. + + Object to search for the method. + Function name to search for. + Argument types for the function. + + + + Remove all non-persisent (ie created from script) listeners from the event. + + + + + Modify the execution state of a persistent listener. + + Index of the listener to query. + State to set. + + + + Controls the scope of UnityEvent callbacks. + + + + + Callback is always issued. + + + + + Callback is not issued. + + + + + Callback is only issued in the Runtime and Editor playmode. + + + + + Makes all instances of a script execute in edit mode. + + + + + An implementation of IPlayable that produces a Camera texture. + + + + + Creates a CameraPlayable in the PlayableGraph. + + The PlayableGraph object that will own the CameraPlayable. + Camera used to produce a texture in the PlayableGraph. + + A CameraPlayable linked to the PlayableGraph. + + + + + An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture output. + + + + + Creates a MaterialEffectPlayable in the PlayableGraph. + + The PlayableGraph object that will own the MaterialEffectPlayable. + Material used to modify linked texture playable inputs. + Shader pass index.(Note: -1 for all passes). + + A MaterialEffectPlayable linked to the PlayableGraph. + + + + + An implementation of IPlayable that allows mixing two textures. + + + + + Creates a TextureMixerPlayable in the PlayableGraph. + + The PlayableGraph object that will own the TextureMixerPlayable. + + A TextureMixerPlayable linked to the PlayableGraph. + + + + + An IPlayableOutput implementation that will be used to manipulate textures. + + + + + Returns an invalid TexturePlayableOutput. + + + + + Values for the blend state. + + + + + Turns on alpha-to-coverage. + + + + + Blend state for render target 0. + + + + + Blend state for render target 1. + + + + + Blend state for render target 2. + + + + + Blend state for render target 3. + + + + + Blend state for render target 4. + + + + + Blend state for render target 5. + + + + + Blend state for render target 6. + + + + + Blend state for render target 7. + + + + + Determines whether each render target uses a separate blend state. + + + + + Creates a new blend state with the specified values. + + Determines whether each render target uses a separate blend state. + Turns on alpha-to-coverage. + + + + Default values for the blend state. + + + + + Camera related properties in CullingParameters. + + + + + Get a camera culling plane. + + Plane index (up to 5). + + Camera culling plane. + + + + + Get a shadow culling plane. + + Plane index (up to 5). + + Shadow culling plane. + + + + + Set a camera culling plane. + + Plane index (up to 5). + Camera culling plane. + + + + Set a shadow culling plane. + + Plane index (up to 5). + Shadow culling plane. + + + + Core Camera related properties in CullingParameters. + + + + + Culling results (visible objects, lights, reflection probes). + + + + + Array of visible lights. + + + + + Off screen lights that still effect visible scene vertices. + + + + + Array of visible reflection probes. + + + + + Visible renderers. + + + + + Calculates the view and projection matrices and shadow split data for a directional light. + + The index into the active light array. + The cascade index. + The number of cascades. + The cascade ratios. + The resolution of the shadowmap. + The near plane offset for the light. + The computed view matrix. + The computed projection matrix. + The computed cascade data. + + If false, the shadow map for this cascade does not need to be rendered this frame. + + + + + Calculates the view and projection matrices and shadow split data for a point light. + + The index into the active light array. + The cubemap face to be rendered. + The amount by which to increase the camera FOV above 90 degrees. + The computed view matrix. + The computed projection matrix. + The computed split data. + + If false, the shadow map for this light and cubemap face does not need to be rendered this frame. + + + + + Calculates the view and projection matrices and shadow split data for a spot light. + + The index into the active light array. + The computed view matrix. + The computed projection matrix. + The computed split data. + + If false, the shadow map for this light does not need to be rendered this frame. + + + + + Perform culling for a Camera. + + Camera to cull for. + Render loop the culling results will be used with. + Culling results. + + Flag indicating whether culling succeeded. + + + + + Perform culling with custom CullingParameters. + + Parameters for culling. + Render loop the culling results will be used with. + + Culling results. + + + + + Fills a compute buffer with per-object light indices. + + The compute buffer object to fill. + + + + Get culling parameters for a camera. + + Camera to get parameters for. + Resultant culling parameters. + Generate single-pass stereo aware culling parameters. + + Flag indicating whether culling parameters are valid. + + + + + Get culling parameters for a camera. + + Camera to get parameters for. + Resultant culling parameters. + Generate single-pass stereo aware culling parameters. + + Flag indicating whether culling parameters are valid. + + + + + If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. + + + Array of indices that map from VisibleLight indices to internal per-object light list indices. + + + + + Gets the number of per-object light indices. + + + The number of per-object light indices. + + + + + Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges. + + The index of the shadow-casting light. + The bounds to be computed. + + True if the light affects at least one shadow casting object in the scene. + + + + + If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. +If an element of the array is set to -1, the light corresponding to that element will be disabled. + + Array with light indices that map from VisibleLight to internal per-object light lists. + + + + Values for the depth state. + + + + + How should depth testing be performed. + + + + + Controls whether pixels from this object are written to the depth buffer. + + + + + Creates a new depth state with the given values. + + Controls whether pixels from this object are written to the depth buffer. + How should depth testing be performed. + + + + Default values for the depth state. + + + + + Flags controlling RenderLoop.DrawRenderers. + + + + + When set, enables dynamic batching. + + + + + When set, enables GPU instancing. + + + + + No flags are set. + + + + + Settings for ScriptableRenderContext.DrawRenderers. + + + + + Other flags controlling object rendering. + + + + + The maxiumum number of passes that can be rendered in 1 DrawRenderers call. + + + + + What kind of per-object data to setup during rendering. + + + + + How to sort objects during rendering. + + + + + Create a draw settings struct. + + Camera to use. Camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting. + Shader pass to use. + + + + Set the Material to use for all drawers that would render in this group. + + Override material. + Pass to use in the material. + + + + Set the shader passes that this draw call can render. + + Index of the shader pass to use. + Name of the shader pass. + + + + Describes how to sort objects during rendering. + + + + + Camera position, used to determine distances to objects. + + + + + What kind of sorting to do while rendering. + + + + + Should orthographic sorting be used? + + + + + Camera view matrix, used to determine distances to objects. + + + + + Settings for RenderLoop.DrawShadows. + + + + + Culling results to use. + + + + + The index of the shadow-casting light to be rendered. + + + + + The split data. + + + + + Create a shadow settings object. + + The cull results for this light. + The light index. + + + + Filter settings for ScriptableRenderContext.DrawRenderers. + + + + + Only render objects in the given layer mask. + + + + + Render objects whose material render queue in inside this range. + + + + + + + Specifies whether the values of the struct should be initialized. + + + + Describes a subset of objects to be rendered. + +See Also: ScriptableRenderContext.DrawRenderers. + + + + + Defines a series of commands and settings that describes how Unity renders a frame. + + + + + When the IRenderPipeline is invalid or destroyed this returns true. + + + + + Defines custom rendering for this RenderPipeline. + + Structure that holds the rendering commands for this loop. + Cameras to render. + + + + An asset that produces a specific IRenderPipeline. + + + + + Create a IRenderPipeline specific to this asset. + + + Created pipeline. + + + + + Override this method to destroy RenderPipeline cached state. + + + + + LODGroup culling parameters. + + + + + Rendering view height in pixels. + + + + + Camera position. + + + + + Camera's field of view. + + + + + Indicates whether camera is orthographic. + + + + + Orhographic camera size. + + + + + Values for the raster state. + + + + + Controls which sides of polygons should be culled (not drawn). + + + + + Enable clipping based on depth. + + + + + Scales the maximum Z slope. + + + + + Scales the minimum resolvable depth buffer value. + + + + + Creates a new raster state with the given values. + + Controls which sides of polygons should be culled (not drawn). + Scales the minimum resolvable depth buffer value. + Scales the maximum Z slope. + + + + + Default values for the raster state. + + + + + Visible reflection probes sorting options. + + + + + Sort probes by importance. + + + + + Sort probes by importance, then by size. + + + + + Do not sort reflection probes. + + + + + Sort probes from largest to smallest. + + + + + What kind of per-object data to setup during rendering. + + + + + Do not setup any particular per-object data besides the transformation matrix. + + + + + Setup per-object lightmaps. + + + + + Setup per-object light probe SH data. + + + + + Setup per-object light probe proxy volume data. + + + + + Setup per-object motion vectors. + + + + + Setup per-object reflection probe data. + + + + + Setup per-object light indices. + + + + + 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 + have stricter limits. + + + + + Read only: array of RenderPassAttachment objects currently bound into this RenderPass. + + + + + Read only: The ScriptableRenderContext object this RenderPass was created for. + + + + + Read only: The depth/stencil attachment used in this RenderPass, or null if none. + + + + + Read only: The height of the RenderPass surfaces in pixels. + + + + + Read only: MSAA sample count for this RenderPass. + + + + + Read only: The width of the RenderPass surfaces in pixels. + + + + + Create a RenderPass and start it within the ScriptableRenderContext. + + The ScriptableRenderContext object currently being rendered. + The width of the RenderPass surfaces in pixels. + The height of the RenderPass surfaces in pixels. + MSAA sample count; set to 1 to disable antialiasing. + Array of color attachments to use within this RenderPass. + The attachment to be used as the depthstencil buffer for this RenderPass, or null to disable depthstencil. + + + + End the RenderPass. + + + + + 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. + + + + + Create a subpass and start it. + + The RenderPass object this subpass is part of. + 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. + 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. + 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. + + + + End the subpass. + + + + + A declaration of a single color or depth rendering surface to be attached into a RenderPass. + + + + + The currently assigned clear color for this attachment. Default is black. + + + + + Currently assigned depth clear value for this attachment. Default value is 1.0. + + + + + Currently assigned stencil clear value for this attachment. Default is 0. + + + + + The RenderTextureFormat of this attachment. + + + + + The load action to be used on this attachment when the RenderPass starts. + + + + + The store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called. + + + + + When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. + + The target surface to receive the MSAA-resolved pixels. + + + + Binds this RenderPassAttachment to the given target surface. + + The surface to use as the backing storage for this RenderPassAttachment. + Whether to read in the existing contents of the surface when the RenderPass starts. + Whether to store the rendering results of the attachment when the RenderPass ends. + + + + When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. + + Color clear value. Ignored on depth/stencil attachments. + Depth clear value. Ignored on color surfaces. + Stencil clear value. Ignored on color or depth-only surfaces. + + + + Create a RenderPassAttachment to be used with RenderPass. + + The format of this attachment. + + + + Defines a series of commands and settings that describes how Unity renders a frame. + + + + + When the IRenderPipeline is invalid or destroyed this returns true. + + + + + Dispose the Renderpipeline destroying all internal state. + + + + + Defines custom rendering for this RenderPipeline. + + + + + + + An asset that produces a specific IRenderPipeline. + + + + + Returns the list of current IRenderPipeline's created by the asset. + + + Enumerable of created pipelines. + + + + + Create a IRenderPipeline specific to this asset. + + + Created pipeline. + + + + + Destroys all cached data and created IRenderLoop's. + + + + + Return the default 2D Material for this pipeline. + + + Default material. + + + + + Return the default Line Material for this pipeline. + + + Default material. + + + + + Return the default Material for this pipeline. + + + Default material. + + + + + Return the default particle Material for this pipeline. + + + Default material. + + + + + Return the default Shader for this pipeline. + + + Default shader. + + + + + Return the default Terrain Material for this pipeline. + + + Default material. + + + + + Return the default UI ETC1 Material for this pipeline. + + + Default material. + + + + + Return the default UI Material for this pipeline. + + + Default material. + + + + + Return the default UI overdraw Material for this pipeline. + + + Default material. + + + + + Create a IRenderPipeline specific to this asset. + + + Created pipeline. + + + + + Render Pipeline manager. + + + + + Returns the instance of the currently used Render Pipeline. + + + + + Describes a material render queue range. + + + + + A range that includes all objects. + + + + + Inclusive upper bound for the range. + + + + + Inclusive lower bound for the range. + + + + + A range that includes only opaque objects. + + + + + A range that includes only transparent objects. + + + + + 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. + + + + + Specifies the new blend state. + + + + + Specifies the new depth state. + + + + + Specifies which parts of the render state that is overriden. + + + + + Specifies the new raster state. + + + + + The value to be compared against and/or the value to be written to the buffer based on the stencil state. + + + + + Specifies the new stencil state. + + + + + Creates a new render state block with the specified mask. + + Specifies which parts of the render state that is overriden. + + + + Maps a RenderType to a specific render state override. + + + + + Specifices the RenderType to override the render state for. + + + + + Specifies the values to override the render state with. + + + + + Creates a new render state mapping with the specified values. + + Specifices the RenderType to override the render state for. + Specifies the values to override the render state with. + + + + Creates a new render state mapping with the specified values. + + Specifices the RenderType to override the render state for. + Specifies the values to override the render state with. + + + + Specifies which parts of the render state that is overriden. + + + + + When set, the blend state is overridden. + + + + + When set, the depth state is overridden. + + + + + When set, all render states are overridden. + + + + + No render states are overridden. + + + + + When set, the raster state is overridden. + + + + + When set, the stencil state and reference value is overridden. + + + + + Values for the blend state. + + + + + Operation used for blending the alpha (A) channel. + + + + + Operation used for blending the color (RGB) channel. + + + + + Blend factor used for the alpha (A) channel of the destination. + + + + + Blend factor used for the color (RGB) channel of the destination. + + + + + Blend factor used for the alpha (A) channel of the source. + + + + + Blend factor used for the color (RGB) channel of the source. + + + + + Specifies which color components will get written into the target framebuffer. + + + + + Creates a new blend state with the given values. + + Specifies which color components will get written into the target framebuffer. + Blend factor used for the color (RGB) channel of the source. + Blend factor used for the color (RGB) channel of the destination. + Blend factor used for the alpha (A) channel of the source. + Blend factor used for the alpha (A) channel of the destination. + Operation used for blending the color (RGB) channel. + Operation used for blending the alpha (A) channel. + + + + Default values for the blend state. + + + + + Parameters controlling culling process in CullResults. + + + + + Camera Properties used for culling. + + + + + Culling Flags for the culling. + + + + + CullingMask used for culling. + + + + + CullingMatrix used for culling. + + + + + Number of culling planes to use. + + + + + The projection matrix generated for single-pass stereo culling. + + + + + Distance between the virtual eyes. + + + + + The view matrix generated for single-pass stereo culling. + + + + + Is the cull orthographic. + + + + + Layers to cull. + + + + + LODParameters for culling. + + + + + Position for the origin of th cull. + + + + + Reflection Probe Sort options for the cull. + + + + + Scene Mask to use for the cull. + + + + + Shadow distance to use for the cull. + + + + + Fetch the culling plane at the given index. + + + + + + Get the distance for the culling of a specific layer. + + + + + + Set the culling plane at a given index. + + + + + + + Set the distance for the culling of a specific layer. + + + + + + + Defines state and drawing commands used in a custom render pipelines. + + + + + Draw subset of visible objects. + + Specifies parts of the render state to override. + Specifies parts of the render state to override for specific render types. + Specifies which set of visible objects to draw. + Specifies how to draw the objects. + Specifies how the renderers should be further filtered. + + + + Draw subset of visible objects. + + Specifies parts of the render state to override. + Specifies parts of the render state to override for specific render types. + Specifies which set of visible objects to draw. + Specifies how to draw the objects. + Specifies how the renderers should be further filtered. + + + + Draw subset of visible objects. + + Specifies parts of the render state to override. + Specifies parts of the render state to override for specific render types. + Specifies which set of visible objects to draw. + Specifies how to draw the objects. + Specifies how the renderers should be further filtered. + + + + Draw shadow casters for a single light. + + Specifies which set of shadow casters to draw, and how to draw them. + + + + Draw skybox. + + Camera to draw the skybox for. + + + + Execute a custom graphics command buffer. + + Command buffer to execute. + + + + 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. + + The CommandBuffer to be executed. + Describes the desired async compute queue the supplied CommandBuffer should be executed on. + + + + Setup camera specific global shader variables. + + Camera to setup shader variables for. + Set up the stereo shader variables and state. + + + + Setup camera specific global shader variables. + + Camera to setup shader variables for. + Set up the stereo shader variables and state. + + + + Fine-grain control to begin stereo rendering on the scriptable render context. + + Camera to enable stereo rendering on. + + + + Indicate completion of stereo rendering on a single frame. + + Camera to indicate completion of stereo rendering. + + + + Stop stereo rendering on the scriptable render context. + + Camera to disable stereo rendering on. + + + + Submit rendering loop for execution. + + + + + Shader pass name identifier. + + + + + Create shader pass name identifier. + + Pass name. + + + + Describes the culling information for a given shadow split (e.g. directional cascade). + + + + + The number of culling planes. + + + + + The culling sphere. The first three components of the vector describe the sphere center, and the last component specifies the radius. + + + + + Gets a culling plane. + + The culling plane index. + + The culling plane. + + + + + Sets a culling plane. + + The index of the culling plane to set. + The culling plane. + + + + How to sort objects during rendering. + + + + + Sort objects back to front. + + + + + Sort renderers taking canvas order into account. + + + + + Typical sorting for opaque objects. + + + + + Typical sorting for transparencies. + + + + + Do not sort objects. + + + + + Sort objects to reduce draw state changes. + + + + + Sort objects in rough front-to-back buckets. + + + + + Sort by material render queue. + + + + + Sort by renderer sorting layer. + + + + + Values for the stencil state. + + + + + The function used to compare the reference value to the current contents of the buffer. + + + + + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + + + + + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + + + + + Controls whether the stencil buffer is enabled. + + + + + What to do with the contents of the buffer if the stencil test fails. + + + + + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + + + + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + + + + + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + + + + + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + + + + + Creates a new stencil state with the given values. + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + Controls whether the stencil buffer is enabled. + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + The function used to compare the reference value to the current contents of the buffer. + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + What to do with the contents of the buffer if the stencil test fails. + What to do with the contents of the buffer if the stencil test passes, but the depth test. + + + + Creates a new stencil state with the given values. + + An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. + An 8 bit mask as an 0–255 integer, used when writing to the buffer. + Controls whether the stencil buffer is enabled. + The function used to compare the reference value to the current contents of the buffer for front-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. + What to do with the contents of the buffer if the stencil test fails for front-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. + The function used to compare the reference value to the current contents of the buffer for back-facing geometry. + What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. + What to do with the contents of the buffer if the stencil test fails for back-facing geometry. + What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. + The function used to compare the reference value to the current contents of the buffer. + What to do with the contents of the buffer if the stencil test (and the depth test) passes. + What to do with the contents of the buffer if the stencil test fails. + What to do with the contents of the buffer if the stencil test passes, but the depth test. + + + + Default values for the stencil state. + + + + + Holds data of a visible light. + + + + + Light color multiplied by intensity. + + + + + Light flags, see VisibleLightFlags. + + + + + Accessor to Light component. + + + + + Light type. + + + + + Light transformation matrix. + + + + + Light range. + + + + + Light's influence rectangle on screen. + + + + + Spot light angle. + + + + + Flags for VisibleLight. + + + + + Light intersects far clipping plane. + + + + + Light intersects near clipping plane. + + + + + No flags are set. + + + + + Holds data of a visible reflection probe. + + + + + Probe blending distance. + + + + + Probe bounding box. + + + + + Should probe use box projection. + + + + + Probe projection center. + + + + + Shader data for probe HDR texture decoding. + + + + + Probe importance. + + + + + Probe transformation matrix. + + + + + Accessor to ReflectionProbe component. + + + + + Probe texture. + + + + + Object that is used to resolve references to an ExposedReference field. + + + + + Creates a type whos value is resolvable at runtime. + + + + + The default value, in case the value cannot be resolved. + + + + + The name of the ExposedReference. + + + + + Gets the value of the reference by resolving it given the ExposedPropertyResolver context object. + + The ExposedPropertyResolver context object. + + The resolved reference value. + + + + + Filtering mode for textures. Corresponds to the settings in a. + + + + + Bilinear filtering - texture samples are averaged. + + + + + Point filtering - texture pixels become blocky up close. + + + + + Trilinear filtering - texture samples are averaged and also blended between mipmap levels. + + + + + A flare asset. Read more about flares in the. + + + + + FlareLayer component. + + + + + Fog mode to use. + + + + + Exponential fog. + + + + + Exponential squared fog (default). + + + + + Linear fog. + + + + + Struct containing basic FrameTimings and accompanying relevant data. + + + + + The CPU time for a given frame, in ms. + + + + + This is the CPU clock time at the point GPU finished rendering the frame and interrupted the CPU. + + + + + This is the CPU clock time at the point Present was called for the current frame. + + + + + The GPU time for a given frame, in ms. + + + + + This was the height scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. + + + + + This was the vsync mode for the given frame and the linked frame timings. + + + + + This was the width scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. + + + + + The FrameTimingManager allows the user to capture and access FrameTiming data for multple frames. + + + + + This function triggers the FrameTimingManager to capture a snapshot of FrameTiming's data, that can then be accessed by the user. + + + + + This returns the frequency of CPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + CPU timer frequency for current platform. + + + + + This returns the frequency of GPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + GPU timer frequency for current platform. + + + + + Allows the user to access the currently captured FrameTimings. + + User supplies a desired number of frames they would like FrameTimings for. This should be equal to or less than the maximum FrameTimings the platform can capture. + An array of FrameTiming structs that is passed in by the user and will be filled with data as requested. It is the users job to make sure the array that is passed is large enough to hold the requested number of FrameTimings. + + Returns the number of FrameTimings it actually was able to get. This will always be equal to or less than the requested numFrames depending on availability of captured FrameTimings. + + + + + This returns the number of vsyncs per second on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. + + + Number of vsyncs per second of the current platform. + + + + + This struct contains the view space coordinates of the near projection plane. + + + + + Position in view space of the bottom side of the near projection plane. + + + + + Position in view space of the left side of the near projection plane. + + + + + Position in view space of the right side of the near projection plane. + + + + + Position in view space of the top side of the near projection plane. + + + + + Z distance from the origin of view space to the far projection plane. + + + + + Z distance from the origin of view space to the near projection plane. + + + + + Base class for all entities in Unity scenes. + + + + + Is the GameObject active in the scene? + + + + + The local active state of this GameObject. (Read Only) + + + + + Editor only API that specifies if a game object is static. + + + + + The layer the game object is in. A layer is in the range [0...31]. + + + + + Scene that the GameObject is part of. + + + + + The tag of this game object. + + + + + The Transform attached to this GameObject. + + + + + Adds a component class named className to the game object. + + + + + + Adds a component class of type componentType to the game object. C# Users can use a generic version. + + + + + + Generic version. See the page for more details. + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + + + + + + + + + + + + + Is this game object tagged with tag ? + + The tag to compare. + + + + Creates a game object with a primitive mesh renderer and appropriate collider. + + The type of primitive object to create. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Creates a new game object, named name. + + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. + + + + Finds a GameObject by name and returns it. + + + + + + Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found. + + The name of the tag to search GameObjects for. + + + + Returns one active GameObject tagged tag. Returns null if no GameObject was found. + + The tag to search for. + + + + Returns the component of Type type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns the component with name type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + A component of the matching type, if found. + + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + + + A component of the matching type, if found. + + + + + Generic version. See the page for more details. + + + + A component of the matching type, if found. + + + + + Generic version. See the page for more details. + + + + A component of the matching type, if found. + + + + + Returns the component of Type type in the GameObject or any of its parents. + + Type of component to find. + + + + Returns the component <T> in the GameObject or any of its parents. + + + + + Returns all components of Type type in the GameObject. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved. + + The type of Component to retrieve. + List to receive the results. + + + + Returns all components of Type type in the GameObject into List results. + + List of type T to receive the results. + + + + Returns all components of Type type in the GameObject or any of its children. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its children. + + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + + + + + Generic version. See the page for more details. + + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + + + + + Return all found Components into List results. + + List to receive found Components. + Should inactive GameObjects be included in the found set? + + + + Return all found Components into List results. + + List to receive found Components. + Should inactive GameObjects be included in the found set? + + + + Returns all components of Type type in the GameObject or any of its parents. + + The type of Component to retrieve. + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Generic version. See the page for more details. + + Should inactive Components be included in the found set? + + + + Find Components in GameObject or parents, and return them in List results. + + Should inactive Components be included in the found set? + List holding the found Components. + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Activates/Deactivates the GameObject. + + Activate or deactivation the object. + + + + Utility class for common geometric functions. + + + + + Calculates a bounding box given an array of positions and a transformation matrix. + + + + + + + Calculates frustum planes. + + The camera with the view frustum that you want to calculate planes from. + + The planes that form the camera's view frustum. + + + + + Calculates frustum planes. + + The camera with the view frustum that you want to calculate planes from. + An array of 6 Planes that will be overwritten with the calculated plane values. + + + + Calculates frustum planes. + + A matrix that transforms from world space to projection space, from which the planes will be calculated. + + The planes that enclose the projection space described by the matrix. + + + + + Calculates frustum planes. + + A matrix that transforms from world space to projection space, from which the planes will be calculated. + An array of 6 Planes that will be overwritten with the calculated plane values. + + + + Returns true if bounds are inside the plane array. + + + + + + + Creates a plane from a given list of vertices. Works for concave polygons and polygons that have multiple aligned vertices. + + An array of vertex positions that define the shape of a polygon. + If successful, a valid plane that goes through all the vertices. + + Returns true on success, false if the algorithm failed to create a plane from the given vertices. + + + + + Gizmos are used to give visual debugging or setup aids in the scene view. + + + + + Sets the color for the gizmos that will be drawn next. + + + + + Set the gizmo matrix used to draw all gizmos. + + + + + Draw a solid box with center and size. + + + + + + + Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation. + + The apex of the truncated pyramid. + Vertical field of view (ie, the angle at the apex in degrees). + Distance of the frustum's far plane. + Distance of the frustum's near plane. + Width/height ratio. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw an icon at a position in the scene view. + + + + + + + + Draw an icon at a position in the scene view. + + + + + + + + Draws a line starting at from towards to. + + + + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a solid sphere with center and radius. + + + + + + + Draw a wireframe box with center and size. + + + + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe sphere with center and radius. + + + + + + + Low-level graphics library. + + + + + Select whether to invert the backface culling (true) or not (false). + + + + + The current modelview matrix. + + + + + Controls whether Linear-to-sRGB color conversion is performed while rendering. + + + + + Should rendering be done in wireframe? + + + + + Begin drawing 3D primitives. + + Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. + + + + Clear the current render buffer. + + Should the depth buffer be cleared? + Should the color buffer be cleared? + The color to clear with, used only if clearColor is true. + The depth to clear Z buffer with, used only if clearDepth is true. + + + + Clear the current render buffer with camera's skybox. + + Should the depth buffer be cleared? + Camera to get projection parameters and skybox from. + + + + Sets current vertex color. + + + + + + End drawing 3D primitives. + + + + + Sends queued-up commands in the driver's command buffer to the GPU. + + + + + Compute GPU projection matrix from camera's projection matrix. + + Source projection matrix. + Will this projection be used for rendering into a RenderTexture? + + Adjusted projection matrix for the current graphics API. + + + + + Invalidate the internally cached render state. + + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Mode for Begin: draw line strip. + + + + + Mode for Begin: draw lines. + + + + + Load the identity matrix to the current modelview matrix. + + + + + Helper function to set up an ortho perspective transform. + + + + + Setup a matrix for pixel-correct rendering. + + + + + Setup a matrix for pixel-correct rendering. + + + + + + + + + Load an arbitrary matrix to the current projection matrix. + + + + + + Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. + + + + + + + Sets current texture coordinate (x,y) for the actual texture unit. + + + + + + + + Sets current texture coordinate (x,y,z) to the actual texture unit. + + + + + + + + + Multiplies the current modelview matrix with the one specified. + + + + + + Restores both projection and modelview matrices off the top of the matrix stack. + + + + + Saves both projection and modelview matrices to the matrix stack. + + + + + Mode for Begin: draw quads. + + + + + Resolves the render target for subsequent operations sampling from it. + + + + + Sets current texture coordinate (v.x,v.y,v.z) for all texture units. + + + + + + Sets current texture coordinate (x,y) for all texture units. + + + + + + + Sets current texture coordinate (x,y,z) for all texture units. + + + + + + + + Mode for Begin: draw triangle strip. + + + + + Mode for Begin: draw triangles. + + + + + Submit a vertex. + + + + + + Submit a vertex. + + + + + + + + Set the rendering viewport. + + + + + + Gradient used for animating colors. + + + + + All alpha keys defined in the gradient. + + + + + All color keys defined in the gradient. + + + + + Control how the gradient is evaluated. + + + + + Create a new Gradient object. + + + + + Calculate color at a given time. + + Time of the key (0 - 1). + + + + Setup Gradient with an array of color keys and alpha keys. + + Color keys of the gradient (maximum 8 color keys). + Alpha keys of the gradient (maximum 8 alpha keys). + + + + Alpha key used by Gradient. + + + + + Alpha channel of key. + + + + + Time of the key (0 - 1). + + + + + Gradient alpha key. + + Alpha of key (0 - 1). + Time of the key (0 - 1). + + + + Color key used by Gradient. + + + + + Color of key. + + + + + Time of the key (0 - 1). + + + + + Gradient color key. + + Color of key. + Time of the key (0 - 1). + + + + + Select how gradients will be evaluated. + + + + + Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color. + + + + + Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time. + + + + + Raw interface to Unity's drawing functions. + + + + + Currently active color buffer (Read Only). + + + + + Returns the currently active color gamut. + + + + + Currently active depth/stencil buffer (Read Only). + + + + + Graphics Tier classification for current device. +Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use. + + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + Offset applied to the source texture coordinate. + Scale applied to the source texture coordinate. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + + + + Clear random write targets for level pixel shaders. + + + + + This function provides an efficient way to convert between textures of different formats and dimensions. +The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2d source textures. + Destination element (e.g. cubemap face or texture array element). + + True if the call succeeded. + + + + + This function provides an efficient way to convert between textures of different formats and dimensions. +The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. + + Source texture. + Destination texture. + Source element (e.g. cubemap face). Set this to 0 for 2d source textures. + Destination element (e.g. cubemap face or texture array element). + + True if the call succeeded. + + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + 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. + + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. + + Returns a new GPUFence. + + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only. + + + + Draw the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only. + + + + Draw the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The bounding volume surrounding the instances you intend to draw. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + Additional material properties to apply. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draws a fully procedural geometry on the GPU. + + + + + + + + Draws a fully procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Execute a command buffer. + + The buffer to execute. + + + + Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. + +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. + + The CommandBuffer to be executed. + Describes the desired async compute queue the suuplied CommandBuffer should be executed on. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + RenderTexture to set as write target. + Whether to leave the append/consume counter value unchanged. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + RenderTexture to set as write target. + Whether to leave the append/consume counter value unchanged. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + +Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Instructs the GPU's processing of the graphics queue to wait until the given GPUFence is passed. + + The GPUFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Base class for images & text strings displayed in a GUI. + + + + + Returns bounding rectangle of GUIElement in screen coordinates. + + + + + + Returns bounding rectangle of GUIElement in screen coordinates. + + + + + + Is a point on screen inside the element? + + + + + + + Is a point on screen inside the element? + + + + + + + Component added to a camera to make it render 2D GUI elements. + + + + + Get the GUI element at a specific screen position. + + + + + + A texture image used in a 2D GUI. + + + + + The border defines the number of pixels from the edge that are not affected by scale. + + + + + The color of the GUI texture. + + + + + Pixel inset used for pixel adjustments for size and position. + + + + + The texture used for drawing. + + + + + Interface into the Gyroscope. + + + + + Returns the attitude (ie, orientation in space) of the device. + + + + + Sets or retrieves the enabled status of this gyroscope. + + + + + Returns the gravity acceleration vector expressed in the device's reference frame. + + + + + Returns rotation rate as measured by the device's gyroscope. + + + + + Returns unbiased rotation rate as measured by the device's gyroscope. + + + + + Sets or retrieves gyroscope interval in seconds. + + + + + Returns the acceleration that the user is giving to the device. + + + + + Represent the hash value. + + + + + Get if the hash value is valid or not. (Read Only) + + + + + Construct the Hash128. + + + + + + + + + Convert the input string to Hash128. + + + + + + Convert Hash128 to string. + + + + + Use this PropertyAttribute to add a header above some fields in the Inspector. + + + + + The header text. + + + + + Add a header above some fields in the Inspector. + + The header text. + + + + Provide a custom documentation URL for a class. + + + + + Initialize the HelpURL attribute with a documentation url. + + The custom documentation URL for this class. + + + + The documentation URL specified for this class. + + + + + Bit mask that controls object destruction, saving and visibility in inspectors. + + + + + The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. + + + + + The object will not be saved when building a player. + + + + + The object will not be saved to the scene in the editor. + + + + + The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + A combination of not shown in the hierarchy, not saved to to scenes and not unloaded by The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + The object will not appear in the hierarchy. + + + + + It is not possible to view it in the inspector. + + + + + A normal, visible object. This is the default. + + + + + The object is not be editable in the inspector. + + + + + Makes a variable not show up in the inspector but be serialized. + + + + + This is the data structure for holding individual host information. + + + + + A miscellaneous comment (can hold data). + + + + + Currently connected players. + + + + + The name of the game (like John Doe's Game). + + + + + The type of the game (like "MyUniqueGameType"). + + + + + The GUID of the host, needed when connecting with NAT punchthrough. + + + + + Server IP address. + + + + + Does the server require a password? + + + + + Maximum players limit. + + + + + Server port. + + + + + Does this server require NAT punchthrough? + + + + + Interface for objects used as resolvers on ExposedReferences. + + + + + Remove a value for the given reference. + + Identifier of the ExposedReference. + + + + Retrieves a value for the given identifier. + + Identifier of the ExposedReference. + Is the identifier valid? + + The value stored in the table. + + + + + Assigns a value for an ExposedReference. + + Identifier of the ExposedReference. + The value to assigned to the ExposedReference. + + + + Interface for custom logger implementation. + + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Check logging is enabled based on the LogType. + + + + Retrun true in case logs of LogType will be logged otherwise returns false. + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + Logs message to the Unity Console using default logger. + + + + + + + + + A variant of ILogger.Log that logs an error message. + + + + + + + + A variant of ILogger.Log that logs an error message. + + + + + + + + A variant of ILogger.Log that logs an exception message. + + + + + + Logs a formatted message. + + + + + + + + A variant of Logger.Log that logs an warning message. + + + + + + + + A variant of Logger.Log that logs an warning message. + + + + + + + + Interface for custom log handler implementation. + + + + + A variant of ILogHandler.LogFormat that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + Any Image Effect with this attribute will be rendered after Dynamic Resolution stage. + + + + + Any Image Effect with this attribute can be rendered into the scene view camera. + + + + + Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. + + + + + When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. + + + + + Controls IME input. + + + + + Enable IME input only when a text field is selected (default). + + + + + Disable IME input. + + + + + Enable IME input. + + + + + Interface into the Input system. + + + + + Last measured linear acceleration of a device in three-dimensional space. (Read Only) + + + + + Number of acceleration measurements which occurred during last frame. + + + + + Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables). + + + + + Is any key or mouse button currently held down? (Read Only) + + + + + Returns true the first frame the user hits any key or mouse button. (Read Only) + + + + + Should Back button quit the application? + +Only usable on Android, Windows Phone or Windows Tablets. + + + + + Property for accessing compass (handheld devices only). (Read Only) + + + + + This property controls if input sensors should be compensated for screen orientation. + + + + + The current text input position used by IMEs to open windows. + + + + + The current IME composition string being typed by the user. + + + + + Device physical orientation as reported by OS. (Read Only) + + + + + Property indicating whether keypresses are eaten by a textinput if it has focus (default true). + + + + + Returns default gyroscope. + + + + + Controls enabling and disabling of IME input composition. + + + + + Does the user have an IME keyboard input source selected? + + + + + Returns the keyboard input entered this frame. (Read Only) + + + + + Property for accessing device location (handheld devices only). (Read Only) + + + + + The current mouse position in pixel coordinates. (Read Only) + + + + + Indicates if a mouse device is detected. + + + + + The current mouse scroll delta. (Read Only) + + + + + Property indicating whether the system handles multiple touches. + + + + + Enables/Disables mouse simulation with touches. By default this option is enabled. + + + + + Returns true when Stylus Touch is supported by a device or platform. + + + + + Number of touches. Guaranteed not to change throughout the frame. (Read Only) + + + + + Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables). + + + + + Bool value which let's users check if touch pressure is supported. + + + + + Returns whether the device on which application is currently running supports touch input. + + + + + Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables). + + + + + + Returns the value of the virtual axis identified by axisName. + + + + + + Returns the value of the virtual axis identified by axisName with no smoothing filtering applied. + + + + + + Returns true while the virtual button identified by buttonName is held down. + + + + + + Returns true during the frame the user pressed down the virtual button identified by buttonName. + + + + + + Returns true the first frame the user releases the virtual button identified by buttonName. + + + + + + Returns an array of strings describing the connected joysticks. + + + + + Returns true while the user holds down the key identified by name. Think auto fire. + + + + + + Returns true while the user holds down the key identified by the key KeyCode enum parameter. + + + + + + Returns true during the frame the user starts pressing down the key identified by name. + + + + + + Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter. + + + + + + Returns true during the frame the user releases the key identified by name. + + + + + + Returns true during the frame the user releases the key identified by the key KeyCode enum parameter. + + + + + + Returns whether the given mouse button is held down. + + + + + + Returns true during the frame the user pressed the given mouse button. + + + + + + Returns true during the frame the user releases the given mouse button. + + + + + + Returns object representing status of a specific touch. (Does not allocate temporary variables). + + + + + + Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only). + + The name of the joystick to check (returned by Input.GetJoystickNames). + + True if the joystick layout has been preconfigured; false otherwise. + + + + + Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. + + + + + Interface to receive callbacks upon serialization and deserialization. + + + + + Implement this method to receive a callback after Unity deserializes your object. + + + + + Implement this method to receive a callback before Unity serializes your object. + + + + + Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. + + + + + 'a' key. + + + + + The '0' key on the top of the alphanumeric keyboard. + + + + + The '1' key on the top of the alphanumeric keyboard. + + + + + The '2' key on the top of the alphanumeric keyboard. + + + + + The '3' key on the top of the alphanumeric keyboard. + + + + + The '4' key on the top of the alphanumeric keyboard. + + + + + The '5' key on the top of the alphanumeric keyboard. + + + + + The '6' key on the top of the alphanumeric keyboard. + + + + + The '7' key on the top of the alphanumeric keyboard. + + + + + The '8' key on the top of the alphanumeric keyboard. + + + + + The '9' key on the top of the alphanumeric keyboard. + + + + + Alt Gr key. + + + + + Ampersand key '&'. + + + + + Asterisk key '*'. + + + + + At key '@'. + + + + + 'b' key. + + + + + Back quote key '`'. + + + + + Backslash key '\'. + + + + + The backspace key. + + + + + Break key. + + + + + 'c' key. + + + + + Capslock key. + + + + + Caret key '^'. + + + + + The Clear key. + + + + + Colon ':' key. + + + + + Comma ',' key. + + + + + 'd' key. + + + + + The forward delete key. + + + + + Dollar sign key '$'. + + + + + Double quote key '"'. + + + + + Down arrow key. + + + + + 'e' key. + + + + + End key. + + + + + Equals '=' key. + + + + + Escape key. + + + + + Exclamation mark key '!'. + + + + + 'f' key. + + + + + F1 function key. + + + + + F10 function key. + + + + + F11 function key. + + + + + F12 function key. + + + + + F13 function key. + + + + + F14 function key. + + + + + F15 function key. + + + + + F2 function key. + + + + + F3 function key. + + + + + F4 function key. + + + + + F5 function key. + + + + + F6 function key. + + + + + F7 function key. + + + + + F8 function key. + + + + + F9 function key. + + + + + 'g' key. + + + + + Greater than '>' key. + + + + + 'h' key. + + + + + Hash key '#'. + + + + + Help key. + + + + + Home key. + + + + + 'i' key. + + + + + Insert key key. + + + + + 'j' key. + + + + + Button 0 on first joystick. + + + + + Button 1 on first joystick. + + + + + Button 10 on first joystick. + + + + + Button 11 on first joystick. + + + + + Button 12 on first joystick. + + + + + Button 13 on first joystick. + + + + + Button 14 on first joystick. + + + + + Button 15 on first joystick. + + + + + Button 16 on first joystick. + + + + + Button 17 on first joystick. + + + + + Button 18 on first joystick. + + + + + Button 19 on first joystick. + + + + + Button 2 on first joystick. + + + + + Button 3 on first joystick. + + + + + Button 4 on first joystick. + + + + + Button 5 on first joystick. + + + + + Button 6 on first joystick. + + + + + Button 7 on first joystick. + + + + + Button 8 on first joystick. + + + + + Button 9 on first joystick. + + + + + Button 0 on second joystick. + + + + + Button 1 on second joystick. + + + + + Button 10 on second joystick. + + + + + Button 11 on second joystick. + + + + + Button 12 on second joystick. + + + + + Button 13 on second joystick. + + + + + Button 14 on second joystick. + + + + + Button 15 on second joystick. + + + + + Button 16 on second joystick. + + + + + Button 17 on second joystick. + + + + + Button 18 on second joystick. + + + + + Button 19 on second joystick. + + + + + Button 2 on second joystick. + + + + + Button 3 on second joystick. + + + + + Button 4 on second joystick. + + + + + Button 5 on second joystick. + + + + + Button 6 on second joystick. + + + + + Button 7 on second joystick. + + + + + Button 8 on second joystick. + + + + + Button 9 on second joystick. + + + + + Button 0 on third joystick. + + + + + Button 1 on third joystick. + + + + + Button 10 on third joystick. + + + + + Button 11 on third joystick. + + + + + Button 12 on third joystick. + + + + + Button 13 on third joystick. + + + + + Button 14 on third joystick. + + + + + Button 15 on third joystick. + + + + + Button 16 on third joystick. + + + + + Button 17 on third joystick. + + + + + Button 18 on third joystick. + + + + + Button 19 on third joystick. + + + + + Button 2 on third joystick. + + + + + Button 3 on third joystick. + + + + + Button 4 on third joystick. + + + + + Button 5 on third joystick. + + + + + Button 6 on third joystick. + + + + + Button 7 on third joystick. + + + + + Button 8 on third joystick. + + + + + Button 9 on third joystick. + + + + + Button 0 on forth joystick. + + + + + Button 1 on forth joystick. + + + + + Button 10 on forth joystick. + + + + + Button 11 on forth joystick. + + + + + Button 12 on forth joystick. + + + + + Button 13 on forth joystick. + + + + + Button 14 on forth joystick. + + + + + Button 15 on forth joystick. + + + + + Button 16 on forth joystick. + + + + + Button 17 on forth joystick. + + + + + Button 18 on forth joystick. + + + + + Button 19 on forth joystick. + + + + + Button 2 on forth joystick. + + + + + Button 3 on forth joystick. + + + + + Button 4 on forth joystick. + + + + + Button 5 on forth joystick. + + + + + Button 6 on forth joystick. + + + + + Button 7 on forth joystick. + + + + + Button 8 on forth joystick. + + + + + Button 9 on forth joystick. + + + + + Button 0 on fifth joystick. + + + + + Button 1 on fifth joystick. + + + + + Button 10 on fifth joystick. + + + + + Button 11 on fifth joystick. + + + + + Button 12 on fifth joystick. + + + + + Button 13 on fifth joystick. + + + + + Button 14 on fifth joystick. + + + + + Button 15 on fifth joystick. + + + + + Button 16 on fifth joystick. + + + + + Button 17 on fifth joystick. + + + + + Button 18 on fifth joystick. + + + + + Button 19 on fifth joystick. + + + + + Button 2 on fifth joystick. + + + + + Button 3 on fifth joystick. + + + + + Button 4 on fifth joystick. + + + + + Button 5 on fifth joystick. + + + + + Button 6 on fifth joystick. + + + + + Button 7 on fifth joystick. + + + + + Button 8 on fifth joystick. + + + + + Button 9 on fifth joystick. + + + + + Button 0 on sixth joystick. + + + + + Button 1 on sixth joystick. + + + + + Button 10 on sixth joystick. + + + + + Button 11 on sixth joystick. + + + + + Button 12 on sixth joystick. + + + + + Button 13 on sixth joystick. + + + + + Button 14 on sixth joystick. + + + + + Button 15 on sixth joystick. + + + + + Button 16 on sixth joystick. + + + + + Button 17 on sixth joystick. + + + + + Button 18 on sixth joystick. + + + + + Button 19 on sixth joystick. + + + + + Button 2 on sixth joystick. + + + + + Button 3 on sixth joystick. + + + + + Button 4 on sixth joystick. + + + + + Button 5 on sixth joystick. + + + + + Button 6 on sixth joystick. + + + + + Button 7 on sixth joystick. + + + + + Button 8 on sixth joystick. + + + + + Button 9 on sixth joystick. + + + + + Button 0 on seventh joystick. + + + + + Button 1 on seventh joystick. + + + + + Button 10 on seventh joystick. + + + + + Button 11 on seventh joystick. + + + + + Button 12 on seventh joystick. + + + + + Button 13 on seventh joystick. + + + + + Button 14 on seventh joystick. + + + + + Button 15 on seventh joystick. + + + + + Button 16 on seventh joystick. + + + + + Button 17 on seventh joystick. + + + + + Button 18 on seventh joystick. + + + + + Button 19 on seventh joystick. + + + + + Button 2 on seventh joystick. + + + + + Button 3 on seventh joystick. + + + + + Button 4 on seventh joystick. + + + + + Button 5 on seventh joystick. + + + + + Button 6 on seventh joystick. + + + + + Button 7 on seventh joystick. + + + + + Button 8 on seventh joystick. + + + + + Button 9 on seventh joystick. + + + + + Button 0 on eighth joystick. + + + + + Button 1 on eighth joystick. + + + + + Button 10 on eighth joystick. + + + + + Button 11 on eighth joystick. + + + + + Button 12 on eighth joystick. + + + + + Button 13 on eighth joystick. + + + + + Button 14 on eighth joystick. + + + + + Button 15 on eighth joystick. + + + + + Button 16 on eighth joystick. + + + + + Button 17 on eighth joystick. + + + + + Button 18 on eighth joystick. + + + + + Button 19 on eighth joystick. + + + + + Button 2 on eighth joystick. + + + + + Button 3 on eighth joystick. + + + + + Button 4 on eighth joystick. + + + + + Button 5 on eighth joystick. + + + + + Button 6 on eighth joystick. + + + + + Button 7 on eighth joystick. + + + + + Button 8 on eighth joystick. + + + + + Button 9 on eighth joystick. + + + + + Button 0 on any joystick. + + + + + Button 1 on any joystick. + + + + + Button 10 on any joystick. + + + + + Button 11 on any joystick. + + + + + Button 12 on any joystick. + + + + + Button 13 on any joystick. + + + + + Button 14 on any joystick. + + + + + Button 15 on any joystick. + + + + + Button 16 on any joystick. + + + + + Button 17 on any joystick. + + + + + Button 18 on any joystick. + + + + + Button 19 on any joystick. + + + + + Button 2 on any joystick. + + + + + Button 3 on any joystick. + + + + + Button 4 on any joystick. + + + + + Button 5 on any joystick. + + + + + Button 6 on any joystick. + + + + + Button 7 on any joystick. + + + + + Button 8 on any joystick. + + + + + Button 9 on any joystick. + + + + + 'k' key. + + + + + Numeric keypad 0. + + + + + Numeric keypad 1. + + + + + Numeric keypad 2. + + + + + Numeric keypad 3. + + + + + Numeric keypad 4. + + + + + Numeric keypad 5. + + + + + Numeric keypad 6. + + + + + Numeric keypad 7. + + + + + Numeric keypad 8. + + + + + Numeric keypad 9. + + + + + Numeric keypad '/'. + + + + + Numeric keypad enter. + + + + + Numeric keypad '='. + + + + + Numeric keypad '-'. + + + + + Numeric keypad '*'. + + + + + Numeric keypad '.'. + + + + + Numeric keypad '+'. + + + + + 'l' key. + + + + + Left Alt key. + + + + + Left Command key. + + + + + Left arrow key. + + + + + Left square bracket key '['. + + + + + Left Command key. + + + + + Left Control key. + + + + + Left Parenthesis key '('. + + + + + Left shift key. + + + + + Left Windows key. + + + + + Less than '<' key. + + + + + 'm' key. + + + + + Menu key. + + + + + Minus '-' key. + + + + + The Left (or primary) mouse button. + + + + + Right mouse button (or secondary mouse button). + + + + + Middle mouse button (or third button). + + + + + Additional (fourth) mouse button. + + + + + Additional (fifth) mouse button. + + + + + Additional (or sixth) mouse button. + + + + + Additional (or seventh) mouse button. + + + + + 'n' key. + + + + + Not assigned (never returned as the result of a keystroke). + + + + + Numlock key. + + + + + 'o' key. + + + + + 'p' key. + + + + + Page down. + + + + + Page up. + + + + + Pause on PC machines. + + + + + Period '.' key. + + + + + Plus key '+'. + + + + + Print key. + + + + + 'q' key. + + + + + Question mark '?' key. + + + + + Quote key '. + + + + + 'r' key. + + + + + Return key. + + + + + Right Alt key. + + + + + Right Command key. + + + + + Right arrow key. + + + + + Right square bracket key ']'. + + + + + Right Command key. + + + + + Right Control key. + + + + + Right Parenthesis key ')'. + + + + + Right shift key. + + + + + Right Windows key. + + + + + 's' key. + + + + + Scroll lock key. + + + + + Semicolon ';' key. + + + + + Slash '/' key. + + + + + Space key. + + + + + Sys Req key. + + + + + 't' key. + + + + + The tab key. + + + + + 'u' key. + + + + + Underscore '_' key. + + + + + Up arrow key. + + + + + 'v' key. + + + + + 'w' key. + + + + + 'x' key. + + + + + 'y' key. + + + + + 'z' key. + + + + + A single keyframe that can be injected into an animation curve. + + + + + Describes the tangent when approaching this point from the previous point in the curve. + + + + + Describes the tangent when leaving this point towards the next point in the curve. + + + + + TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead. + + + + + The time of the keyframe. + + + + + The value of the curve at keyframe. + + + + + Create a keyframe. + + + + + + + Create a keyframe. + + + + + + + + + LayerMask allow you to display the LayerMask popup menu in the inspector. + + + + + Converts a layer mask value to an integer value. + + + + + Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them. + + List of layer names to convert to a layer mask. + + The layer mask created from the layerNames. + + + + + Implicitly converts an integer to a LayerMask. + + + + + + Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the. + + + + + + Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the. + + + + + + Script interface for a. + + + + + The strength of the flare. + + + + + The color of the flare. + + + + + The fade speed of the flare. + + + + + The to use. + + + + + Script interface for. + + + + + This property describes the output of the last Global Illumination bake. + + + + + The multiplier that defines the strength of the bounce lighting. + + + + + The color of the light. + + + + + + The color temperature of the light. + Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. 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. + + + + + + Number of command buffers set up on this light (Read Only). + + + + + The cookie texture projected by the light. + + + + + The size of a directional light's cookie. + + + + + This is used to light certain objects in the scene selectively. + + + + + The to use for this light. + + + + + The Intensity of a light is multiplied with the Light color. + + + + + The range of the light. + + + + + How to render the light. + + + + + Shadow mapping constant bias. + + + + + The custom resolution of the shadow map. + + + + + Near plane value to use for shadow frustums. + + + + + Shadow mapping normal-based bias. + + + + + The resolution of the shadow map. + + + + + How this light casts shadows + + + + + Strength of light's shadows. + + + + + The angle of the light's spotlight cone in degrees. + + + + + The type of the light. + + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + A mask specifying which shadow passes to execute the buffer for. + + + + Add a command buffer to be executed at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + A mask specifying which shadow passes to execute the buffer for. + + + + Get command buffers to be executed at a specified place. + + When to execute the command buffer during rendering. + + Array of command buffers. + + + + + Remove all command buffers set on this light. + + + + + Remove command buffer from execution at a specified place. + + When to execute the command buffer during rendering. + The buffer to execute. + + + + Remove command buffers from execution at a specified place. + + When to execute the command buffer during rendering. + + + + Struct describing the result of a Global Illumination bake for a given light. + + + + + Is the light contribution already stored in lightmaps and/or lightprobes? + + + + + This property describes what part of a light's contribution was baked. + + + + + In case of a LightmapBakeType.Mixed light, describes what Mixed mode was used to bake the light, irrelevant otherwise. + + + + + In case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1. + + + + + In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1. + + + + + Enum describing what part of a light contribution can be baked. + + + + + Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes. + + + + + Mixed lights allow a mix of 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. + + + + + 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.. + + + + + Data of a lightmap. + + + + + Lightmap storing color of incoming light. + + + + + Lightmap storing dominant direction of incoming light. + + + + + Texture storing occlusion mask per light (ShadowMask, up to four lights). + + + + + Stores lightmaps of the scene. + + + + + Lightmap array. + + + + + Non-directional, Directional or Directional Specular lightmaps rendering mode. + + + + + Holds all data needed by the light probes. + + + + + Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. + + + + + Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps. + + + + + Light intensity (no directional information), encoded as 1 lightmap. + + + + + Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy + + + + + Directional rendering mode. + + + + + Dual lightmap rendering mode. + + + + + Single, traditional lightmap rendering mode. + + + + + Light Probe Group. + + + + + Editor only function to access and modify probe positions. + + + + + The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects. + + + + + The bounding box mode for generating the 3D grid of interpolated Light Probes. + + + + + The world-space bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + The 3D grid resolution on the z-axis. + + + + + The 3D grid resolution on the y-axis. + + + + + The 3D grid resolution on the z-axis. + + + + + Checks if Light Probe Proxy Volumes are supported. + + + + + The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + Interpolated Light Probe density. + + + + + The mode in which the interpolated Light Probe positions are generated. + + + + + Sets the way the Light Probe Proxy Volume refreshes. + + + + + The resolution mode for generating the grid of interpolated Light Probes. + + + + + The size of the bounding box in which the 3D grid of interpolated Light Probes is generated. + + + + + The bounding box mode for generating a grid of interpolated Light Probes. + + + + + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space. + + + + + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space. + + + + + A custom local-space bounding box is used. The user is able to edit the bounding box. + + + + + The mode in which the interpolated Light Probe positions are generated. + + + + + Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells. + + + + + Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells. + + + + + An enum describing the way a Light Probe Proxy Volume refreshes in the Player. + + + + + Automatically detects updates in Light Probes and triggers an update of the Light Probe volume. + + + + + Causes Unity to update the Light Probe Proxy Volume every frame. + + + + + Use this option to indicate that the Light Probe Proxy Volume is never to be automatically updated by Unity. + + + + + The resolution mode for generating a grid of interpolated Light Probes. + + + + + The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2. + + + + + The custom mode allows you to specify the 3D grid resolution. + + + + + Triggers an update of the Light Probe Proxy Volume. + + + + + Stores light probes for the scene. + + + + + Coefficients of baked light probes. + + + + + The number of cells space is divided into (Read Only). + + + + + The number of light probes (Read Only). + + + + + Positions of the baked light probes (Read Only). + + + + + Returns an interpolated probe for the given position for both realtime and baked light probes combined. + + + + + + + + How the Light is rendered. + + + + + Automatically choose the render mode. + + + + + Force the Light to be a pixel light. + + + + + Force the Light to be a vertex light. + + + + + Shadow casting options for a Light. + + + + + Cast "hard" shadows (with no shadow filtering). + + + + + Do not cast shadows (default). + + + + + Cast "soft" shadows (with 4x PCF filtering). + + + + + The type of a Light. + + + + + The light is an area light. It affects only lightmaps and lightprobes. + + + + + The light is a directional light. + + + + + The light is a point light. + + + + + The light is a spot light. + + + + + Control the direction lines face, when using the LineRenderer or TrailRenderer. + + + + + Lines face the direction of the Transform Component. + + + + + Lines face the camera. + + + + + The line renderer is used to draw free-floating lines in 3D space. + + + + + Select whether the line will face the camera, or the orientation of the Transform Component. + + + + + Set the color gradient describing the color of the line at various points along its length. + + + + + Set the color at the end of the line. + + + + + Set the width at the end of the line. + + + + + Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Connect the start and end positions of the line together to form a continuous loop. + + + + + Set this to a value greater than 0, to get rounded corners on each end of the line. + + + + + Set this to a value greater than 0, to get rounded corners between each segment of the line. + + + + + Set the number of line segments. + + + + + Set the number of line segments. + + + + + Set the color at the start of the line. + + + + + Set the width at the start of the line. + + + + + Choose whether the U coordinate of the line texture is tiled or stretched. + + + + + If enabled, the lines are defined in world space. + + + + + Set the curve describing the width of the line at various points along its length. + + + + + Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. + + + + + Get the position of a vertex in the line. + + The index of the position to retrieve. + + The position at the specified index in the array. + + + + + Get the positions of all vertices in the line. + + The array of positions to retrieve. The array passed should be of at least numPositions in size. + + How many positions were actually stored in the output array. + + + + + Set the line color at the start and at the end. + + + + + + + Set the position of a vertex in the line. + + Which position to set. + The new position. + + + + Set the positions of all vertices in the line. + + The array of positions to set. + + + + Set the number of line segments. + + + + + + Set the line width at the start and at the end. + + + + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + + + + Choose how textures are applied to Lines and Trails. + + + + + Map the texture once along the entire length of the line, assuming all vertices are evenly spaced. + + + + + Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale. + + + + + Map the texture once along the entire length of the line. + + + + + Repeat the texture along the line, based on its length in world units. To set the tiling rate, use Material.SetTextureScale. + + + + + A collection of common line functions. + + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Generates a simplified version of the original line by removing points that fall within the specified tolerance. + + The points that make up the original line. + This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. + Populated by this function. Contains the indexes of the points that should be generate a simplified version.. + Populated by this function. Contains the points that form the simplified line. + + + + Structure describing device location. + + + + + Geographical device location altitude. + + + + + Horizontal accuracy of the location. + + + + + Geographical device location latitude. + + + + + Geographical device location latitude. + + + + + Timestamp (in seconds since 1970) when location was last time updated. + + + + + Vertical accuracy of the location. + + + + + Interface into location functionality. + + + + + Specifies whether location service is enabled in user settings. + + + + + Last measured device geographical location. + + + + + Returns location service status. + + + + + Starts location service updates. Last location coordinates could be. + + + + + + + Starts location service updates. Last location coordinates could be. + + + + + + + Starts location service updates. Last location coordinates could be. + + + + + + + Stops location service updates. This could be useful for saving battery life. + + + + + Describes location service status. + + + + + Location service failed (user denied access to location service). + + + + + Location service is initializing, some time later it will switch to. + + + + + Location service is running and locations could be queried. + + + + + Location service is stopped. + + + + + Structure for building a LOD for passing to the SetLODs function. + + + + + Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated. + + + + + List of renderers for this LOD level. + + + + + The screen relative height to use for the transition [0-1]. + + + + + Construct a LOD. + + The screen relative height to use for the transition [0-1]. + An array of renderers to use for this LOD level. + + + + The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. + + + + + Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD. + + + + + Indicates the LOD fading is turned off. + + + + + By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: + + +* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. + + +* For the last mesh LOD and the billboard LOD, the cross-fade mode is used. + + + + + LODGroup lets you group multiple Renderers into LOD levels. + + + + + Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. + + + + + The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. + + + + + Enable / Disable the LODGroup - Disabling will turn off all renderers. + + + + + The LOD fade mode used. + + + + + The local reference point against which the LOD distance is calculated. + + + + + The number of LOD levels. + + + + + The size of the LOD object in local space. + + + + + + + The LOD level to use. Passing index < 0 will return to standard LOD processing. + + + + Returns the array of LODs. + + + The LOD array. + + + + + Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). + + + + + Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. + + The LODs to use for this group. + + + + Initializes a new instance of the Logger. + + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Create a custom Logger. + + Pass in default log handler or custom log handler. + + + + Check logging is enabled based on the LogType. + + The type of the log message. + + Retrun true in case logs of LogType will be logged otherwise returns false. + + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + Logs message to the Unity Console using default logger. + + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an error message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an error message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + A variant of Logger.Log that logs an exception message. + + Runtime Exception. + Object to which the message applies. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + Logs a formatted message. + + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. + + + + A variant of Logger.Log that logs an warning message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + A variant of Logger.Log that logs an warning message. + + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. + + + + The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback. + + + + + LogType used for Asserts. (These could also indicate an error inside Unity itself.) + + + + + LogType used for Errors. + + + + + LogType used for Exceptions. + + + + + LogType used for regular log messages. + + + + + LogType used for Warnings. + + + + + The Master Server is used to make matchmaking between servers and clients easy. + + + + + Report this machine as a dedicated server. + + + + + The IP address of the master server. + + + + + The connection port of the master server. + + + + + Set the minimum update rate for master server host information update. + + + + + Clear the host list which was received by MasterServer.PollHostList. + + + + + Check for the latest host list received by using MasterServer.RequestHostList. + + + + + Register this server on the master server. + + + + + + + + Register this server on the master server. + + + + + + + + Request a host list from the master server. + + + + + + Unregister this server from the master server. + + + + + Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent. + + + + + Received a host list from the master server. + + + + + Registration failed because an empty game name was given. + + + + + Registration failed because an empty game type was given. + + + + + Registration failed because no server is running. + + + + + Registration to master server succeeded, received confirmation. + + + + + The material class. + + + + + The main material's color. + + + + + Gets and sets whether the Double Sided Global Illumination setting is enabled for this material. + + + + + Gets and sets whether GPU instancing is enabled for this material. + + + + + Defines how the material should interact with lightmaps and lightprobes. + + + + + The material's texture. + + + + + The texture offset of the main texture. + + + + + The texture scale of the main texture. + + + + + How many passes are in this material (Read Only). + + + + + Render queue of this material. + + + + + The shader used by the material. + + + + + Additional shader keywords set by this material. + + + + + Copy properties from other material into this material. + + + + + + + + + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Create a temporary Material. + + Create a material with a given Shader. + Create a material by copying all properties from another material. + + + + Unset a shader keyword. + + + + + + Sets a shader keyword that is enabled by this material. + + + + + + Returns the index of the pass passName. + + + + + + Get a named color value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color array. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named color array. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Fetch a named color array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Fetch a named color array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Get a named float value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named float value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named float array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named float array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named float array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Fetch a named float array into a list. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. + + + + Get a named integer value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named integer value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix value from the shader. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix value from the shader. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named matrix array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named matrix array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named matrix array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Fetch a named matrix array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Returns the name of the shader pass at index pass. + + + + + + Checks whether a given Shader pass is enabled on this Material. + + Shader pass name (case insensitive). + + True if the Shader pass is enabled. + + + + + Get the value of material's shader tag. + + + + + + + + Get the value of material's shader tag. + + + + + + + + Get a named texture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named texture. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Gets the placement offset of texture propertyName. + + The name of the property. + + + + Gets the placement scale of texture propertyName. + + The name of the property. + + + + Get a named vector value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector value. + + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + + + + Get a named vector array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Get a named vector array. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + + + + Fetch a named vector array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Fetch a named vector array into a list. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. + + + + Checks if material's shader has a property of a given name. + + + + + + + Checks if material's shader has a property of a given name. + + + + + + + Is the shader keyword enabled on this material? + + + + + + Interpolate properties between two materials. + + + + + + + + Sets a named ComputeBuffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer value to set. + + + + Sets a named ComputeBuffer value. + + Property name ID, use Shader.PropertyToID to get it. + Property name. + The ComputeBuffer value to set. + + + + Sets a named color value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_Color". + Color value to set. + + + + Sets a named color value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_Color". + Color value to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a color array property. + + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. + + + + Sets a named float value. + + Property name ID, use Shader.PropertyToID to get it. + Float value to set. + Property name, e.g. "_Glossiness". + + + + Sets a named float value. + + Property name ID, use Shader.PropertyToID to get it. + Float value to set. + Property name, e.g. "_Glossiness". + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a float array property. + + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Array of values to set. + + + + Sets a named integer value. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets a named integer value. + + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. + Property name, e.g. "_SrcBlend". + + + + Sets a named matrix for the shader. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_CubemapRotation". + Matrix value to set. + + + + Sets a named matrix for the shader. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_CubemapRotation". + Matrix value to set. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a matrix array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets an override tag/value on the material. + + Name of the tag to set. + Name of the value to set. Empty string to clear the override flag. + + + + Activate the given pass for rendering. + + Shader pass number to setup. + + If false is returned, no rendering should be done. + + + + + Enables or disables a Shader pass on a per-Material level. + + Shader pass name (case insensitive). + Flag indicating whether this Shader pass should be enabled. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + + + + Sets a named texture. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture to set. + + + + Sets the placement offset of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, for example: "_MainTex". + Texture placement offset. + + + + Sets the placement offset of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, for example: "_MainTex". + Texture placement offset. + + + + Sets the placement scale of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture placement scale. + + + + Sets the placement scale of texture propertyName. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_MainTex". + Texture placement scale. + + + + Sets a named vector value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_WaveAndDistance". + Vector value to set. + + + + Sets a named vector value. + + Property name ID, use Shader.PropertyToID to get it. + Property name, e.g. "_WaveAndDistance". + Vector value to set. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + Sets a vector array property. + + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. + + + + How the material interacts with lightmaps and lightprobes. + + + + + Helper Mask to be used to query the enum only based on whether realtime GI or baked GI is set, ignoring all other bits. + + + + + The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes. + + + + + The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black. + + + + + The emissive lighting does not affect Global Illumination at all. + + + + + The emissive lighting will affect realtime Global Illumination. It emits lighting into realtime lightmaps and realtime lightprobes. + + + + + A block of material values to apply. + + + + + Is the material property block empty? (Read Only) + + + + + Clear material property values. + + + + + Get a color from the property block. + + + + + + + Get a color from the property block. + + + + + + + Get a float from the property block. + + + + + + + Get a float from the property block. + + + + + + + Get a float array from the property block. + + + + + + + Get a float array from the property block. + + + + + + + Fetch a float array from the property block into a list. + + The list to hold the returned array. + + + + + + Fetch a float array from the property block into a list. + + The list to hold the returned array. + + + + + + Get a matrix from the property block. + + + + + + + Get a matrix from the property block. + + + + + + + Get a matrix array from the property block. + + + + + + + Get a matrix array from the property block. + + + + + + + Fetch a matrix array from the property block into a list. + + The list to hold the returned array. + + + + + + Fetch a matrix array from the property block into a list. + + The list to hold the returned array. + + + + + + Get a texture from the property block. + + + + + + + Get a texture from the property block. + + + + + + + Get a vector from the property block. + + + + + + + Get a vector from the property block. + + + + + + + Get a vector array from the property block. + + + + + + + Get a vector array from the property block. + + + + + + + Fetch a vector array from the property block into a list. + + The list to hold the returned array. + + + + + + Fetch a vector array from the property block into a list. + + The list to hold the returned array. + + + + + + Set a ComputeBuffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer to set. + + + + Set a ComputeBuffer property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer to set. + + + + Set a color property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. + + + + Set a color property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. + + + + Set a float property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. + + + + Set a float property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a float array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. + + + + Set a matrix property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a matrix array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + + + + Set a texture property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. + + + + Set a vector property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. + + + + Set a vector property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. + + + + Set a vector array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a vector array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a vector array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + Set a vector array property. + + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. + + + + A collection of common math functions. + + + + + Returns the absolute value of f. + + + + + + Returns the absolute value of value. + + + + + + Returns the arc-cosine of f - the angle in radians whose cosine is f. + + + + + + Compares two floating point values and returns true if they are similar. + + + + + + + Returns the arc-sine of f - the angle in radians whose sine is f. + + + + + + Returns the arc-tangent of f - the angle in radians whose tangent is f. + + + + + + Returns the angle in radians whose Tan is y/x. + + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Returns the smallest integer greater to or equal to f. + + + + + + Clamps a value between a minimum float and maximum float value. + + + + + + + + Clamps value between min and max and returns value. + + + + + + + + Clamps value between 0 and 1 and returns value. + + + + + + Returns the closest power of two value. + + + + + + Convert a color temperature in Kelvin to RGB color. + + Temperature in Kelvin. Range 1000 to 40000 Kelvin. + + Correlated Color Temperature as floating point RGB color. + + + + + Returns the cosine of angle f in radians. + + + + + + Degrees-to-radians conversion constant (Read Only). + + + + + Calculates the shortest difference between two given angles given in degrees. + + + + + + + A tiny floating point value (Read Only). + + + + + Returns e raised to the specified power. + + + + + + Returns the largest integer smaller to or equal to f. + + + + + + Returns the largest integer smaller to or equal to f. + + + + + + Converts the given value from gamma (sRGB) to linear color space. + + + + + + A representation of positive infinity (Read Only). + + + + + Calculates the linear parameter t that produces the interpolant value within the range [a, b]. + + + + + + + + Returns true if the value is power of two. + + + + + + Linearly interpolates between a and b by t. + + The start value. + The end value. + The interpolation value between the two floats. + + The interpolated float result between the two float values. + + + + + Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + Linearly interpolates between a and b by t with no limit to t. + + The start value. + The end value. + The interpolation between the two floats. + + The float value as a result from the linear interpolation. + + + + + Converts the given value from linear to gamma (sRGB) color space. + + + + + + Returns the logarithm of a specified number in a specified base. + + + + + + + Returns the natural (base e) logarithm of a specified number. + + + + + + Returns the base 10 logarithm of a specified number. + + + + + + Returns largest of two or more values. + + + + + + + + Returns largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the largest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Returns the smallest of two or more values. + + + + + + + + Moves a value current towards target. + + The current value. + The value to move towards. + The maximum change that should be applied to the value. + + + + Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + + + + + + A representation of negative infinity (Read Only). + + + + + Returns the next power of two value. + + + + + + Generate 2D Perlin noise. + + X-coordinate of sample point. + Y-coordinate of sample point. + + Value between 0.0 and 1.0. + + + + + The infamous 3.14159265358979... value (Read Only). + + + + + PingPongs the value t, so that it is never larger than length and never smaller than 0. + + + + + + + Returns f raised to power p. + + + + + + + Radians-to-degrees conversion constant (Read Only). + + + + + Loops the value t, so that it is never larger than length and never smaller than 0. + + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns f rounded to the nearest integer. + + + + + + Returns the sign of f. + + + + + + Returns the sine of angle f in radians. + + The argument as a radian. + + The return value between -1 and +1. + + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a value towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes an angle given in degrees towards a desired goal angle over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Interpolates between min and max with smoothing at the limits. + + + + + + + + Returns square root of f. + + + + + + Returns the tangent of angle f in radians. + + + + + + A standard 4x4 transformation matrix. + + + + + This property takes a projection matrix and returns the six plane coordinates that define a projection frustum. + + + + + The determinant of the matrix. + + + + + Returns the identity matrix (Read Only). + + + + + The inverse of this matrix (Read Only). + + + + + Is this the identity matrix? + + + + + Attempts to get a scale value from the matrix. + + + + + Attempts to get a rotation quaternion from this matrix. + + + + + Returns the transpose of this matrix (Read Only). + + + + + Returns a matrix with all elements set to zero (Read Only). + + + + + This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. + + The X coordinate of the left side of the near projection plane in view space. + The X coordinate of the right side of the near projection plane in view space. + The Y coordinate of the bottom side of the near projection plane in view space. + The Y coordinate of the top side of the near projection plane in view space. + Z distance to the near plane from the origin in view space. + Z distance to the far plane from the origin in view space. + Frustum planes struct that contains the view space coordinates of that define a viewing frustum. + + A projection matrix with a viewing frustum defined by the plane coordinates passed in. + + + + + This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. + + The X coordinate of the left side of the near projection plane in view space. + The X coordinate of the right side of the near projection plane in view space. + The Y coordinate of the bottom side of the near projection plane in view space. + The Y coordinate of the top side of the near projection plane in view space. + Z distance to the near plane from the origin in view space. + Z distance to the far plane from the origin in view space. + Frustum planes struct that contains the view space coordinates of that define a viewing frustum. + + A projection matrix with a viewing frustum defined by the plane coordinates passed in. + + + + + Get a column of the matrix. + + + + + + Returns a row of the matrix. + + + + + + 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. + + The source point. + The target point. + The vector describing the up direction (typically Vector3.up). + + The resulting transformation matrix. + + + + + Transforms a position by this matrix (generic). + + + + + + Transforms a position by this matrix (fast). + + + + + + Transforms a direction by this matrix. + + + + + + Multiplies two matrices. + + + + + + + Transforms a Vector4 by a matrix. + + + + + + + Creates an orthogonal projection matrix. + + + + + + + + + + + Creates a perspective projection matrix. + + + + + + + + + Creates a rotation matrix. + + + + + + Creates a scaling matrix. + + + + + + Sets a column of the matrix. + + + + + + + Sets a row of the matrix. + + + + + + + Sets this matrix to a translation, rotation and scaling matrix. + + + + + + + + Access element at [row, column]. + + + + + Access element at sequential index (0..15 inclusive). + + + + + Returns a nicely formatted string for this matrix. + + + + + + Returns a nicely formatted string for this matrix. + + + + + + Returns a plane that is transformed in space. + + + + + + Creates a translation matrix. + + + + + + Creates a translation, rotation and scaling matrix. + + + + + + + + Checks if this matrix is a valid transform matrix. + + + + + A class that allows creating or modifying meshes from scripts. + + + + + The bind poses. The bind pose at each index refers to the bone with the same index. + + + + + Returns BlendShape count on this mesh. + + + + + The bone weights of each vertex. + + + + + The bounding volume of the mesh. + + + + + Vertex colors of the Mesh. + + + + + Vertex colors of the Mesh. + + + + + Format of the mesh index buffer data. + + + + + Returns state of the Read/Write Enabled checkbox when model was imported. + + + + + The normals of the Mesh. + + + + + The number of sub-Meshes. Every Material has a separate triangle list. + + + + + The tangents of the Mesh. + + + + + An array containing all triangles in the Mesh. + + + + + The base texture coordinates of the Mesh. + + + + + The second texture coordinate set of the mesh, if present. + + + + + The third texture coordinate set of the mesh, if present. + + + + + The fourth texture coordinate set of the mesh, if present. + + + + + Get the number of vertex buffers present in the Mesh. (Read Only) + + + + + Returns the number of vertices in the Mesh (Read Only). + + + + + Returns a copy of the vertex positions or assigns a new vertex positions array. + + + + + Adds a new blend shape frame. + + Name of the blend shape to add a frame to. + Weight for the frame being added. + Delta vertices for the frame being added. + Delta normals for the frame being added. + Delta tangents for the frame being added. + + + + Clears all vertex data and all triangle indices. + + + + + + Clears all blend shapes from Mesh. + + + + + Combines several Meshes into this Mesh. + + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-Mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. + + + + + Creates an empty Mesh. + + + + + Gets the base vertex index of the given submesh. + + The submesh index. + + The offset applied to all vertex indices of this submesh. + + + + + Gets the bind poses for this instance. + + A list of bind poses to populate. + + + + Returns the frame count for a blend shape. + + The shape index to get frame count from. + + + + Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame. + + The shape index of the frame. + The frame index to get the weight from. + Delta vertices output array for the frame being retreived. + Delta normals output array for the frame being retreived. + Delta tangents output array for the frame being retreived. + + + + Returns the weight of a blend shape frame. + + The shape index of the frame. + The frame index to get the weight from. + + + + Returns index of BlendShape by given name. + + + + + + Returns name of BlendShape by given index. + + + + + + Gets the bone weights for this instance. + + A list of bone weights to populate. + + + + Gets the vertex colors for this instance. + + A list of vertex colors to populate. + + + + Gets the vertex colors for this instance. + + A list of vertex colors to populate. + + + + Gets the index count of the given submesh. + + + + + + Gets the starting index location within the Mesh's index buffer, for the given submesh. + + + + + + Gets the index buffer for the specified sub mesh on this instance. + + A list of indices to populate. + The sub mesh on this instance. See subMeshCount. + True (default) value will apply base vertex offset to returned indices. + + + + Gets the index buffer for the specified sub mesh on this instance. + + A list of indices to populate. + The sub mesh on this instance. See subMeshCount. + True (default) value will apply base vertex offset to returned indices. + + + + Retrieves a native (underlying graphics API) pointer to the index buffer. + + + Pointer to the underlying graphics API index buffer. + + + + + Retrieves a native (underlying graphics API) pointer to the vertex buffer. + + Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount. + + + Pointer to the underlying graphics API vertex buffer. + + + + + Gets the vertex normals for this instance. + + A list of vertex normals to populate. + + + + Gets the tangents for this instance. + + A list of tangents to populate. + + + + Gets the topology of a sub-Mesh. + + + + + + Gets the triangle list for the specified sub mesh on this instance. + + A list of vertex indices to populate. + The sub mesh on this instance. See subMeshCount. + True (default) value will apply base vertex offset to returned indices. + + + + Gets the triangle list for the specified sub mesh on this instance. + + A list of vertex indices to populate. + The sub mesh on this instance. See subMeshCount. + True (default) value will apply base vertex offset to returned indices. + + + + Gets the triangle list for the specified sub mesh on this instance. + + A list of vertex indices to populate. + The sub mesh on this instance. See subMeshCount. + True (default) value will apply base vertex offset to returned indices. + + + + Gets the triangle list for the specified sub mesh on this instance. + + A list of vertex indices to populate. + The sub mesh on this instance. See subMeshCount. + True (default) value will apply base vertex offset to returned indices. + + + + Get the UVs for a given chanel. + + The UV Channel (zero-indexed). + List of UVs to get for the given index. + + + + Get the UVs for a given chanel. + + The UV Channel (zero-indexed). + List of UVs to get for the given index. + + + + Get the UVs for a given chanel. + + The UV Channel (zero-indexed). + List of UVs to get for the given index. + + + + Gets the vertex positions for this instance. + + A list of vertex positions to populate. + + + + Optimize mesh for frequent updates. + + + + + Optimizes the Mesh for display. + + + + + Recalculate the bounding volume of the Mesh from the vertices. + + + + + Recalculates the normals of the Mesh from the triangles and vertices. + + + + + Recalculates the tangents of the Mesh from the normals and texture coordinates. + + + + + Vertex colors of the Mesh. + + Per-Vertex Colours. + + + + Vertex colors of the Mesh. + + Per-Vertex Colours. + + + + Sets the index buffer for the sub-Mesh. + + The array of indices that define the Mesh. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The submesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the index buffer for the sub-Mesh. + + The array of indices that define the Mesh. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The submesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the index buffer for the sub-Mesh. + + The array of indices that define the Mesh. + The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. + The submesh to modify. + Calculate the bounding box of the Mesh after setting the indices. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. + Optional vertex offset that is added to all triangle vertex indices. + + + + Set the normals of the Mesh. + + Per-vertex normals. + + + + Set the tangents of the Mesh. + + Per-vertex tangents. + + + + Sets the triangle list for the sub-Mesh. + + The list of indices that define the triangles. + The submesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-Mesh. + + The list of indices that define the triangles. + The submesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-Mesh. + + The list of indices that define the triangles. + The submesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Sets the triangle list for the sub-Mesh. + + The list of indices that define the triangles. + The submesh to modify. + Calculate the bounding box of the Mesh after setting the triangles. This is done by default. +Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. + Optional vertex offset that is added to all triangle vertex indices. + + + + Set the UVs for a given chanel. + + The UV Channel (zero-indexed). + List of UVs to set for the given index. + + + + Set the UVs for a given chanel. + + The UV Channel (zero-indexed). + List of UVs to set for the given index. + + + + Set the UVs for a given chanel. + + The UV Channel (zero-indexed). + List of UVs to set for the given index. + + + + Assigns a new vertex positions array. + + Per-vertex position. + + + + Upload previously done Mesh modifications to the graphics API. + + Frees up system memory copy of mesh data when set to true. + + + + + A class to access the Mesh of the. + + + + + Returns the instantiated Mesh assigned to the mesh filter. + + + + + Returns the shared mesh of the mesh filter. + + + + + Renders meshes inserted by the MeshFilter or TextMesh. + + + + + Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. + + + + + Topology of Mesh faces. + + + + + Mesh is made from lines. + + + + + Mesh is a line strip. + + + + + Mesh is made from points. + + + + + Mesh is made from quads. + + + + + Mesh is made from triangles. + + + + + Enum describing what lighting mode to be used with Mixed lights. + + + + + Mixed lights provide realtime direct lighting while indirect light is baked into lightmaps and light probes. + + + + + 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. + + + + + 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. + + + + + MonoBehaviour is the base class from which every Unity script derives. + + + + + Logs message to the Unity Console (identical to Debug.Log). + + + + + + Disabling this lets you skip the GUI layout phase. + + + + + Cancels all Invoke calls on this MonoBehaviour. + + + + + Cancels all Invoke calls with name methodName on this behaviour. + + + + + + Invokes the method methodName in time seconds. + + + + + + + Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. + + + + + + + + Is any invoke on methodName pending? + + + + + + Is any invoke pending on this MonoBehaviour? + + + + + Starts a coroutine. + + + + + + Starts a coroutine named methodName. + + + + + + + Starts a coroutine named methodName. + + + + + + + Starts a Coroutine named coroutine. + + Name of the created Coroutine. + + + + Stops all coroutines running on this behaviour. + + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + + Name of coroutine. + Name of the function in code, including coroutines. + + + + The type of motion vectors that should be generated. + + + + + Use only camera movement to track motion. + + + + + Do not track motion. Motion vectors will be 0. + + + + + Use a specific pass (if required) to track motion. + + + + + Attribute to make a string be edited with a multi-line textfield. + + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + Attribute used to make a string value be shown in a multiline textarea. + + How many lines of text to make room for. Default is 3. + + + + The network class is at the heart of the network implementation and provides the core functions. + + + + + All connected players. + + + + + The IP address of the connection tester used in Network.TestConnection. + + + + + The port of the connection tester used in Network.TestConnection. + + + + + Set the password for the server (for incoming connections). + + + + + Returns true if your peer type is client. + + + + + Enable or disable the processing of network messages. + + + + + Returns true if your peer type is server. + + + + + Set the log level for network messages (default is Off). + + + + + Set the maximum amount of connections/players allowed. + + + + + Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. + + + + + The IP address of the NAT punchthrough facilitator. + + + + + The port of the NAT punchthrough facilitator. + + + + + The status of the peer type, i.e. if it is disconnected, connecting, server or client. + + + + + Get the local NetworkPlayer instance. + + + + + The IP address of the proxy server. + + + + + Set the proxy server password. + + + + + The port of the proxy server. + + + + + The default send rate of network updates for all Network Views. + + + + + Get the current network time (seconds). + + + + + Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. + + + + + Query for the next available network view ID number and allocate it (reserve). + + + + + Close the connection to another system. + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + Connect to the specified host (ip or domain name) and server port. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to a server GUID. NAT punchthrough can only be performed this way. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Connect to the host represented by a HostData structure returned by the Master Server. + + + + + + + Destroy the object associated with this view ID across the network. + + + + + + Destroy the object across the network. + + + + + + Destroy all the objects based on view IDs belonging to this player. + + + + + + Close all open connections and shuts down the network interface. + + + + + + Close all open connections and shuts down the network interface. + + + + + + The last average ping time to the given player in milliseconds. + + + + + + The last ping time to the given player in milliseconds. + + + + + + Check if this machine has a public IP address. + + + + + Initializes security layer. + + + + + Initialize the server. + + + + + + + + Initialize the server. + + + + + + + + Network instantiate a prefab. + + + + + + + + + Remove all RPC functions which belong to this player ID. + + + + + + Remove all RPC functions which belong to this player ID and were sent based on the given group. + + + + + + + Remove the RPC function calls accociated with this view ID number. + + + + + + Remove all RPC functions which belong to given group number. + + + + + + Set the level prefix which will then be prefixed to all network ViewID numbers. + + + + + + Enable or disables the reception of messages in a specific group number from a specific player. + + + + + + + + Enables or disables transmission of messages and RPC calls on a specific network group number. + + + + + + + Enable or disable transmission of messages and RPC calls based on target network player as well as the network group. + + + + + + + + Test this machines network connection. + + + + + + Test this machines network connection. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Test the connection specifically for NAT punch-through connectivity. + + + + + + Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate. + + + + + Cannot connect to two servers at once. Close the connection before connecting again. + + + + + We are already connected to this particular server (can happen after fast disconnect/reconnect). + + + + + We are banned from the system we attempted to connect to (likely temporarily). + + + + + Connection attempt failed, possibly because of internal connectivity problems. + + + + + Internal error while attempting to initialize network interface. Socket possibly already in use. + + + + + No host target given in Connect. + + + + + Incorrect parameters given to Connect function. + + + + + Client could not connect internally to same network NAT enabled server. + + + + + The server is using a password and has refused our connection because we did not set the correct password. + + + + + NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints. + + + + + Connection lost while attempting to connect to NAT target. + + + + + The NAT target we are trying to connect to is not connected to the facilitator server. + + + + + No error occurred. + + + + + We presented an RSA public key which does not match what the system we connected to is using. + + + + + The server is at full capacity, failed to connect. + + + + + The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer. + + + + + The connection to the system has been closed. + + + + + The connection to the system has been lost, no reliable packets could be delivered. + + + + + Arguments passed to Action callbacks registered in PlayerConnection. + + + + + Data that is received. + + + + + The Player ID that the data is received from. + + + + + Used for handling the network connection from the Player to the Editor. + + + + + Singleton instance. + + + + + Returns true when Editor is connected to the player. + + + + + Blocks the calling thread until either a message with the specified messageId is received or the specified time-out elapses. + + The type ID of the message that is sent to the Editor. + The time-out specified in milliseconds. + + Returns true when the message is received and false if the call timed out. + + + + + This disconnects all of the active connections. + + + + + Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor. +This ID must be the same as for messages sent from EditorConnection.Send(). + + The message ID that should cause the Action callback to be executed when received. + Action that is executed when a message with ID messageId is received by the Editor. +The callback includes the data that is sent from the Player, and the Player ID. +The Player ID is always 1, because only one Editor can be connected. + + + + Registers a callback that is invoked when the Editor connects to the Player. + + Action called when Player connects, with the Player ID of the Editor. + + + + Registers a callback to be called when Editor disconnects. + + The Action that is called when a Player disconnects. + + + + Sends data to the Editor. + + The type ID of the message that is sent to the Editor. + + + + + Deregisters a message listener. + + Message ID associated with the callback that you wish to deregister. + The associated callback function you wish to deregister. + + + + Describes different levels of log information the network layer supports. + + + + + Full debug level logging down to each individual message being reported. + + + + + Report informational messages like connectivity events. + + + + + Only report errors, otherwise silent. + + + + + This data structure contains information on a message just received from the network. + + + + + The NetworkView who sent this message. + + + + + The player who sent this network message (owner). + + + + + The time stamp when the Message was sent in seconds. + + + + + Describes the status of the network interface peer type as returned by Network.peerType. + + + + + Running as client. + + + + + Attempting to connect to a server. + + + + + No client connection running. Server not initialized. + + + + + Running as server. + + + + + The NetworkPlayer is a data structure with which you can locate another player over the network. + + + + + Returns the external IP address of the network interface. + + + + + Returns the external port of the network interface. + + + + + The GUID for this player, used when connecting with NAT punchthrough. + + + + + The IP address of this player. + + + + + The port of this player. + + + + + Returns true if two NetworkPlayers are the same player. + + + + + + + Returns true if two NetworkPlayers are not the same player. + + + + + + + Returns the index number for this network player. + + + + + Describes network reachability options. + + + + + Network is not reachable. + + + + + Network is reachable via carrier data network. + + + + + Network is reachable via WiFi or cable. + + + + + Different types of synchronization for the NetworkView component. + + + + + No state data will be synchronized. + + + + + All packets are sent reliable and ordered. + + + + + Brute force unreliable state sending. + + + + + The network view is the binding material of multiplayer games. + + + + + The network group number of this network view. + + + + + Is the network view controlled by this object? + + + + + The component the network view is observing. + + + + + The NetworkPlayer who owns this network view. + + + + + The type of NetworkStateSynchronization set for this network view. + + + + + The ViewID of this network view. + + + + + Find a network view based on a NetworkViewID. + + + + + + Call a RPC function on all connected peers. + + + + + + + + Call a RPC function on a specific player. + + + + + + + + Set the scope of the network view in relation to a specific network player. + + + + + + + The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. + + + + + True if instantiated by me. + + + + + The NetworkPlayer who owns the NetworkView. Could be the server. + + + + + Represents an invalid network view ID. + + + + + Returns true if two NetworkViewIDs are identical. + + + + + + + Returns true if two NetworkViewIDs are not identical. + + + + + + + Returns a formatted string with details on this NetworkViewID. + + + + + NPOT Texture2D|textures support. + + + + + Full NPOT support. + + + + + NPOT textures are not supported. Will be upscaled/padded at loading time. + + + + + Limited NPOT support: no mip-maps and clamp TextureWrapMode|wrap mode will be forced. + + + + + Base class for all objects Unity can reference. + + + + + Should the object be hidden, saved with the scene or modifiable by the user? + + + + + The name of the object. + + + + + Removes a gameobject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Removes a gameobject, component or asset. + + The object to destroy. + The optional amount of time to delay before destroying the object. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destoyed. + + + + Destroys the object obj immediately. You are strongly recommended to use Destroy instead. + + Object to be destroyed. + Set to true to allow assets to be destoyed. + + + + Makes the object target not be destroyed automatically when loading a new scene. + + + + + + Returns the first active loaded object of Type type. + + The type of object to find. + + An array of objects which matched the specified type, cast as Object. + + + + + Returns a list of all active loaded objects of Type type. + + The type of object to find. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type. + + The type of object to find. + + The array of objects found matching the type specified. + + + + + Returns a list of all active and inactive loaded objects of Type type, including assets. + + The type of object or asset to find. + + The array of objects and assets found matching the type specified. + + + + + Returns the instance id of the object. + + + + + Does the object exist? + + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + 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. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + 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. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + 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. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + 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. + + The instantiated clone. + + + + + Clones the object original and returns the clone. + + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + 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. + + The instantiated clone. + + + + + You can also use Generics to instantiate objects. See the page for more details. + + Object of type T that you want to make a clone of. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the page for more details. + + Object of type T that you want to make a clone of. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the page for more details. + + Object of type T that you want to make a clone of. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the page for more details. + + Object of type T that you want to make a clone of. + + + + + + Object of type T. + + + + + You can also use Generics to instantiate objects. See the page for more details. + + Object of type T that you want to make a clone of. + + + + + + Object of type T. + + + + + Compares two object references to see if they refer to the same object. + + The first Object. + The Object to compare against the first. + + + + Compares if two objects refer to a different object. + + + + + + + Returns the name of the game object. + + + + + OcclusionArea is an area in which occlusion culling is performed. + + + + + Center of the occlusion area relative to the transform. + + + + + Size that the occlusion area will have. + + + + + The portal for dynamically changing occlusion at runtime. + + + + + Gets / sets the portal's open state. + + + + + Enumeration for SystemInfo.operatingSystemFamily. + + + + + Linux operating system family. + + + + + macOS operating system family. + + + + + Returned for operating systems that do not fall into any other category. + + + + + Windows operating system family. + + + + + Ping any given IP address (given in dot notation). + + + + + The IP target of the ping. + + + + + Has the ping function completed? + + + + + This property contains the ping time result after isDone returns true. + + + + + Perform a ping to the supplied target IP address. + + + + + + Representation of a plane in 3D space. + + + + + Distance from the origin to the plane. + + + + + Returns a copy of the plane that faces in the opposite direction. + + + + + Normal vector of the plane. + + + + + For a given point returns the closest point on the plane. + + The point to project onto the plane. + + A point on the plane that is closest to point. + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + Creates a plane. + + + + + + + + Makes the plane face in the opposite direction. + + + + + Returns a signed distance from plane to point. + + + + + + Is a point on the positive side of the plane? + + + + + + Intersects a ray with the plane. + + + + + + + Are two points on the same side of the plane? + + + + + + + Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane. + + First point in clockwise order. + Second point in clockwise order. + Third point in clockwise order. + + + + Sets a plane using a point that lies within it along with a normal to orient it. + + The plane's normal vector. + A point that lies on the plane. + + + + Returns a copy of the given plane that is moved in space by the given translation. + + The plane to move in space. + The offset in space to move the plane with. + + The translated plane. + + + + + Moves the plane in space by the translation vector. + + The offset in space to move the plane with. + + + + Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type. + + + + + Describes that the information flowing in and out of the Playable is of Animation type. + + + + + Describes that the information flowing in and out of the Playable is of Audio type. + + + + + Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence. + + + + + Describes that the information flowing in and out of the Playable is of type Texture. + + + + + Defines what time source is used to update a Director graph. + + + + + Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio. + + + + + Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused. + + + + + Update mode is manual. You need to manually call 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. + + + + + 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. + + + + + This structure contains the frame information a Playable receives in Playable.PrepareFrame. + + + + + Time difference between this frame and the preceding frame. + + + + + The accumulated delay of the parent Playable during the PlayableGraph traversal. + + + + + The accumulated speed of the parent Playable during the PlayableGraph traversal. + + + + + The accumulated speed of the Playable during the PlayableGraph traversal. + + + + + The accumulated weight of the Playable during the PlayableGraph traversal. + + + + + Indicates the type of evaluation that caused PlayableGraph.PrepareFrame to be called. + + + + + The current frame identifier. + + + + + Indicates that the local time was explicitly set. + + + + + Indicates the local time did not advance because it has reached the duration and the extrapolation mode is set to Hold. + + + + + Indicates the local time wrapped because it has reached the duration and the extrapolation mode is set to Loop. + + + + + The weight of the current Playable. + + + + + Describes the cause for the evaluation of a PlayableGraph. + + + + + Indicates the graph was updated due to a call to PlayableGraph.Evaluate. + + + + + Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called. + + + + + Interface implemented by all C# Playable implementations. + + + + + Interface that permits a class to inject playables into a graph. + + + + + Duration in seconds. + + + + + A description of the PlayableOutputs generated by this asset. + + + + + Implement this method to have your asset inject playables into the given graph. + + The graph to inject playables into. + The game object which initiated the build. + + The playable injected into the graph, or the root playable if multiple playables are injected. + + + + + Interface implemented by all C# Playable output implementations. + + + + + Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours. + + + + + Returns an invalid Playable. + + + + + An base class for assets that can be used to instatiate a Playable at runtime. + + + + + The playback duration in seconds of the instantiated Playable. + + + + + A description of the outputs of the instantiated Playable. + + + + + Implement this method to have your asset inject playables into the given graph. + + The graph to inject playables into. + The game object which initiated the build. + + The playable injected into the graph, or the root playable if multiple playables are injected. + + + + + PlayableBehaviour is the base class from which every custom playable script derives. + + + + + This function is called when the Playable play state is changed to Playables.PlayState.Delayed. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the Playable play state is changed to Playables.PlayState.Paused. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the Playable play state is changed to Playables.PlayState.Playing. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called when the PlayableGraph that owns this PlayableBehaviour starts. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the PlayableGraph that owns this PlayableBehaviour stops. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the Playable that owns the PlayableBehaviour is created. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called when the Playable that owns the PlayableBehaviour is destroyed. + + The Playable that owns the current PlayableBehaviour. + + + + This function is called during the PrepareData phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called during the PrepareFrame phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + + + + This function is called during the ProcessFrame phase of the PlayableGraph. + + The Playable that owns the current PlayableBehaviour. + A FrameData structure that contains information about the current frame context. + A player defined object that was set with PlayableOutputExtensions.SetUserData. + + + + Struct that holds information regarding an output of a PlayableAsset. + + + + + When the StreamType is set to None, a binding can be represented using System.Type. + + + + + A reference to a UnityEngine.Object that acts a key for this binding. + + + + + The name of the output or input stream. + + + + + The type of the output or input stream. + + + + + The default duration used when a PlayableOutput has no fixed duration. + + + + + A constant to represent a PlayableAsset has no bindings. + + + + + Extensions for all the types that implements IPlayable. + + + + + Create a new input port and connect it to the output port of the given Playable. + + The Playable used by this operation. + The Playable to connect to. + The output port of the Playable. + The weight of the created input port. + + The index of the newly created input port. + + + + + Connect the output port of a Playable to one of the input ports. + + The Playable used by this operation. + The input port index. + The Playable to connect to. + The output port of the Playable. + The weight of the input port. + + + + Destroys the current Playable. + + The Playable used by this operation. + + + + Returns the delay of the playable. + + The Playable used by this operation. + + The delay in seconds. + + + + + Returns the duration of the Playable. + + The Playable used by this operation. + + The duration in seconds. + + + + + Returns the PlayableGraph that owns this Playable. A Playable can only be used in the graph that was used to create it. + + The Playable used by this operation. + + The PlayableGraph associated with the current Playable. + + + + + Returns the Playable connected at the given input port index. + + The Playable used by this operation. + The port index. + + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. + + + + + Returns the number of inputs supported by the Playable. + + The Playable used by this operation. + + The count of inputs on the Playable. + + + + + Returns the weight of the Playable connected at the given input port index. + + The Playable used by this operation. + The port index. + + The current weight of the connected Playable. + + + + + Returns the Playable connected at the given output port index. + + The Playable used by this operation. + The port index. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. + + + + + Returns the number of outputs supported by the Playable. + + The Playable used by this operation. + + The count of outputs on the Playable. + + + + + Returns the current PlayState of the Playable. + + The Playable used by this operation. + + The current PlayState of the Playable. + + + + + Returns the previous local time of the Playable. + + The Playable used by this operation. + + The previous time in seconds. + + + + + Returns the time propagation behavior of this Playable. + + The Playable used by this operation. + + True if time propagation is enabled. + + + + + Returns the speed multiplier that is applied to the the current Playable. + + The Playable used by this operation. + + The current speed. + + + + + Returns the current local time of the Playable. + + The Playable used by this operation. + + The current time in seconds. + + + + + Returns whether or not the Playable has a delay. + + The Playable used by this operation. + + True if the playable is delayed, false otherwise. + + + + + Returns a flag indicating that a playable has completed its operation. + + The Playable used by this operation. + + True if the playable has completed its operation, false otherwise. + + + + + Returns the vality of the current Playable. + + The Playable used by this operation. + + True if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise. + + + + + Tells to pause the Playable. + + The Playable used by this operation. + + + + Starts to play the Playable. + + The Playable used by this operation. + + + + Set a delay until the playable starts. + + The Playable used by this operation. + The delay in seconds. + + + + Changes a flag indicating that a playable has completed its operation. + + The Playable used by this operation. + True if the operation is completed, false otherwise. + + + + Changes the duration of the Playable. + + The Playable used by this operation. + The new duration in seconds, must be a positive value. + + + + Changes the number of inputs supported by the Playable. + + The Playable used by this operation. + + + + + Changes the weight of the Playable connected to the current Playable. + + The Playable used by this operation. + The connected Playable to change. + The weight. Should be between 0 and 1. + + + + + Changes the weight of the Playable connected to the current Playable. + + The Playable used by this operation. + The connected Playable to change. + The weight. Should be between 0 and 1. + + + + + Changes the number of outputs supported by the Playable. + + The Playable used by this operation. + + + + + Changes the current PlayState of the Playable. + + The Playable used by this operation. + The new PlayState. + + + + Changes the time propagation behavior of this Playable. + + The Playable used by this operation. + True to enable time propagation. + + + + Changes the speed multiplier that is applied to the the current Playable. + + The Playable used by this operation. + The new speed. + + + + Changes the current local time of the Playable. + + The Playable used by this operation. + The current time in seconds. + + + + Use the PlayableGraph to manage Playable creations and destructions. + + + + + Connects two Playable instances. + + The source playable or its handle. + The port used in the source playable. + The destination playable or its handle. + The port used in the destination playable. + + Returns true if connection is successful. + + + + + Creates a PlayableGraph. + + + The newly created PlayableGraph. + + + + + Destroys the graph. + + + + + Destroys the PlayableOutput. + + The output to destroy. + + + + Destroys the Playable. + + The playable to destroy. + + + + Destroys the Playable and all its inputs, recursively. + + The Playable to destroy. + + + + Disconnects the Playable. The connections determine the topology of the PlayableGraph and how it is evaluated. + + The source playabe or its handle. + The port used in the source playable. + + + + Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. + + The time in seconds by which to advance each Playable in the graph. + + + + Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. + + The time in seconds by which to advance each Playable in the graph. + + + + Get PlayableOutput at the given index in the graph. + + The output index. + + The PlayableOutput at this given index, otherwise null. + + + + + Get PlayableOutput of the requested type at the given index in the graph. + + The output index. + + The PlayableOutput at the given index among all the PlayableOutput of the same type T. + + + + + Returns the number of PlayableOutput in the graph. + + + The number of PlayableOutput in the graph. + + + + + Get the number of PlayableOutput of the requested type in the graph. + + + The number of PlayableOutput of the same type T in the graph. + + + + + Returns the number of Playable owned by the Graph. + + + + + Returns the table used by the graph to resolve ExposedReferences. + + + + + Returns the Playable with no output connections at the given index. + + The index of the root Playable. + + + + Returns the number of Playable owned by the Graph that have no connected outputs. + + + + + Returns how time is incremented when playing back. + + + + + Indicates that a graph has completed its operations. + + + A boolean indicating if the graph is done playing or not. + + + + + Indicates that a graph is presently running. + + + A boolean indicating if the graph is playing or not. + + + + + Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted. + + + A boolean indicating if the graph is invalid or not. + + + + + Plays the graph. + + + + + Changes the table used by the graph to resolve ExposedReferences. + + + + + + Changes how time is incremented when playing back. + + The new DirectorUpdateMode. + + + + Stops the graph, if it is playing. + + + + + Extensions for all the types that implements IPlayableOutput. + + + + + Status of a Playable. + + + + + The Playable has been delayed, using SetDelay. It will not start until the delay is entirely consumed. + + + + + The Playable has been paused. Its local time will not advance. + + + + + The Playable is currently Playing. + + + + + A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback. + + + + + A IPlayableOutput implementation that contains a script output for the a PlayableGraph. + + + + + Creates a new ScriptPlayableOutput in the associated PlayableGraph. + + The PlayableGraph that will contain the ScriptPlayableOutput. + The name of this ScriptPlayableOutput. + + The created ScriptPlayableOutput. + + + + + Returns an invalid ScriptPlayableOutput. + + + + + Stores and accesses player preferences between game sessions. + + + + + Removes all keys and values from the preferences. Use with caution. + + + + + Removes key and its corresponding value from the preferences. + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns the value corresponding to key in the preference file if it exists. + + + + + + + Returns true if key exists in the preferences. + + + + + + Writes all modified preferences to disk. + + + + + Sets the value of the preference identified by key. + + + + + + + Sets the value of the preference identified by key. + + + + + + + Sets the value of the preference identified by key. + + + + + + + An exception thrown by the PlayerPrefs class in a web player build. + + + + + Representation of a Position, and a Rotation in 3D Space + + + + + shorthand for pose which represents zero position, and an identity rotation + + + + + the position component of the pose + + + + + the rotation component of the pose + + + + + Creates a new pose with the given vector, and quaternion values. + + + + + Transforms the current pose into the local space of the provided pose + + + + + + Transforms the current pose into the local space of the provided pose + + + + + + Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode. + + + + + The various primitives that can be created using the GameObject.CreatePrimitive function. + + + + + A capsule primitive. + + + + + A cube primitive. + + + + + A cylinder primitive. + + + + + A plane primitive. + + + + + A Quad primitive. + + + + + A sphere primitive. + + + + + Substance memory budget. + + + + + A limit of 512MB for the cache or the working memory. + + + + + A limit of 256MB for the cache or the working memory. + + + + + No limit for the cache or the working memory. + + + + + A limit of 1B (one byte) for the cache or the working memory. + + + + + A limit of 128MB for the cache or the working memory. + + + + + ProceduralMaterial loading behavior. + + + + + Bake the textures to speed up loading and discard the ProceduralMaterial data (default on unsupported platform). + + + + + Bake the textures to speed up loading and keep the ProceduralMaterial data so that it can still be tweaked and regenerated later on. + + + + + Generate the textures when loading and cache them to diskflash to speed up subsequent gameapplication startups. + + + + + Does not generate the textures automatically when the scene is loaded as it is set to "DoNothing". RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. + + + + + Does not generate the textures automatically when the scene is loaded as it is set to "DoNothing". RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. After the textures have been generrated for the first time, they are cached to diskflash to speed up subsequent gameapplication startups. This setting will not load the cached textures automatically when the scene is loaded as it is still set to "DoNothing". RebuildTextures() or RebuildTexturesImmediately() must be called again to load the previously cached textures. + + + + + Generate the textures when loading to favor application's size (default on supported platform). + + + + + Class for ProceduralMaterial handling. + + + + + Set or get the update rate in millisecond of the animated substance. + + + + + Set or get the Procedural cache budget. + + + + + Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors). + + + + + Returns true if FreezeAndReleaseSourceData was called on this ProceduralMaterial. + + + + + Should the ProceduralMaterial be generated at load time? + + + + + Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt. + + + + + Set or get the "Readable" flag for a ProceduralMaterial. + + + + + Check if ProceduralMaterials are supported on the current platform. + + + + + Get ProceduralMaterial loading behavior. + + + + + Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures). + + + + + Used to specify the Substance engine CPU usage. + + + + + Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking. + + + + + + + Clear the Procedural cache. + + + + + Render a ProceduralMaterial immutable and release the underlying data to decrease the memory footprint. + + + + + This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name. + + The name of the ProceduralTexture to get. + + + + Get generated textures. + + + + + Get a named Procedural boolean property. + + + + + + Get a named Procedural color property. + + + + + + Get a named Procedural enum property. + + + + + + Get a named Procedural float property. + + + + + + Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has. + + + + + Get a named Procedural string property. + + + + + + Get a named Procedural texture property. + + + + + + Get a named Procedural vector property. + + + + + + Checks if the ProceduralMaterial has a ProceduralProperty of a given name. + + + + + + Checks if a named ProceduralProperty is cached for efficient runtime tweaking. + + + + + + Checks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression. + + The name of the ProceduralProperty whose visibility is evaluated. + + + + Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures. + + + + + Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures. + + + + + Set a named Procedural boolean property. + + + + + + + Set a named Procedural color property. + + + + + + + Set a named Procedural enum property. + + + + + + + Set a named Procedural float property. + + + + + + + Set a named Procedural string property. + + + + + + + Set a named Procedural texture property. + + + + + + + Set a named Procedural vector property. + + + + + + + Discard all the queued ProceduralMaterial rendering operations that have not started yet. + + + + + The type of generated image in a ProceduralMaterial. + + + + + Ambient occlusion map. + + + + + Detail mask map. + + + + + Diffuse map. + + + + + Emissive map. + + + + + Height map. + + + + + Metalness map. + + + + + Normal (Bump) map. + + + + + Opacity (Tranparency) map. + + + + + Roughness map. + + + + + Smoothness map (formerly referred to as Glossiness). + + + + + Specular map. + + + + + Undefined type. + + + + + The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property). + + + + + All physical processor cores are used for ProceduralMaterial generation. + + + + + Half of all physical processor cores are used for ProceduralMaterial generation. + + + + + A single physical processor core is used for ProceduralMaterial generation. + + + + + Exact control of processor usage is not available. + + + + + Describes a ProceduralProperty. + + + + + The names of the individual components of a Vector234 ProceduralProperty. + + + + + The available options for a ProceduralProperty of type Enum. + + + + + The name of the GUI group. Used to display ProceduralProperties in groups. + + + + + If true, the Float or Vector property is constrained to values within a specified range. + + + + + The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member. + + + + + If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property. + + + + + If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property. + + + + + The name of the ProceduralProperty. Used to get and set the values. + + + + + Specifies the step size of this Float or Vector property. Zero is no step. + + + + + The ProceduralPropertyType describes what type of property this is. + + + + + The type of a ProceduralProperty. + + + + + Procedural boolean property. Use with ProceduralMaterial.GetProceduralBoolean. + + + + + Procedural Color property without alpha. Use with ProceduralMaterial.GetProceduralColor. + + + + + Procedural Color property with alpha. Use with ProceduralMaterial.GetProceduralColor. + + + + + Procedural Enum property. Use with ProceduralMaterial.GetProceduralEnum. + + + + + Procedural float property. Use with ProceduralMaterial.GetProceduralFloat. + + + + + Procedural String property. Use with ProceduralMaterial.GetProceduralString. + + + + + Procedural Texture property. Use with ProceduralMaterial.GetProceduralTexture. + + + + + Procedural Vector2 property. Use with ProceduralMaterial.GetProceduralVector. + + + + + Procedural Vector3 property. Use with ProceduralMaterial.GetProceduralVector. + + + + + Procedural Vector4 property. Use with ProceduralMaterial.GetProceduralVector. + + + + + Class for ProceduralTexture handling. + + + + + The format of the pixel data in the texture (Read Only). + + + + + Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel. + + + + + Grab pixel values from a ProceduralTexture. + + + X-coord of the top-left corner of the rectangle to grab. + Y-coord of the top-left corner of the rectangle to grab. + Width of rectangle to grab. + Height of the rectangle to grab. +Get the pixel values from a rectangular area of a ProceduralTexture into an array. +The block is specified by its x,y offset in the texture and by its width and height. The block is "flattened" into the array by scanning the pixel values across rows one by one. + + + + The output type of this ProceduralTexture. + + + + + Custom CPU Profiler label used for profiling arbitrary code blocks. + + + + + Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. + + + + + + Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. + + + + + + Creates a new CustomSampler for profiling parts of your code. + + Name of the Sampler. + + CustomSampler object or null if a built-in Sampler with the same name exists. + + + + + End profiling a piece of code with a custom label. + + + + + Controls the from script. + + + + + Sets profiler output file in built players. + + + + + Enables the Profiler. + + + + + Sets profiler output file in built players. + + + + + Resize the profiler sample buffers to allow the desired amount of samples per thread. + + + + + Heap size used by the program. + + + Size of the used heap in bytes, (or 0 if the profiler is disabled). + + + + + Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers. + + + Size of the memory allocated by Unity (or 0 if the profiler is disabled). + + + + + Displays the recorded profiledata in the profiler. + + + + + + Begin profiling a piece of code with a custom label. + + + + + + + Begin profiling a piece of code with a custom label. + + + + + + + Enables profiling on the thread which calls this method. + + The name of the thread group the thread belongs to. + The name of the thread. + + + + End profiling a piece of code with a custom label. + + + + + Frees the internal resources used by the Profiler for the thread. + + + + + Returns the size of the mono heap. + + + + + Returns the size of the reserved space for managed-memory. + + + The size of the managed heap. This returns 0 if the Profiler is not available. + + + + + Returns the used size from mono. + + + + + The allocated managed-memory for live objects and non-collected objects. + + + A long integer value of the memory in use. This returns 0 if the Profiler is not available. + + + + + Returns the runtime memory usage of the resource. + + + + + + Gathers the native-memory used by a Unity object. + + The target Unity object. + + The amount of native-memory used by a Unity object. This returns 0 if the Profiler is not available. + + + + + Returns the size of the temp allocator. + + + Size in bytes. + + + + + Returns the amount of allocated and used system memory. + + + + + The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system. This function returns the amount of used memory in those pools. + + + The amount of memory allocated by Unity. This returns 0 if the Profiler is not available. + + + + + Returns the amount of reserved system memory. + + + + + The total memory Unity has reserved. + + + Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available. + + + + + Returns the amount of reserved but not used system memory. + + + + + Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools. + + + The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available. + + + + + Sets the size of the temp allocator. + + Size in bytes. + + Returns true if requested size was successfully set. Will return false if value is disallowed (too small). + + + + + Records profiling data produced by a specific Sampler. + + + + + Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only) + + + + + Enables recording. + + + + + Returns true if Recorder is valid and can collect data. (Read Only) + + + + + Number of time Begin/End pairs was called during the previous frame. (Read Only) + + + + + Use this function to get a Recorder for the specific Profiler label. + + Sampler name. + + Recorder object for the specified Sampler. + + + + + Provides control over a CPU Profiler label. + + + + + Returns true if Sampler is valid. (Read Only) + + + + + Sampler name. (Read Only) + + + + + Returns Sampler object for the specific CPU Profiler label. + + Profiler Sampler name. + + Sampler object which represents specific profiler label. + + + + + Returns number and names of all registered Profiler labels. + + Preallocated list the Sampler names are written to. Or null if you want to get number of Samplers only. + + Number of active Samplers. + + + + + Returns Recorder associated with the Sampler. + + + Recorder object associated with the Sampler. + + + + + A script interface for a. + + + + + The aspect ratio of the projection. + + + + + The far clipping plane distance. + + + + + The field of view of the projection in degrees. + + + + + Which object layers are ignored by the projector. + + + + + The material that will be projected onto every object. + + + + + The near clipping plane distance. + + + + + Is the projection orthographic (true) or perspective (false)? + + + + + Projection's half-size when in orthographic mode. + + + + + Base class to derive custom property attributes from. Use this to create custom attributes for script variables. + + + + + Optional field to specify the order that multiple DecorationDrawers should be drawn in. + + + + + Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames. + +Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison. + +PropertyName is serializable. + +ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737". + + + + + Initializes the PropertyName using a string. + + + + + + Determines whether this instance and a specified object, which must also be a PropertyName object, have the same value. + + + + + + Returns the hash code for this PropertyName. + + + + + Converts the string passed into a PropertyName. See Also: PropertyName.ctor(System.String). + + + + + + Indicates whether the specified PropertyName is an Empty string. + + + + + + Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals. + + + + + + + Determines whether two specified PropertyName have a different string value. + + + + + + + For debugging purposes only. Returns the string value representing the string in the Editor. +Returns "UnityEngine.PropertyName" in the player. + + + + + Script interface for. + + + + + Active color space (Read Only). + + + + + Global anisotropic filtering mode. + + + + + Set The AA Filtering option. + + + + + 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. + + + + + Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. + +Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per +frame. Minimum value is 1 and maximum is 33. + + + + + If enabled, billboards will face towards camera position rather than camera orientation. + + + + + Blend weights. + + + + + Desired color space (Read Only). + + + + + Global multiplier for the LOD's switching distance. + + + + + A texture size limit applied to all textures. + + + + + A maximum LOD level. All LOD groups. + + + + + Maximum number of frames queued up by graphics driver. + + + + + The indexed list of available Quality Settings. + + + + + Budget for how many ray casts can be performed per frame for approximate collision testing. + + + + + The maximum number of pixel lights that should affect any object. + + + + + Enables realtime reflection probes. + + + + + In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting. + + + + + The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. + + + + + The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. + + + + + Number of cascades to use for directional light shadows. + + + + + Shadow drawing distance. + + + + + The rendering mode of Shadowmask. + + + + + Offset shadow frustum near plane. + + + + + Directional light shadow projection. + + + + + The default resolution of the shadow maps. + + + + + Realtime Shadows type to be used. + + + + + Should soft blending be used for particles? + + + + + Use a two-pass shader for the vegetation in the terrain engine. + + + + + The VSync Count. + + + + + Decrease the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + Returns the current graphics quality level. + + + + + Increase the current quality level. + + Should expensive changes be applied (Anti-aliasing etc). + + + + Sets a new graphics quality level. + + Quality index to set. + Should expensive changes be applied (Anti-aliasing etc). + + + + Quaternions are used to represent rotations. + + + + + Returns the euler angle representation of the rotation. + + + + + The identity rotation (Read Only). + + + + + W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + + + + + Returns the angle in degrees between two rotations a and b. + + + + + + + Creates a rotation which rotates angle degrees around axis. + + + + + + + Constructs new Quaternion with given x,y,z,w components. + + + + + + + + + The dot product between two rotations. + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). + + + + + + + + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Returns the Inverse of rotation. + + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + + + + + + + + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Are two quaternions equal to each other? + + + + + + + Combines rotations lhs and rhs. + + Left-hand side quaternion. + Right-hand side quaternion. + + + + Rotates the point point with rotation. + + + + + + + Rotates a rotation from towards to. + + + + + + + + Set x, y, z and w components of an existing Quaternion. + + + + + + + + + Creates a rotation which rotates from fromDirection to toDirection. + + + + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Creates a rotation with the specified forward and upwards directions. + + The direction to look in. + The vector that defines in which direction up is. + + + + Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1]. + + + + + + + + Spherically interpolates between a and b by t. The parameter t is not clamped. + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Converts a rotation to angle-axis representation (angles in degrees). + + + + + + + Returns a nicely formatted string of the Quaternion. + + + + + + Returns a nicely formatted string of the Quaternion. + + + + + + Class for generating random data. + + + + + Returns a random point inside a circle with radius 1 (Read Only). + + + + + Returns a random point inside a sphere with radius 1 (Read Only). + + + + + Returns a random point on the surface of a sphere with radius 1 (Read Only). + + + + + Returns a random rotation (Read Only). + + + + + Returns a random rotation with uniform distribution (Read Only). + + + + + Gets/Sets the full internal state of the random number generator. + + + + + Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only). + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the input ranges. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the input ranges. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the input ranges. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the input ranges. + + + + + Generates a random color from HSV and alpha ranges. + + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the input ranges. + + + + + Initializes the random number generator state with a seed. + + Seed used to initialize the random number generator. + + + + Returns a random float number between and min [inclusive] and max [inclusive] (Read Only). + + + + + + + Returns a random integer number between min [inclusive] and max [exclusive] (Read Only). + + + + + + + Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + + + + Attribute used to make a float or int variable in a script be restricted to a specific range. + + The minimum allowed value. + The maximum allowed value. + + + + Describes an integer range. + + + + + The end index of the range (not inclusive). + + + + + The length of the range. + + + + + The starting index of the range, where 0 is the first position, 1 is the second, 2 is the third, and so on. + + + + + Constructs a new RangeInt with given start, length values. + + The starting index of the range. + The length of the range. + + + + Representation of rays. + + + + + The direction of the ray. + + + + + The origin point of the ray. + + + + + Creates a ray starting at origin along direction. + + + + + + + Returns a point at distance units along the ray. + + + + + + Returns a nicely formatted string for this ray. + + + + + + Returns a nicely formatted string for this ray. + + + + + + A ray in 2D space. + + + + + The direction of the ray in world space. + + + + + The starting point of the ray in world space. + + + + + Creates a 2D ray starting at origin along direction. + + origin + direction + + + + + + Get a point that lies a given distance along a ray. + + Distance of the desired point along the path of the ray. + + + + A 2D Rectangle defined by X and Y position, width and height. + + + + + The position of the center of the rectangle. + + + + + The height of the rectangle, measured from the Y position. + + + + + The position of the maximum corner of the rectangle. + + + + + The position of the minimum corner of the rectangle. + + + + + The X and Y position of the rectangle. + + + + + The width and height of the rectangle. + + + + + The width of the rectangle, measured from the X position. + + + + + The X coordinate of the rectangle. + + + + + The maximum X coordinate of the rectangle. + + + + + The minimum X coordinate of the rectangle. + + + + + The Y coordinate of the rectangle. + + + + + The maximum Y coordinate of the rectangle. + + + + + The minimum Y coordinate of the rectangle. + + + + + Shorthand for writing new Rect(0,0,0,0). + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + + + + + Creates a new rectangle. + + The X value the rect is measured from. + The Y value the rect is measured from. + The width of the rectangle. + The height of the rectangle. + + + + + + + + + + Creates a rectangle given a size and position. + + The position of the minimum corner of the rect. + The width and height of the rect. + + + + Creates a rectangle from min/max coordinate values. + + The minimum X coordinate. + The minimum Y coordinate. + The maximum X coordinate. + The maximum Y coordinate. + + A rectangle matching the specified coordinates. + + + + + Returns a point inside a rectangle, given normalized coordinates. + + Rectangle to get a point inside. + Normalized coordinates to get a point for. + + + + Returns true if the rectangles are the same. + + + + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? + + + + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? + + + + Returns the normalized coordinates cooresponding the the point. + + Rectangle to get normalized coordinates inside. + A point inside the rectangle to get normalized coordinates for. + + + + Set components of an existing Rect. + + + + + + + + + Returns a nicely formatted string for this Rect. + + + + + + Returns a nicely formatted string for this Rect. + + + + + + A 2D Rectangle defined by x, y, width, height with integers. + + + + + A RectInt.PositionCollection that contains all positions within the RectInt. + + + + + Center coordinate of the rectangle. + + + + + Height of the rectangle. + + + + + Upper right corner of the rectangle. + + + + + Lower left corner of the rectangle. + + + + + Returns the position (x, y) of the RectInt. + + + + + Returns the width and height of the RectInt. + + + + + Width of the rectangle. + + + + + Left coordinate of the rectangle. + + + + + Returns the maximum X value of the RectInt. + + + + + Returns the minimum X value of the RectInt. + + + + + Top coordinate of the rectangle. + + + + + Returns the maximum Y value of the RectInt. + + + + + Returns the minimum Y value of the RectInt. + + + + + Clamps the position and size of the RectInt to the given bounds. + + Bounds to clamp the RectInt. + + + + Returns true if the given position is within the RectInt. + + Position to check. + Whether the max limits are included in the check. + + Whether the position is within the RectInt. + + + + + Returns true if the given position is within the RectInt. + + Position to check. + Whether the max limits are included in the check. + + Whether the position is within the RectInt. + + + + + An iterator that allows you to iterate over all positions within the RectInt. + + + + + Current position of the enumerator. + + + + + Returns this as an iterator that allows you to iterate over all positions within the RectInt. + + + This RectInt.PositionEnumerator. + + + + + Moves the enumerator to the next position. + + + Whether the enumerator has successfully moved to the next position. + + + + + Resets this enumerator to its starting state. + + + + + Sets the bounds to the min and max value of the rect. + + + + + + + Returns the x, y, width and height of the RectInt. + + + + + Offsets for rectangles, borders, etc. + + + + + Bottom edge size. + + + + + Shortcut for left + right. (Read Only) + + + + + Left edge size. + + + + + Right edge size. + + + + + Top edge size. + + + + + Shortcut for top + bottom. (Read Only) + + + + + Add the border offsets to a rect. + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Creates a new rectangle with offsets. + + + + + + + + + Remove the border offsets from a rect. + + + + + + Position, size, anchor and pivot information for a rectangle. + + + + + The position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The 3D position of the pivot of this RectTransform relative to the anchor reference point. + + + + + The normalized position in the parent RectTransform that the upper right corner is anchored to. + + + + + The normalized position in the parent RectTransform that the lower left corner is anchored to. + + + + + The offset of the upper right corner of the rectangle relative to the upper right anchor. + + + + + The offset of the lower left corner of the rectangle relative to the lower left anchor. + + + + + The normalized position in this RectTransform that it rotates around. + + + + + Event that is invoked for RectTransforms that need to have their driven properties reapplied. + + + + + + The calculated rectangle in the local space of the Transform. + + + + + The size of this RectTransform relative to the distances between the anchors. + + + + + An axis that can be horizontal or vertical. + + + + + Horizontal. + + + + + Vertical. + + + + + Enum used to specify one edge of a rectangle. + + + + + The bottom edge. + + + + + The left edge. + + + + + The right edge. + + + + + The top edge. + + + + + Force the recalculation of RectTransforms internal data. + + + + + Get the corners of the calculated rectangle in the local space of its Transform. + + The array that corners are filled into. + + + + Get the corners of the calculated rectangle in world space. + + The ray that corners are filled into. + + + + Delegate used for the reapplyDrivenProperties event. + + + + + + Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. + + The edge of the parent rectangle to inset from. + The inset distance. + The size of the rectangle along the same direction of the inset. + + + + Makes the RectTransform calculated rect be a given size on the specified axis. + + The axis to specify the size along. + The desired size along the specified axis. + + + + The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. + + + + + The color with which the texture of reflection probe will be cleared. + + + + + Reference to the baked texture of the reflection probe's surrounding. + + + + + Distance around probe used for blending (used in deferred probes). + + + + + The bounding volume of the reflection probe (Read Only). + + + + + Should this reflection probe use box projection? + + + + + The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + + + + + How the reflection probe clears the background. + + + + + This is used to render parts of the reflecion probe's surrounding selectively. + + + + + Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. + + + + + Texture which is used outside of all reflection probes (Read Only). + + + + + HDR decode values of the default reflection probe texture. + + + + + The far clipping plane distance when rendering the probe. + + + + + Should this reflection probe use HDR rendering? + + + + + Reflection probe importance. + + + + + The intensity modifier that is applied to the texture of reflection probe in the shader. + + + + + Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? + + + + + The near clipping plane distance when rendering the probe. + + + + + Sets the way the probe will refresh. + +See Also: ReflectionProbeRefreshMode. + + + + + Resolution of the underlying reflection texture in pixels. + + + + + Shadow drawing distance when rendering the probe. + + + + + The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + + + + + Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). + + + + + HDR decode values of the reflection probe texture. + + + + + Sets this probe time-slicing mode + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Utility method to blend 2 cubemaps into a target render texture. + + Cubemap to blend from. + Cubemap to blend to. + Blend weight. + RenderTexture which will hold the result of the blend. + + Returns trues if cubemaps were blended, false otherwise. + + + + + Checks if a probe has finished a time-sliced render. + + An integer representing the RenderID as returned by the RenderProbe method. + + + True if the render has finished, false otherwise. + + See Also: timeSlicingMode + + + + + + Refreshes the probe's cubemap. + + Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture. + + + An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. + + See Also: IsFinishedRendering + See Also: timeSlicingMode + + + + + + Color or depth buffer part of a RenderTexture. + + + + + Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS. + + + + + General functionality for all renderers. + + + + + Controls if dynamic occlusion culling should be performed for this renderer. + + + + + The bounding volume of the renderer (Read Only). + + + + + Makes the rendered 3D object visible if enabled. + + + + + Has this renderer been statically batched with any other renderers? + + + + + Is this renderer visible in any camera? (Read Only) + + + + + The index of the baked lightmap applied to this renderer. + + + + + The UV scale & offset used for a lightmap. + + + + + If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. + + + + + The light probe interpolation type. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + Returns the first instantiated Material assigned to the renderer. + + + + + Returns all the instantiated materials of this object. + + + + + Specifies the mode for motion vector rendering. + + + + + Specifies whether this renderer has a per-object motion vector pass. + + + + + If set, Renderer will use this Transform's position to find the light or reflection probe. + + + + + The index of the realtime lightmap applied to this renderer. + + + + + The UV scale & offset used for a realtime lightmap. + + + + + Does this object receive shadows? + + + + + Should reflection probes be used for this Renderer? + + + + + Does this object cast shadows? + + + + + The shared material of this object. + + + + + All the shared materials of this object. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Should light probes be used for this Renderer? + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. + + + + + + Get per-renderer material property block. + + + + + + Lets you add per-renderer material parameters without duplicating a material. + + + + + + Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System. + + + + + Schedules an update of the albedo and emissive Textures of a system that contains the Renderer. + + + + + + Ambient lighting mode. + + + + + Ambient lighting is defined by a custom cubemap. + + + + + Flat ambient lighting. + + + + + Skybox-based or custom ambient lighting. + + + + + Trilight ambient lighting. + + + + + Blend mode for controlling the blending. + + + + + Blend factor is (Ad, Ad, Ad, Ad). + + + + + Blend factor is (Rd, Gd, Bd, Ad). + + + + + Blend factor is (1, 1, 1, 1). + + + + + Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). + + + + + Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). + + + + + Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). + + + + + Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). + + + + + Blend factor is (As, As, As, As). + + + + + Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). + + + + + Blend factor is (Rs, Gs, Bs, As). + + + + + Blend factor is (0, 0, 0, 0). + + + + + Blend operation. + + + + + Add (s + d). + + + + + Color burn (Advanced OpenGL blending). + + + + + Color dodge (Advanced OpenGL blending). + + + + + Darken (Advanced OpenGL blending). + + + + + Difference (Advanced OpenGL blending). + + + + + Exclusion (Advanced OpenGL blending). + + + + + Hard light (Advanced OpenGL blending). + + + + + HSL color (Advanced OpenGL blending). + + + + + HSL Hue (Advanced OpenGL blending). + + + + + HSL luminosity (Advanced OpenGL blending). + + + + + HSL saturation (Advanced OpenGL blending). + + + + + Lighten (Advanced OpenGL blending). + + + + + Logical AND (s & d) (D3D11.1 only). + + + + + Logical inverted AND (!s & d) (D3D11.1 only). + + + + + Logical reverse AND (s & !d) (D3D11.1 only). + + + + + Logical Clear (0). + + + + + Logical Copy (s) (D3D11.1 only). + + + + + Logical inverted Copy (!s) (D3D11.1 only). + + + + + Logical Equivalence !(s XOR d) (D3D11.1 only). + + + + + Logical Inverse (!d) (D3D11.1 only). + + + + + Logical NAND !(s & d). D3D11.1 only. + + + + + Logical No-op (d) (D3D11.1 only). + + + + + Logical NOR !(s | d) (D3D11.1 only). + + + + + Logical OR (s | d) (D3D11.1 only). + + + + + Logical inverted OR (!s | d) (D3D11.1 only). + + + + + Logical reverse OR (s | !d) (D3D11.1 only). + + + + + Logical SET (1) (D3D11.1 only). + + + + + Logical XOR (s XOR d) (D3D11.1 only). + + + + + Max. + + + + + Min. + + + + + Multiply (Advanced OpenGL blending). + + + + + Overlay (Advanced OpenGL blending). + + + + + Reverse subtract. + + + + + Screen (Advanced OpenGL blending). + + + + + Soft light (Advanced OpenGL blending). + + + + + Subtract. + + + + + Built-in temporary render textures produced during camera's rendering. + + + + + The raw RenderBuffer pointer to be used. + + + + + Target texture of currently rendering camera. + + + + + Currently active render target. + + + + + Camera's depth texture. + + + + + Camera's depth+normals texture. + + + + + Deferred shading G-buffer #0 (typically diffuse color). + + + + + Deferred shading G-buffer #1 (typically specular + roughness). + + + + + Deferred shading G-buffer #2 (typically normals). + + + + + Deferred shading G-buffer #3 (typically emission/lighting). + + + + + Deferred shading G-buffer #4 (typically occlusion mask for static lights if any). + + + + + G-buffer #5 Available. + + + + + G-buffer #6 Available. + + + + + G-buffer #7 Available. + + + + + Motion Vectors generated when the camera has motion vectors enabled. + + + + + Deferred lighting light buffer. + + + + + Deferred lighting HDR specular light buffer (Xbox 360 only). + + + + + Deferred lighting (normals+specular) G-buffer. + + + + + A globally set property name. + + + + + Reflections gathered from default reflection and reflections probes. + + + + + Resolved depth buffer from deferred. + + + + + Defines set by editor when compiling shaders, depending on target platform and tier. + + + + + SHADER_API_DESKTOP is set when compiling shader for "desktop" platforms. + + + + + SHADER_API_MOBILE is set when compiling shader for mobile platforms. + + + + + UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space. + + + + + UNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned. + + + + + UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0. + + + + + UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works. + + + + + UNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available. + + + + + UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1. + + + + + UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2. + + + + + UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3. + + + + + UNITY_LIGHT_PROBE_PROXY_VOLUME is set when Light Probe Proxy Volume feature is supported by the current graphics API and is enabled in the current Tier Settings(Graphics Settings). + + + + + UNITY_LIGHTMAP_DLDR_ENCODING is set when lightmap textures are using double LDR encoding to store the values in the texture. + + + + + UNITY_LIGHTMAP_FULL_HDR is set when lightmap textures are not using any encoding to store the values in the texture. + + + + + UNITY_LIGHTMAP_RGBM_ENCODING is set when lightmap textures are using RGBM encoding to store the values in the texture. + + + + + UNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal. + + + + + UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead. + + + + + UNITY_NO_FULL_STANDARD_SHADER is set if Standard shader BRDF3 with extra simplifications should be used. + + + + + UNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead. + + + + + UNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled. + + + + + UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used. + + + + + UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used. + + + + + UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used. + + + + + UNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled. + + + + + UNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled. + + + + + UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled. + + + + + Built-in shader modes used by Rendering.GraphicsSettings. + + + + + Don't use any shader, effectively disabling the functionality. + + + + + Use built-in shader (default). + + + + + Use custom shader instead of built-in one. + + + + + Built-in shader types used by Rendering.GraphicsSettings. + + + + + Shader used for deferred reflection probes. + + + + + Shader used for deferred shading calculations. + + + + + Shader used for depth and normals texture when enabled on a Camera. + + + + + Shader used for legacy deferred lighting calculations. + + + + + Default shader used for lens flares. + + + + + Default shader used for light halos. + + + + + Shader used for Motion Vectors when enabled on a Camera. + + + + + Shader used for screen-space cascaded shadows. + + + + + Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to. + + + + + After camera's depth+normals texture is generated. + + + + + After camera's depth texture is generated. + + + + + After camera has done rendering everything. + + + + + After final geometry pass in deferred lighting. + + + + + After transparent objects in forward rendering. + + + + + After opaque objects in forward rendering. + + + + + After deferred rendering G-buffer is rendered. + + + + + After halo and lens flares. + + + + + After image effects. + + + + + After image effects that happen between opaque & transparent objects. + + + + + After lighting pass in deferred rendering. + + + + + After reflections pass in deferred rendering. + + + + + After skybox is drawn. + + + + + Before camera's depth+normals texture is generated. + + + + + Before camera's depth texture is generated. + + + + + Before final geometry pass in deferred lighting. + + + + + Before transparent objects in forward rendering. + + + + + Before opaque objects in forward rendering. + + + + + Before deferred rendering G-buffer is rendered. + + + + + Before halo and lens flares. + + + + + Before image effects. + + + + + Before image effects that happen between opaque & transparent objects. + + + + + Before lighting pass in deferred rendering. + + + + + Before reflections pass in deferred rendering. + + + + + Before skybox is drawn. + + + + + The HDR mode to use for rendering. + + + + + Uses RenderTextureFormat.ARGBHalf. + + + + + Uses RenderTextureFormat.RGB111110Float. + + + + + Specifies which color components will get written into the target framebuffer. + + + + + Write all components (R, G, B and Alpha). + + + + + Write alpha component. + + + + + Write blue component. + + + + + Write green component. + + + + + Write red component. + + + + + List of graphics commands to execute. + + + + + Name of this command buffer. + + + + + Size of this command buffer in bytes (Read Only). + + + + + Adds a command to begin profile sampling. + + Name of the profile information used for sampling. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + + + + Add a "blit into a render texture" command. + + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). + Scale applied to the source texture coordinate. + Offset applied to the source texture coordinate. + + + + Clear all commands in the buffer. + + + + + Clear random write targets for level pixel shaders. + + + + + Adds a "clear render target" command. + + Should clear depth buffer? + Should clear color buffer? + Color to clear with. + Depth to clear with (default is 1.0). + + + + Adds a command to copy ComputeBuffer counter value. + + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst buffer. + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Adds a command to copy a texture into another texture. + + Source texture or identifier, see RenderTargetIdentifier. + Destination texture or identifier, see RenderTargetIdentifier. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + 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. + + On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. + + Returns a new GPUFence. + + + + + Create a new empty command buffer. + + + + + Adds a command to disable global shader keyword. + + Shader keyword to disable. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Add a command to execute a ComputeShader. + + ComputeShader to execute. + Kernel index to execute, see ComputeShader.FindKernel. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. + ComputeBuffer with dispatch arguments. + Byte offset indicating the location of the dispatch arguments in the buffer. + + + + Add a "draw mesh" command. + + Mesh to draw. + Transformation matrix to use. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + + + + Add a "draw mesh with instancing" command. + +The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. + +InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + + + + Add a "draw mesh with indirect instancing" command. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + The GPU buffer containing the arguments for how many instances of this mesh to draw. + The byte offset into the buffer, where the draw arguments start. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + + + + Add a "draw procedural geometry" command. + + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Add a "draw renderer" command. + + Renderer to draw. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + + + + Adds a command to enable global shader keyword. + + Shader keyword to enable. + + + + Adds a command to begin profile sampling. + + Name of the profile information used for sampling. + + + + Generate mipmap levels of a render texture. + + The render texture requiring mipmaps generation. + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. + Render texture memoryless mode. + + + + + Add a "get a temporary render texture" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. + Render texture memoryless mode. + + + + + Add a "get a temporary render texture array" command. + + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Number of slices in texture array. + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). + Should random-write access into the texture be enabled (default is false). + + + + + Send a user-defined blit event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined command id to send to the callback. + Source render target. + Destination render target. + User data command parameters. + User data command flags. + + + + Send a texture update event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + Texture resource to be updated. + User data to send to the native plugin. + + + + + Send a user-defined event to a native code plugin. + + Native code callback to queue for Unity's renderer to invoke. + User defined id to send to the callback. + + + + Send a user-defined event to a native code plugin with custom data. + + Native code callback to queue for Unity's renderer to invoke. + Custom data to pass to the native plugin callback. + Built in or user defined id to send to the callback. + + + + Add a "release a temporary render texture" command. + + Shader property name for this texture. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set an input or output buffer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the buffer is being set for. See ComputeShader.FindKernel. + Name of the buffer variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Buffer to set. + + + + Adds a command to set a float parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a float parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive float parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive float parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set an integer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set an integer parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set multiple consecutive integer parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set multiple consecutive integer parameters on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Values to set. + + + + Adds a command to set a matrix array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a matrix parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + + + + Adds a command to set a texture parameter on a ComputeShader. + + ComputeShader to set parameter for. + Which kernel the texture is being set for. See ComputeShader.FindKernel. + Name of the texture variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Texture value or identifier to set, see RenderTargetIdentifier. + + + + Adds a command to set a vector array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector array parameter on a ComputeShader. + + ComputeShader to set parameter for. + Property name. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Adds a command to set a vector parameter on a ComputeShader. + + ComputeShader to set parameter for. + Name of the variable in shader code. + Property name ID. Use Shader.PropertyToID to get this ID. + Value to set. + + + + Add a "set global shader buffer property" command. + + + + + + + + Add a "set global shader buffer property" command. + + + + + + + + Add a "set global shader color property" command. + + + + + + + + Add a "set global shader color property" command. + + + + + + + + Add a command to set global depth bias. + + Constant depth bias. + Slope-dependent depth bias. + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader float array property" command. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader matrix array property" command. + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + Add a "set global shader texture property" command, referencing a RenderTexture. + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a "set global shader vector array property" command. + + + + + + + + Add a command to set the projection matrix. + + Projection (camera to clip space) matrix. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + ComputeBuffer to set as write targe. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as write target. + + + + Set random write target for level pixel shaders. + + Index of the random write target in the shader. + ComputeBuffer to set as write targe. + Whether to leave the append/consume counter value unchanged. + RenderTargetIdentifier to set as write target. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set active render target" command. + + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. + Slice of a 3D or array render target to set. + + + + Add a "set shadow sampling mode" command. + + Shadowmap render target to change the sampling mode on. + New sampling mode. + + + + Add a command to set the view matrix. + + View (world to camera space) matrix. + + + + Add a command to set the rendering viewport. + + Viewport rectangle in pixel coordinates. + + + + Add a command to set the view and projection matrices. + + View (world to camera space) matrix. + Projection (camera to clip space) matrix. + + + + Instructs the GPU to wait until the given GPUFence is passed. + + The GPUFence that the GPU will be instructed to wait upon. + On some platforms there is a significant gap between the vertex processing completing and the pixel processing completing for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. Some platforms can not differentiate between the start of vertex and pixel processing, these platforms will wait before the next items vertex processing. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. + + + + Depth or stencil comparison function. + + + + + Always pass depth or stencil test. + + + + + Depth or stencil test is disabled. + + + + + Pass depth or stencil test when values are equal. + + + + + Pass depth or stencil test when new value is greater than old one. + + + + + Pass depth or stencil test when new value is greater or equal than old one. + + + + + Pass depth or stencil test when new value is less than old one. + + + + + Pass depth or stencil test when new value is less or equal than old one. + + + + + Never pass depth or stencil test. + + + + + Pass depth or stencil test when values are different. + + + + + Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to. + + + + + Background queue types would be the choice for tasks intended to run for an extended period of time, e.g for most of a frame or for several frames. Dispatches on background queues would execute at a lower priority than gfx queue tasks. + + + + + This queue type would be the choice for compute tasks supporting or as optimisations to graphics processing. CommandBuffers sent to this queue would be expected to complete within the scope of a single frame and likely be synchronised with the graphics queue via GPUFence’s. Dispatches on default queue types would execute at a lower priority than graphics queue tasks. + + + + + This queue type would be the choice for compute tasks requiring processing as soon as possible and would be prioritised over the graphics queue. + + + + + Support for various Graphics.CopyTexture cases. + + + + + Basic Graphics.CopyTexture support. + + + + + Support for Texture3D in Graphics.CopyTexture. + + + + + Support for Graphics.CopyTexture between different texture types. + + + + + No support for Graphics.CopyTexture. + + + + + Support for RenderTexture to Texture copies in Graphics.CopyTexture. + + + + + Support for Texture to RenderTexture copies in Graphics.CopyTexture. + + + + + Backface culling mode. + + + + + Cull back-facing geometry. + + + + + Cull front-facing geometry. + + + + + Disable culling. + + + + + Default reflection mode. + + + + + Custom default reflection. + + + + + Skybox-based default reflection. + + + + + Used to manage synchronisation between tasks on async compute queues and the graphics queue. + + + + + Has the GPUFence passed? + +Allows for CPU determination of whether the GPU has passed the point in its processing represented by the GPUFence. + + + + + Graphics device API type. + + + + + Direct3D 11 graphics API. + + + + + Direct3D 12 graphics API. + + + + + Direct3D 9 graphics API. + + + + + iOS Metal graphics API. + + + + + Nintendo 3DS graphics API. + + + + + No graphics API. + + + + + OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX) + + + + + OpenGL (Core profile - GL3 or later) graphics API. + + + + + OpenGL ES 2.0 graphics API. + + + + + OpenGL ES 3.0 graphics API. + + + + + PlayStation 3 graphics API. + + + + + PlayStation 4 graphics API. + + + + + PlayStation Mobile (PSM) graphics API. + + + + + PlayStation Vita graphics API. + + + + + Vulkan (EXPERIMENTAL). + + + + + Xbox One graphics API using Direct3D 11. + + + + + Xbox One graphics API using Direct3D 12. + + + + + Script interface for. + + + + + Whether to use a Light's color temperature when calculating the final color of that Light." + + + + + If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used. + + + + + The RenderPipelineAsset that describes how the Scene should be rendered. + + + + + An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. + + + + + Transparent object sorting mode. + + + + + Get custom shader used instead of a built-in shader. + + Built-in shader type to query custom shader for. + + The shader used. + + + + + Get built-in shader mode. + + Built-in shader type to query. + + Mode used for built-in shader. + + + + + Returns true if shader define was set when compiling shaders for current GraphicsTier. + + + + + + + Returns true if shader define was set when compiling shaders for given tier. + + + + + + Set custom shader to use instead of a built-in shader. + + Built-in shader type to set custom shader to. + The shader to use. + + + + Set built-in shader mode. + + Built-in shader type to change. + Mode to use for built-in shader. + + + + Graphics Tier. +See Also: Graphics.activeTier. + + + + + The first graphics tier (Low) - corresponds to shader define UNITY_HARDWARE_TIER1. + + + + + The second graphics tier (Medium) - corresponds to shader define UNITY_HARDWARE_TIER2. + + + + + The third graphics tier (High) - corresponds to shader define UNITY_HARDWARE_TIER3. + + + + + Format of the mesh index buffer data. + + + + + 16 bit mesh index buffer format. + + + + + 32 bit mesh index buffer format. + + + + + Defines a place in light's rendering to attach Rendering.CommandBuffer objects to. + + + + + After directional light screenspace shadow mask is computed. + + + + + After shadowmap is rendered. + + + + + After shadowmap pass is rendered. + + + + + Before directional light screenspace shadow mask is computed. + + + + + Before shadowmap is rendered. + + + + + Before shadowmap pass is rendered. + + + + + Light probe interpolation type. + + + + + Simple light probe interpolation is used. + + + + + Light Probes are not used. + + + + + Uses a 3D grid of interpolated light probes. + + + + + Shadow resolution options for a Light. + + + + + Use resolution from QualitySettings (default). + + + + + High shadow map resolution. + + + + + Low shadow map resolution. + + + + + Medium shadow map resolution. + + + + + Very high shadow map resolution. + + + + + Opaque object sorting mode of a Camera. + + + + + Default opaque sorting mode. + + + + + Do rough front-to-back sorting of opaque objects. + + + + + Do not sort opaque objects by distance. + + + + + Shader pass type for Unity's lighting pipeline. + + + + + Deferred Shading shader pass. + + + + + Forward rendering additive pixel light pass. + + + + + Forward rendering base pass. + + + + + Legacy deferred lighting (light pre-pass) base pass. + + + + + Legacy deferred lighting (light pre-pass) final pass. + + + + + Shader pass used to generate the albedo and emissive values used as input to lightmapping. + + + + + Motion vector render pass. + + + + + Regular shader pass that does not interact with lighting. + + + + + Shadow caster & depth texure shader pass. + + + + + Legacy vertex-lit shader pass. + + + + + Legacy vertex-lit shader pass, with mobile lightmaps. + + + + + Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps. + + + + + How much CPU usage to assign to the final lighting calculations at runtime. + + + + + 75% of the allowed CPU threads are used as worker threads. + + + + + 25% of the allowed CPU threads are used as worker threads. + + + + + 50% of the allowed CPU threads are used as worker threads. + + + + + 100% of the allowed CPU threads are used as worker threads. + + + + + Determines how Unity will compress baked reflection cubemap. + + + + + Baked Reflection cubemap will be compressed if compression format is suitable. + + + + + Baked Reflection cubemap will be compressed. + + + + + Baked Reflection cubemap will be left uncompressed. + + + + + ReflectionProbeBlendInfo contains information required for blending probes. + + + + + Reflection Probe used in blending. + + + + + Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0. + + + + + Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. + + + + + Clear with the skybox. + + + + + Clear with a background color. + + + + + Reflection probe's update mode. + + + + + Reflection probe is baked in the Editor. + + + + + Reflection probe uses a custom texture specified by the user. + + + + + Reflection probe is updating in realtime. + + + + + An enum describing the way a realtime reflection probe refreshes in the Player. + + + + + Causes Unity to update the probe's cubemap every frame. +Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. + +See Also: ReflectionProbeTimeSlicingMode. + + + + + Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe + +See Also: ReflectionProbe.RenderProbe. + + + + + Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script. + +See Also: ReflectionProbe.RenderProbe. + + + + + When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. +Updating a probe's cubemap is a costly operation. Unity needs to render the entire scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. + + + + + Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames. + + + + + Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in scenes where lighting conditions change over these 14 frames. + + + + + Unity will render the probe entirely in one frame. + + + + + Reflection Probe usage. + + + + + Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur. + + + + + Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments. + + + + + Reflection probes are disabled, skybox will be used for reflection. + + + + + Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes. + + + + + This enum describes what should be done on the render target when it is activated (loaded). + + + + + Upon activating the render buffer, clear its contents. Currently only works together with the RenderPass API. + + + + + When this RenderBuffer is activated, the GPU is instructed not to care about the existing contents of that RenderBuffer. On tile-based GPUs this means that the RenderBuffer contents do not need to be loaded into the tile memory, providing a performance boost. + + + + + When this RenderBuffer is activated, preserve the existing contents of it. This setting is expensive on tile-based GPUs and should be avoided whenever possible. + + + + + This enum describes what should be done on the render target when the GPU is done rendering into it. + + + + + The contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost. + + + + + Resolve the (MSAA'd) surface. Currently only used with the RenderPass API. + + + + + The RenderBuffer contents need to be stored to RAM. If the surface has MSAA enabled, this stores the non-resolved surface. + + + + + Resolve the (MSAA'd) surface, but also store the multisampled version. Currently only used with the RenderPass API. + + + + + Determine in which order objects are renderered. + + + + + Alpha tested geometry uses this queue. + + + + + This render queue is rendered before any others. + + + + + Opaque geometry uses this queue. + + + + + Last render queue that is considered "opaque". + + + + + This render queue is meant for overlay effects. + + + + + This render queue is rendered after Geometry and AlphaTest, in back-to-front order. + + + + + Identifies a RenderTexture for a Rendering.CommandBuffer. + + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + + + + Creates a render target identifier. + + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. + + + + How shadows are cast from this object. + + + + + No shadows are cast from this object. + + + + + Shadows are cast from this object. + + + + + Object casts shadows, but is otherwise invisible in the scene. + + + + + Shadows are cast from this object, treating it as two-sided. + + + + + Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer. + + + + + All shadow map passes. + + + + + All directional shadow map passes. + + + + + First directional shadow map cascade. + + + + + Second directional shadow map cascade. + + + + + Third directional shadow map cascade. + + + + + Fourth directional shadow map cascade. + + + + + All point light shadow passes. + + + + + -X point light shadow cubemap face. + + + + + -Y point light shadow cubemap face. + + + + + -Z point light shadow cubemap face. + + + + + +X point light shadow cubemap face. + + + + + +Y point light shadow cubemap face. + + + + + +Z point light shadow cubemap face. + + + + + Spotlight shadow pass. + + + + + Used by CommandBuffer.SetShadowSamplingMode. + + + + + Default shadow sampling mode: sampling with a comparison filter. + + + + + In ShadowSamplingMode.None, depths are not compared. Use this value if a Texture is not a shadowmap. + + + + + Shadow sampling mode for sampling the depth value. + + + + + Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together. + + + + + Unique ID of the Renderer's sorting layer. + + + + + Name of the Renderer's sorting layer. + + + + + Renderer's order within a sorting layer. + + + + + Spherical harmonics up to the second order (3 bands, 9 coefficients). + + + + + Add ambient lighting to probe data. + + + + + + Add directional light to probe data. + + + + + + + + Clears SH probe to zero. + + + + + 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. + + Normalized directions for which the spherical harmonics are to be evaluated. + Output array for the evaluated values of the corresponding directions. + + + + Returns true if SH probes are equal. + + + + + + + Scales SH by a given factor. + + + + + + + Scales SH by a given factor. + + + + + + + Returns true if SH probes are different. + + + + + + + Adds two SH probes. + + + + + + + Access individual SH coefficients. + + + + + Provides an interface to the Unity splash screen. + + + + + Returns true once the splash screen as finished. This is once all logos have been shown for their specified duration. + + + + + Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing. + + + + + Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this. + + + + + Specifies the operation that's performed on the stencil buffer when rendering. + + + + + Decrements the current stencil buffer value. Clamps to 0. + + + + + Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero. + + + + + Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. + + + + + Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value. + + + + + Bitwise inverts the current stencil buffer value. + + + + + Keeps the current stencil value. + + + + + Replace the stencil buffer value with reference value (specified in the shader). + + + + + Sets the stencil buffer value to zero. + + + + + Broadly describes the stages of processing a draw call on the GPU. + + + + + The process of creating and shading the fragments. + + + + + All aspects of vertex processing. + + + + + Texture "dimension" (type). + + + + + Any texture type. + + + + + Cubemap texture. + + + + + Cubemap array texture (CubemapArray). + + + + + No texture is assigned. + + + + + 2D texture (Texture2D). + + + + + 2D array texture (Texture2DArray). + + + + + 3D volume texture (Texture3D). + + + + + Texture type is not initialized or unknown. + + + + + Rendering path of a Camera. + + + + + Deferred Lighting (Legacy). + + + + + Deferred Shading. + + + + + Forward Rendering. + + + + + Use Player Settings. + + + + + Vertex Lit. + + + + + The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light. + + + + + Ambient lighting coming from the sides. + + + + + Ambient lighting coming from below. + + + + + How much the light from the Ambient Source affects the scene. + + + + + Flat ambient lighting color. + + + + + Ambient lighting mode. + + + + + Custom or skybox ambient lighting data. + + + + + Ambient lighting coming from above. + + + + + Custom specular reflection cubemap. + + + + + Default reflection mode. + + + + + Cubemap resolution for default reflection. + + + + + The fade speed of all flares in the scene. + + + + + The intensity of all flares in the scene. + + + + + Is fog enabled? + + + + + The color of the fog. + + + + + The density of the exponential fog. + + + + + The ending distance of linear fog. + + + + + Fog mode to use. + + + + + The starting distance of linear fog. + + + + + Size of the Light halos. + + + + + The number of times a reflection includes other reflections. + + + + + How much the skybox / custom cubemap reflection affects the scene. + + + + + The global skybox to use. + + + + + The color used for the sun shadows in the Subtractive lightmode. + + + + + The light used by the procedural skybox. + + + + + Fully describes setup of RenderTarget. + + + + + Color Buffers to set. + + + + + Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + + + + + Cubemap face to render to. + + + + + Depth Buffer to set. + + + + + Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Slice of a Texture3D or Texture2DArray to set as a render target. + + + + + Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself. + + + + + Mip Level to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Constructs RenderTargetSetup. + + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + + + + + Render textures are textures that can be rendered to. + + + + + Currently active render texture. + + + + + The antialiasing level for the RenderTexture. + + + + + Mipmap levels are generated automatically when this flag is set. + + + + + If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. + + + + + Color buffer of the render texture (Read Only). + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). + + + + + Depth/stencil buffer of the render texture (Read Only). + + + + + This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. + + + + + Dimensionality (type) of the render texture. + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + + + + + The color format of the render texture. + + + + + The height of the render texture in pixels. + + + + + If enabled, this Render Texture will be used as a Texture3D. + + + + + The render texture memoryless mode property. + + + + + Does this render texture use sRGB read/write conversions (Read Only). + + + + + Is the render texture marked to be scaled by the Dynamic Resolution system. + + + + + Render texture has mipmaps when this flag is set. + + + + + Volume extent of a 3D render texture or number of slices of array texture. + + + + + If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. + + + + + The width of the render texture in pixels. + + + + + Actually creates the RenderTexture. + + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Creates a new RenderTexture object. + + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. + Create the RenderTexture with the settings in the RenderTextureDescriptor. + Copy the settings from another RenderTexture. + + + + Hint the GPU driver that the contents of the RenderTexture will not be used. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Hint the GPU driver that the contents of the RenderTexture will not be used. + + Should the colour buffer be discarded? + Should the depth buffer be discarded? + + + + Generate mipmap levels of a render texture. + + + + + Retrieve a native (underlying graphics API) pointer to the depth buffer resource. + + + Pointer to an underlying graphics API depth buffer resource. + + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. + Render texture memoryless mode. + Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. + + + + + + + Allocate a temporary render texture. + + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. + Render texture memoryless mode. + Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. + + + + + + + Is the render texture actually created? + + + + + Indicate that there's a RenderTexture restore operation expected. + + + + + Releases the RenderTexture. + + + + + Release a temporary texture allocated with GetTemporary. + + + + + + Force an antialiased render texture to be resolved. + + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Force an antialiased render texture to be resolved. + + The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. + + + + Assigns this RenderTexture as a global shader property named propertyName. + + + + + + Does a RenderTexture have stencil buffer? + + Render texture, or null for main screen. + + + + Set of flags that control the state of a newly-created RenderTexture. + + + + + Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and +It is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag. + + + + + Determines whether or not mipmaps are automatically generated when the RenderTexture is modified. +This flag is set by default, and has no effect if the RenderTextureCreationFlags.MipMap flag is not also set. +See RenderTexture.autoGenerateMips for more details. + + + + + This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code. + + + + + Set this flag to mark this RenderTexture for Dynamic Resolution should the target platform/graphics API support Dynamic Resolution. See ScalabeBufferManager for more details. + + + + + Set this flag to enable random access writes to the RenderTexture from shaders. +Normally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms. + + + + + Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc. + + + + + Set this flag to allocate mipmaps in the RenderTexture. See RenderTexture.useMipMap for more details. + + + + + When this flag is set, the engine will not automatically resolve the color surface. + + + + + When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more details. + + + + + This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. + + + + + Mipmap levels are generated automatically when this flag is set. + + + + + If true and msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. + + + + + The color format for the RenderTexture. + + + + + The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). + +See RenderTexture.depth. + + + + + Dimensionality (type) of the render texture. + +See RenderTexture.dimension. + + + + + Enable random access write into this render texture on Shader Model 5.0 level shaders. + +See RenderTexture.enableRandomWrite. + + + + + A set of RenderTextureCreationFlags that control how the texture is created. + + + + + The height of the render texture in pixels. + + + + + The render texture memoryless mode property. + + + + + The multisample antialiasing level for the RenderTexture. + +See RenderTexture.antiAliasing. + + + + + Determines how the RenderTexture is sampled if it is used as a shadow map. + +See ShadowSamplingMode for more details. + + + + + This flag causes the render texture uses sRGB read/write conversions. + + + + + Render texture has mipmaps when this flag is set. + +See RenderTexture.useMipMap. + + + + + Volume extent of a 3D render texture. + + + + + If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDescriptor. + + + + + The width of the render texture in pixels. + + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The number of bits to use for the depth buffer. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The number of bits to use for the depth buffer. + + + + Create a RenderTextureDescriptor with default values, or a certain width, height, and format. + + Width of the RenderTexture in pixels. + Height of the RenderTexture in pixels. + The color format for the RenderTexture. + The number of bits to use for the depth buffer. + + + + Format of a RenderTexture. + + + + + Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels. + + + + + Color render texture format. 10 bits for colors, 2 bits for alpha. + + + + + Color render texture format, 8 bits per channel. + + + + + Color render texture format, 4 bit per channel. + + + + + Four color render texture format, 16 bits per channel, fixed point, unsigned normalized. + + + + + Color render texture format, 32 bit floating point per channel. + + + + + Color render texture format, 16 bit floating point per channel. + + + + + Four channel (ARGB) render texture format, 32 bit signed integer per channel. + + + + + Color render texture format, 10 bit per channel, extended range. + + + + + Color render texture format, 10 bit per channel, extended range. + + + + + Color render texture format, 8 bits per channel. + + + + + Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + + + + + A depth render texture format. + + + + + Scalar (R) render texture format, 8 bit fixed point. + + + + + Scalar (R) render texture format, 32 bit floating point. + + + + + Two channel (RG) render texture format, 8 bits per channel. + + + + + Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized. + + + + + Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point. + + + + + Color render texture format. + + + + + Four channel (RGBA) render texture format, 16 bit unsigned integer per channel. + + + + + Two color (RG) render texture format, 32 bit floating point per channel. + + + + + Two color (RG) render texture format, 16 bit floating point per channel. + + + + + Two channel (RG) render texture format, 32 bit signed integer per channel. + + + + + Scalar (R) render texture format, 16 bit floating point. + + + + + Scalar (R) render texture format, 32 bit signed integer. + + + + + A native shadowmap render texture format. + + + + + Flags enumeration of the render texture memoryless modes. + + + + + Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1. + + + + + Render texture depth pixels are memoryless. + + + + + Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8. + + + + + The render texture is not memoryless. + + + + + Color space conversion mode of a RenderTexture. + + + + + Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it. + + + + + Default color space conversion based on project settings. + + + + + Render texture contains linear (non-color) data; don't perform color conversions on it. + + + + + The RequireComponent attribute automatically adds required components as dependencies. + + + + + Require a single component. + + + + + + Require two components. + + + + + + + Require three components. + + + + + + + + Represents a display resolution. + + + + + Resolution height in pixels. + + + + + Resolution's vertical refresh rate in Hz. + + + + + Resolution width in pixels. + + + + + Returns a nicely formatted string of the resolution. + + + A string with the format "width x height @ refreshRateHz". + + + + + Asynchronous load request from the Resources bundle. + + + + + Asset object being loaded (Read Only). + + + + + The Resources class allows you to find and access Objects including assets. + + + + + Returns a list of all objects of Type type. + + Type of the class to match while searching. + + An array of objects whose class is type or is derived from type. + + + + + Returns a list of all objects of Type T. + + + + + Loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + Loads all assets in a folder or file at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + + + + + Asynchronously loads an asset stored at path in a Resources folder. + + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + + + Unloads assetToUnload from memory. + + + + + + Unloads assets that are not used. + + + Object on which you can yield to wait until the operation completes. + + + + + Attribute for setting up RPC functions. + + + + + Option for who will receive an RPC, used by NetworkView.RPC. + + + + + Sends to everyone. + + + + + Sends to everyone and adds to the buffer. + + + + + Sends to everyone except the sender. + + + + + Sends to everyone except the sender and adds to the buffer. + + + + + Sends to the server only. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + After scene is loaded. + + + + + Before scene is loaded. + + + + + Allow a runtime class method to be initialized when a game is loaded at runtime + without action from the user. + + + + + Set RuntimeInitializeOnLoadMethod type. + + + + + Creation of the runtime class used when scenes are loaded. + + Determine whether methods are called before or after the + scene is loaded. + + + + Creation of the runtime class used when scenes are loaded. + + Determine whether methods are called before or after the + scene is loaded. + + + + The platform application is running. Returned by Application.platform. + + + + + In the player on the Apple's tvOS. + + + + + In the player on Android devices. + + + + + In the player on the iPhone. + + + + + In the Unity editor on Linux. + + + + + In the player on Linux. + + + + + In the Dashboard widget on macOS. + + + + + In the Unity editor on macOS. + + + + + In the player on macOS. + + + + + In the web player on macOS. + + + + + In the player on the Playstation 4. + + + + + In the player on the PS Vita. + + + + + In the player on Nintendo Switch. + + + + + In the player on Tizen. + + + + + In the player on WebGL + + + + + In the player on Wii U. + + + + + In the Unity editor on Windows. + + + + + In the player on Windows. + + + + + In the web player on Windows. + + + + + In the player on Windows Store Apps when CPU architecture is ARM. + + + + + In the player on Windows Store Apps when CPU architecture is X64. + + + + + In the player on Windows Store Apps when CPU architecture is X86. + + + + + In the player on Xbox One. + + + + + Scales render textures to support dynamic resolution if the target platform/graphics API supports it. + + + + + Height scale factor to control dynamic resolution. + + + + + Width scale factor to control dynamic resolution. + + + + + Function to resize all buffers marked as DynamicallyScalable. + + New scale factor for the width the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. + New scale factor for the height the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. + + + + Used when loading a scene in a player. + + + + + Adds the scene to the current loaded scenes. + + + + + Closes all current loaded scenes and loads a scene. + + + + + Run-time data structure for *.unity file. + + + + + Returns the index of the scene in the Build Settings. Always returns -1 if the scene was loaded through an AssetBundle. + + + + + Returns true if the scene is modifed. + + + + + Returns true if the scene is loaded. + + + + + Returns the name of the scene. + + + + + Returns the relative path of the scene. Like: "AssetsMyScenesMyScene.unity". + + + + + The number of root transforms of this scene. + + + + + Returns all the root game objects in the scene. + + + An array of game objects. + + + + + Returns all the root game objects in the scene. + + A list which is used to return the root game objects. + + + + Whether this is a valid scene. +A scene may be invalid if, for example, you tried to open a scene that does not exist. In this case, the scene returned from EditorSceneManager.OpenScene would return False for IsValid. + + + Whether this is a valid scene. + + + + + Returns true if the Scenes are equal. + + + + + + + Returns true if the Scenes are different. + + + + + + + Scene management at run-time. + + + + + Add a delegate to this to get notifications when the active Scene has changed + + + + + + The total number of currently loaded Scenes. + + + + + Number of Scenes in Build Settings. + + + + + Add a delegate to this to get notifications when a Scene has loaded. + + + + + + Add a delegate to this to get notifications when a Scene has unloaded + + + + + + Create an empty new Scene at runtime with the given name. + + The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes. + + A reference to the new Scene that was created, or an invalid Scene if creation failed. + + + + + Gets the currently active Scene. + + + The active Scene. + + + + + Returns an array of all the Scenes currently open in the hierarchy. + + + Array of Scenes in the Hierarchy. + + + + + Get the Scene at index in the SceneManager's list of loaded Scenes. + + Index of the Scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount. + + A reference to the Scene at the index specified. + + + + + Get a Scene struct from a build index. + + Build index as shown in the Build Settings window. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Searches through the Scenes added to the SceneManager for a Scene with the given name. + + Name of Scene to find. + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Searches all Scenes added to the SceneManager for a Scene that has the given asset path. + + Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". + + A reference to the Scene, if valid. If not, an invalid Scene is returned. + + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Allows you to specify whether or not to load the Scene additively. + See SceneManagement.LoadSceneMode for more information about the options. + + + + Loads the Scene by its name or index in Build Settings. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + Allows you to specify whether or not to load the Scene additively. + See SceneManagement.LoadSceneMode for more information about the options. + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Loads the Scene asynchronously in the background. + + Name or path of the Scene to load. + Index of the Scene in the Build Settings to load. + If LoadSceneMode.Single then all current Scenes will be unloaded before loading. + + Use the AsyncOperation to determine if the operation has completed. + + + + + This will merge the source Scene into the destinationScene. + + The Scene that will be merged into the destination Scene. + Existing Scene to merge the source Scene into. + + + + Move a GameObject from its current Scene to a new Scene. + + GameObject to move. + Scene to move into. + + + + Set the Scene to be active. + + The Scene to be set. + + Returns false if the Scene is not loaded yet. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in the Build Settings to unload. + Name or path of the Scene to unload. + Scene to unload. + + Returns true if the Scene is unloaded. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. + + Index of the Scene in BuildSettings. + Name or path of the Scene to unload. + Scene to unload. + + Use the AsyncOperation to determine if the operation has completed. + + + + + Scene and Build Settings related utilities. + + + + + Get the build index from a scene path. + + Scene path (e.g: "AssetsScenesScene1.unity"). + + Build index. + + + + + Get the scene path from a build index. + + + + Scene path (e.g "AssetsScenesScene1.unity"). + + + + + Access to display information. + + + + + Allow auto-rotation to landscape left? + + + + + Allow auto-rotation to landscape right? + + + + + Allow auto-rotation to portrait? + + + + + Allow auto-rotation to portrait, upside down? + + + + + The current screen resolution (Read Only). + + + + + The current DPI of the screen / device (Read Only). + + + + + Is the game running fullscreen? + + + + + The current height of the screen window in pixels (Read Only). + + + + + Should the cursor be locked? + + + + + Specifies logical orientation of the screen. + + + + + All fullscreen resolutions supported by the monitor (Read Only). + + + + + Returns the safe area of the screen in pixels (Read Only). + + + + + A power saving setting, allowing the screen to dim some time after the last active user interaction. + + + + + The current width of the screen window in pixels (Read Only). + + + + + Switches the screen resolution. + + + + + + + + + Switches the screen resolution. + + + + + + + + + Describes screen orientation. + + + + + Auto-rotates the screen as necessary toward any of the enabled orientations. + + + + + Landscape orientation, counter-clockwise from the portrait orientation. + + + + + Landscape orientation, clockwise from the portrait orientation. + + + + + Portrait orientation. + + + + + Portrait orientation, upside down. + + + + + A class you can derive from if you want to create objects that don't need to be attached to game objects. + + + + + Creates an instance of a scriptable object. + + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + + + + + Creates an instance of a scriptable object. + + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + + + + + Creates an instance of a scriptable object. + + + The created ScriptableObject. + + + + + PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. + + + + + Webplayer security related class. Not supported from 5.4.0 onwards. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Prefetch the webplayer socket security policy from a non-default port number. + + IP address of server. + Port from where socket policy is read. + Time to wait for response. + + + + Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. + + + + + Options for how to send a message. + + + + + No receiver is required for SendMessage. + + + + + A receiver is required for SendMessage. + + + + + Use this attribute to rename a field without losing its serialized value. + + + + + The name of the field before the rename. + + + + + + + The name of the field before renaming. + + + + Force Unity to serialize a private field. + + + + + Shader scripts used for all rendering. + + + + + Shader LOD level for all shaders. + + + + + Render pipeline currently in use. + + + + + Shader hardware tier classification for current device. + + + + + Can this shader run on the end-users graphics card? (Read Only) + + + + + Shader LOD level for this shader. + + + + + Render queue of this shader. (Read Only) + + + + + Unset a global shader keyword. + + + + + + Set a global shader keyword. + + + + + + Finds a shader with the given name. + + + + + + Gets a global color property for all shaders previously set using SetGlobalColor. + + + + + + + Gets a global color property for all shaders previously set using SetGlobalColor. + + + + + + + Gets a global float property for all shaders previously set using SetGlobalFloat. + + + + + + + Gets a global float property for all shaders previously set using SetGlobalFloat. + + + + + + + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + + + + + + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + + + + + + Fetches a global float array into a list. + + The list to hold the returned array. + + + + + + Fetches a global float array into a list. + + The list to hold the returned array. + + + + + + Gets a global int property for all shaders previously set using SetGlobalInt. + + + + + + + Gets a global int property for all shaders previously set using SetGlobalInt. + + + + + + + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. + + + + + + + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. + + + + + + + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. + + + + + + + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. + + + + + + + Fetches a global matrix array into a list. + + The list to hold the returned array. + + + + + + Fetches a global matrix array into a list. + + The list to hold the returned array. + + + + + + Gets a global texture property for all shaders previously set using SetGlobalTexture. + + + + + + + Gets a global texture property for all shaders previously set using SetGlobalTexture. + + + + + + + Gets a global vector property for all shaders previously set using SetGlobalVector. + + + + + + + Gets a global vector property for all shaders previously set using SetGlobalVector. + + + + + + + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + + + + + + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + + + + + + Fetches a global vector array into a list. + + The list to hold the returned array. + + + + + + Fetches a global vector array into a list. + + The list to hold the returned array. + + + + + + Is global shader keyword enabled? + + + + + + Gets unique identifier for a shader property name. + + Shader property name. + + Unique integer for the name. + + + + + Sets a global compute buffer property for all shaders. + + + + + + + + Sets a global compute buffer property for all shaders. + + + + + + + + Sets a global color property for all shaders. + + + + + + + + Sets a global color property for all shaders. + + + + + + + + Sets a global float property for all shaders. + + + + + + + + Sets a global float property for all shaders. + + + + + + + + Sets a global float array property for all shaders. + + + + + + + + Sets a global float array property for all shaders. + + + + + + + + Sets a global float array property for all shaders. + + + + + + + + Sets a global float array property for all shaders. + + + + + + + + Sets a global int property for all shaders. + + + + + + + + Sets a global int property for all shaders. + + + + + + + + Sets a global matrix property for all shaders. + + + + + + + + Sets a global matrix property for all shaders. + + + + + + + + Sets a global matrix array property for all shaders. + + + + + + + + Sets a global matrix array property for all shaders. + + + + + + + + Sets a global matrix array property for all shaders. + + + + + + + + Sets a global matrix array property for all shaders. + + + + + + + + Sets a global texture property for all shaders. + + + + + + + + Sets a global texture property for all shaders. + + + + + + + + Sets a global vector property for all shaders. + + + + + + + + Sets a global vector property for all shaders. + + + + + + + + Sets a global vector array property for all shaders. + + + + + + + + Sets a global vector array property for all shaders. + + + + + + + + Sets a global vector array property for all shaders. + + + + + + + + Sets a global vector array property for all shaders. + + + + + + + + Fully load all shaders to prevent future performance hiccups. + + + + + ShaderVariantCollection records which shader variants are actually used in each shader. + + + + + Is this ShaderVariantCollection already warmed up? (Read Only) + + + + + Number of shaders in this collection (Read Only). + + + + + Number of total varians in this collection (Read Only). + + + + + Adds a new shader variant to the collection. + + Shader variant to add. + + False if already in the collection. + + + + + Remove all shader variants from the collection. + + + + + Checks if a shader variant is in the collection. + + Shader variant to check. + + True if the variant is in the collection. + + + + + Create a new empty shader variant collection. + + + + + Adds shader variant from the collection. + + Shader variant to add. + + False if was not in the collection. + + + + + Identifies a specific variant of a shader. + + + + + Array of shader keywords to use in this variant. + + + + + Pass type to use in this variant. + + + + + Shader to use in this variant. + + + + + Creates a ShaderVariant structure. + + + + + + + + Fully load shaders in ShaderVariantCollection. + + + + + The rendering mode of Shadowmask. + + + + + 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. + + + + + 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. + + + + + Shadow projection type for. + + + + + Close fit shadow maps with linear fadeout. + + + + + Stable shadow maps with spherical fadeout. + + + + + Determines which type of shadows should be used. + + + + + Hard and Soft Shadows. + + + + + Disable Shadows. + + + + + Hard Shadows Only. + + + + + Default shadow resolution. + + + + + High shadow map resolution. + + + + + Low shadow map resolution. + + + + + Medium shadow map resolution. + + + + + Very high shadow map resolution. + + + + + The Skinned Mesh filter. + + + + + The bones used to skin the mesh. + + + + + AABB of this Skinned Mesh in its local space. + + + + + The maximum number of bones affecting a single vertex. + + + + + The mesh used for skinning. + + + + + Specifies whether skinned motion vectors should be used for this renderer. + + + + + If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. + + + + + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + + A static mesh that will receive the snapshot of the skinned mesh. + + + + Returns weight of BlendShape on this renderer. + + + + + + Sets the weight in percent of a BlendShape on this Renderer. + + The index of the BlendShape to modify. + The weight in percent for this BlendShape. + + + + The maximum number of bones affecting a single vertex. + + + + + Chooses the number of bones from the number current QualitySettings. (Default) + + + + + Use only 1 bone to deform a single vertex. (The most important bone will be used). + + + + + Use 2 bones to deform a single vertex. (The most important bones will be used). + + + + + Use 4 bones to deform a single vertex. + + + + + A script interface for the. + + + + + The material used by the skybox. + + + + + Constants for special values of Screen.sleepTimeout. + + + + + Prevent screen dimming. + + + + + Set the sleep timeout to whatever the user has specified in the system settings. + + + + + SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. + + + + + This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order. + + + + + Returns all the layers defined in this project. + + + + + Returns the name of the layer as defined in the TagManager. + + + + + This is the relative value that indicates the sort order of this layer relative to the other layers. + + + + + Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the final sorting layer value. See Also: GetLayerValueFromID. + + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + + + + + Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given. + + The unique id of the layer. + + The name of the layer with id or "<unknown layer>" for invalid id. + + + + + Returns true if the id provided is a valid layer id. + + The unique id of a layer. + + True if the id provided is valid and assigned to a layer. + + + + + Returns the id given the name. Will return 0 if an invalid name was given. + + The name of the layer. + + The unique id of the layer with name. + + + + + The coordinate space in which to operate. + + + + + Applies transformation relative to the local coordinate system. + + + + + Applies transformation relative to the world coordinate system. + + + + + Use this PropertyAttribute to add some spacing in the Inspector. + + + + + The spacing in pixels. + + + + + Use this DecoratorDrawer to add some spacing in the Inspector. + + The spacing in pixels. + + + + Class for handling Sparse Textures. + + + + + Is the sparse texture actually created? (Read Only) + + + + + Get sparse texture tile height (Read Only). + + + + + Get sparse texture tile width (Read Only). + + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Texture format. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + + + + Create a sparse texture. + + Texture width in pixels. + Texture height in pixels. + Texture format. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). + + + + Unload sparse texture tile. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + + + + Update sparse texture tile with color values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile color data. + + + + Update sparse texture tile with raw pixel values. + + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile raw pixel data. + + + + Represents a Sprite object for use in 2D gameplay. + + + + + Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. + +Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression. + + + + + Returns the border sizes of the sprite. + + + + + Bounds of the Sprite, specified by its center and extents in world space units. + + + + + Returns true if this Sprite is packed in an atlas. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. + + + + + If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. + + + + + Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. + + + + + The number of pixels in the sprite that correspond to one unit in world space. (Read Only) + + + + + Location of the Sprite on the original Texture, specified in pixels. + + + + + Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. + + + + + Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. + + + + + Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero. + + + + + Returns a copy of the array containing sprite mesh triangles. + + + + + The base texture coordinates of the sprite mesh. + + + + + Returns a copy of the array containing sprite mesh vertex positions. + + + + + Create a new Sprite object. + + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). + + + + Gets a physics shape from the Sprite by its index. + + The index of the physics shape to retrieve. + An ordered list of the points in the selected physics shape to store points in. + + The number of points stored in the given list. + + + + + The number of physics shapes for the Sprite. + + + The number of physics shapes for the Sprite. + + + + + The number of points in the selected physics shape for the Sprite. + + The index of the physics shape to retrieve the number of points from. + + The number of points in the selected physics shape for the Sprite. + + + + + Sets up new Sprite geometry. + + Array of vertex positions in Sprite Rect space. + Array of sprite mesh triangle indices. + + + + Sets up a new Sprite physics shape. + + A multidimensional list of points in Sprite.rect space denoting the physics shape outlines. + + + + How a Sprite's graphic rectangle is aligned with its pivot point. + + + + + Pivot is at the center of the bottom edge of the graphic rectangle. + + + + + Pivot is at the bottom left corner of the graphic rectangle. + + + + + Pivot is at the bottom right corner of the graphic rectangle. + + + + + Pivot is at the center of the graphic rectangle. + + + + + Pivot is at a custom position within the graphic rectangle. + + + + + Pivot is at the center of the left edge of the graphic rectangle. + + + + + Pivot is at the center of the right edge of the graphic rectangle. + + + + + Pivot is at the center of the top edge of the graphic rectangle. + + + + + Pivot is at the top left corner of the graphic rectangle. + + + + + Pivot is at the top right corner of the graphic rectangle. + + + + + SpriteRenderer draw mode. + + + + + Displays the full sprite. + + + + + The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will scale. + + + + + The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will tile. + + + + + This enum controls the mode under which the sprite will interact with the masking system. + + + + + The sprite will not interact with the masking system. + + + + + The sprite will be visible only in areas where a mask is present. + + + + + The sprite will be visible only in areas where no mask is present. + + + + + Defines the type of mesh generated for a sprite. + + + + + Rectangle mesh equal to the user specified sprite size. + + + + + Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible. + + + + + Sprite packing modes for the Sprite Packer. + + + + + Alpha-cropped ractangle packing. + + + + + Tight mesh based packing. + + + + + Sprite rotation modes for the Sprite Packer. + + + + + Any rotation. + + + + + No rotation. + + + + + Renders a Sprite for 2D graphics. + + + + + The current threshold for Sprite Renderer tiling. + + + + + Rendering color for the Sprite graphic. + + + + + The current draw mode of the Sprite Renderer. + + + + + Flips the sprite on the X axis. + + + + + Flips the sprite on the Y axis. + + + + + Specifies how the sprite interacts with the masks. + + + + + Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.NineSlice. + + + + + The Sprite to render. + + + + + The current tile mode of the Sprite Renderer. + + + + + Helper utilities for accessing Sprite data. + + + + + Inner UV's of the Sprite. + + + + + + Minimum width and height of the Sprite. + + + + + + Outer UV's of the Sprite. + + + + + + Return the padding on the sprite. + + + + + + Tiling mode for SpriteRenderer.tileMode. + + + + + Sprite Renderer tiles the sprite once the Sprite Renderer size is above SpriteRenderer.adaptiveModeThreshold. + + + + + Sprite Renderer tiles the sprite continuously when is set to SpriteRenderer.tileMode. + + + + + Stack trace logging options. + + + + + Native and managed stack trace will be logged. + + + + + No stack trace will be outputed to log. + + + + + Only managed stack trace will be outputed. + + + + + StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. + + + + + StaticBatchingUtility.Combine prepares all children of the staticBatchRoot for static batching. + + + + + + StaticBatchingUtility.Combine prepares all gos for static batching. staticBatchRoot is treated as their parent. + + + + + + + Enum values for the Camera's targetEye property. + + + + + Render both eyes to the HMD. + + + + + Render only the Left eye to the HMD. + + + + + Do not render either eye to the HMD. + + + + + Render only the right eye to the HMD. + + + + + Access system and hardware information. + + + + + The current battery level (Read Only). + + + + + Returns the current status of the device's battery (Read Only). + + + + + Support for various Graphics.CopyTexture cases (Read Only). + + + + + The model of the device (Read Only). + + + + + The user defined name of the device (Read Only). + + + + + Returns the kind of device the application is running on (Read Only). + + + + + A unique device identifier. It is guaranteed to be unique for every device (Read Only). + + + + + The identifier code of the graphics device (Read Only). + + + + + The name of the graphics device (Read Only). + + + + + The graphics API type used by the graphics device (Read Only). + + + + + The vendor of the graphics device (Read Only). + + + + + The identifier code of the graphics device vendor (Read Only). + + + + + The graphics API type and driver version used by the graphics device (Read Only). + + + + + Amount of video memory present (Read Only). + + + + + Is graphics device using multi-threaded rendering (Read Only)? + + + + + Graphics device shader capability level (Read Only). + + + + + Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. + + + + + Maximum Cubemap texture size (Read Only). + + + + + Maximum texture size (Read Only). + + + + + What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) + + + + + Operating system name with version (Read Only). + + + + + Returns the operating system family the game is running on (Read Only). + + + + + Number of processors present (Read Only). + + + + + Processor frequency in MHz (Read Only). + + + + + Processor name (Read Only). + + + + + How many simultaneous render targets (MRTs) are supported? (Read Only) + + + + + Are 2D Array textures supported? (Read Only) + + + + + Are 3D (volume) RenderTextures supported? (Read Only) + + + + + Are 3D (volume) textures supported? (Read Only) + + + + + Is an accelerometer available on the device? + + + + + Returns true when the platform supports asynchronous compute queues and false if otherwise. + +Note that asynchronous compute queues are only supported on PS4. + + + + + Is there an Audio device available for playback? + + + + + Are compute shaders supported? (Read Only) + + + + + Are Cubemap Array textures supported? (Read Only) + + + + + Returns true when the platform supports GPUFences and false if otherwise. + +Note that GPUFences are only supported on PS4. + + + + + Is a gyroscope available on the device? + + + + + Are image effects supported? (Read Only) + + + + + Is GPU draw call instancing supported? (Read Only) + + + + + Is the device capable of reporting its location? + + + + + Whether motion vectors are supported on this platform. + + + + + Are multisampled textures supported? (Read Only) + + + + + Is sampling raw depth from shadowmaps supported? (Read Only) + + + + + Are render textures supported? (Read Only) + + + + + Are cubemap render textures supported? (Read Only) + + + + + Are built-in shadows supported? (Read Only) + + + + + Are sparse textures supported? (Read Only) + + + + + Is the stencil buffer supported? (Read Only) + + + + + Returns true if the 'Mirror Once' texture wrap mode is supported. (Read Only) + + + + + Is the device capable of providing the user haptic feedback by vibration? + + + + + Amount of system memory present (Read Only). + + + + + Value returned by SystemInfo string properties which are not supported on the current platform. + + + + + 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) + + + + + Is blending supported on render texture format? + + The format to look up. + + True if blending is supported on the given format. + + + + + Is render texture format supported? + + The format to look up. + + True if the format is supported. + + + + + Is texture format supported on this device? + + The TextureFormat format to look up. + + True if the format is supported. + + + + + The language the user's operating system is running in. Returned by Application.systemLanguage. + + + + + Afrikaans. + + + + + Arabic. + + + + + Basque. + + + + + Belarusian. + + + + + Bulgarian. + + + + + Catalan. + + + + + Chinese. + + + + + ChineseSimplified. + + + + + ChineseTraditional. + + + + + Czech. + + + + + Danish. + + + + + Dutch. + + + + + English. + + + + + Estonian. + + + + + Faroese. + + + + + Finnish. + + + + + French. + + + + + German. + + + + + Greek. + + + + + Hebrew. + + + + + Hungarian. + + + + + Icelandic. + + + + + Indonesian. + + + + + Italian. + + + + + Japanese. + + + + + Korean. + + + + + Latvian. + + + + + Lithuanian. + + + + + Norwegian. + + + + + Polish. + + + + + Portuguese. + + + + + Romanian. + + + + + Russian. + + + + + Serbo-Croatian. + + + + + Slovak. + + + + + Slovenian. + + + + + Spanish. + + + + + Swedish. + + + + + Thai. + + + + + Turkish. + + + + + Ukrainian. + + + + + Unknown. + + + + + Vietnamese. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + + + + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + + The minimum amount of lines the text area will use. + + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Attribute to make a string be edited with a height-flexible and scrollable text area. + + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. + + + + Text file assets. + + + + + The raw bytes of the text asset. (Read Only) + + + + + The text contents of the .txt file as a string. (Read Only) + + + + + Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes. + + + + + Anisotropic filtering level of the texture. + + + + + Dimensionality (type) of the texture (Read Only). + + + + + Filtering mode of the texture. + + + + + Height of the texture in pixels. (Read Only) + + + + + Mip map bias of the texture. + + + + + Width of the texture in pixels. (Read Only) + + + + + Texture coordinate wrapping mode. + + + + + Texture U coordinate wrapping mode. + + + + + Texture V coordinate wrapping mode. + + + + + Texture W coordinate wrapping mode for Texture3D. + + + + + Retrieve a native (underlying graphics API) pointer to the texture resource. + + + Pointer to an underlying graphics API texture resource. + + + + + Sets Anisotropic limits. + + + + + + + Class for texture handling. + + + + + Get a small texture with all black pixels. + + + + + The format of the pixel data in the texture (Read Only). + + + + + How many mipmap levels are in this texture (Read Only). + + + + + Get a small texture with all white pixels. + + + + + Actually apply all previous SetPixel and SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. + + + + Compress texture into DXT format. + + + + + + Creates Unity Texture out of externally created native texture object. + + Native 2D texture object. + Width of texture in pixels. + Height of texture in pixels. + Format of underlying texture object. + Does the texture have mipmaps? + Is texture using linear color space? + + + + Create a new empty texture. + + + + + + + Create a new empty texture. + + + + + + + + + Create a new empty texture. + + + + + + + + + + Flags used to control the encoding to an EXR file. + + + + + This texture will use Wavelet compression. This is best used for grainy images. + + + + + The texture will use RLE (Run Length Encoding) EXR compression format (similar to Targa RLE compression). + + + + + The texture will use the EXR ZIP compression format. + + + + + No flag. This will result in an uncompressed 16-bit float EXR file. + + + + + The texture will be exported as a 32-bit float EXR file (default is 16-bit). + + + + + Packs a set of rectangles into a square atlas, with optional padding between rectangles. + + An array of rectangle dimensions. + Amount of padding to insert between adjacent rectangles in the atlas. + The size of the atlas. + + If the function succeeds, this will contain the packed rectangles. Otherwise, the return value is null. + + + + + Returns pixel color at coordinates (x, y). + + + + + + + Returns filtered pixel color at normalized coordinates (u, v). + + + + + + + Get the pixel colors from the texture. + + The mipmap level to fetch the pixels from. Defaults to zero. + + The array of all pixels in the mipmap level of the texture. + + + + + Get a block of pixel colors. + + The x position of the pixel array to fetch. + The y position of the pixel array to fetch. + The width length of the pixel array to fetch. + The height length of the pixel array to fetch. + The mipmap level to fetch the pixels. Defaults to zero, and is + optional. + + The array of pixels in the texture that have been selected. + + + + + Get a block of pixel colors in Color32 format. + + + + + + Get raw data from a texture. + + + Raw texture data as a byte array. + + + + + Fills texture pixels with raw preformatted data. + + Byte array to initialize texture pixels with. + Size of data in bytes. + + + + Fills texture pixels with raw preformatted data. + + Byte array to initialize texture pixels with. + Size of data in bytes. + + + + Packs multiple Textures into a texture atlas. + + Array of textures to pack into the atlas. + Padding in pixels between the packed textures. + Maximum size of the resulting texture. + Should the texture be marked as no longer readable? + + An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. + + + + + Read pixels from screen into the saved texture data. + + Rectangular region of the view to read from. Pixels are read from current render target. + Horizontal pixel position in the texture to place the pixels that are read. + Vertical pixel position in the texture to place the pixels that are read. + Should the texture's mipmaps be recalculated after reading? + + + + Resizes the texture. + + + + + + + + + Resizes the texture. + + + + + + + Sets pixel color at coordinates (x,y). + + + + + + + + Set a block of pixel colors. + + The array of pixel colours to assign (a 2D image flattened to a 1D array). + The mip level of the texture to write to. + + + + Set a block of pixel colors. + + + + + + + + + + + Set a block of pixel colors. + + + + + + + Set a block of pixel colors. + + + + + + + + + + + Updates Unity texture to use different native texture object. + + Native 2D texture object. + + + + Class for handling 2D texture arrays. + + + + + Number of elements in a texture array (Read Only). + + + + + Texture format (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Format of the texture. + Should mipmaps be created? + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + + + + Create a new texture array. + + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Format of the texture. + Should mipmaps be created? + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. + + + + Returns pixel colors of a single array slice. + + Array slice to read pixels from. + Mipmap level to read pixels from. + + Array of pixel colors. + + + + + Returns pixel colors of a single array slice. + + Array slice to read pixels from. + Mipmap level to read pixels from. + + Array of pixel colors in low precision (8 bits/channel) format. + + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Set pixel colors for the whole mip level. + + An array of pixel colors. + The texture array element index. + The mip level. + + + + Class for handling 3D Textures, Use this to create. + + + + + The depth of the texture (Read Only). + + + + + The format of the pixel data in the texture (Read Only). + + + + + Actually apply all previous SetPixels changes. + + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. + + + + Create a new empty 3D Texture. + + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Should the texture have mipmaps? + + + + Returns an array of pixel colors representing one mip level of the 3D texture. + + + + + + Returns an array of pixel colors representing one mip level of the 3D texture. + + + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Sets pixel colors of a 3D texture. + + The colors to set the pixels to. + The mipmap level to be affected by the new colors. + + + + Format used when creating textures from scripts. + + + + + Alpha-only texture format. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + A 16 bits/pixel texture format. Texture stores color with an alpha channel. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. + + + + + ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. + + + + + ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. + + + + + ATC (ATITC) 4 bits/pixel compressed RGB texture format. + + + + + ATC (ATITC) 8 bits/pixel compressed RGB texture format. + + + + + Compressed one channel (R) texture format. + + + + + Compressed two-channel (RG) texture format. + + + + + HDR compressed color texture format. + + + + + High quality compressed color texture format. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Compressed color texture format. + + + + + Compressed color texture format with Crunch compression for smaller storage sizes. + + + + + Compressed color with alpha channel texture format. + + + + + Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format. + + + + + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format. + + + + + ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC 4 bits/pixel compressed RGB texture format. + + + + + Compressed color texture format with Crunch compression for smaller storage sizes. + + + + + ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. + + + + + ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. + + + + + ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. + + + + + Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes. + + + + + PowerVR (iOS) 2 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed color texture format. + + + + + PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. + + + + + PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. + + + + + A 16 bit color texture format that only has a red channel. + + + + + Scalar (R) render texture format, 8 bit fixed point. + + + + + Scalar (R) texture format, 32 bit floating point. + + + + + Two color (RG) texture format, 8-bits per channel. + + + + + Color texture format, 8-bits per channel. + + + + + A 16 bit color texture format. + + + + + RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent. + + + + + Color with alpha texture format, 8-bits per channel. + + + + + Color and alpha texture format, 4 bit per channel. + + + + + RGB color and alpha texture format, 32-bit floats per channel. + + + + + RGB color and alpha texture format, 16 bit floating point per channel. + + + + + Two color (RG) texture format, 32 bit floating point per channel. + + + + + Two color (RG) texture format, 16 bit floating point per channel. + + + + + Scalar (R) texture format, 16 bit floating point. + + + + + A format that uses the YUV color space and is often used for video encoding or playback. + + + + + Wrap mode for textures. + + + + + Clamps the texture to the last pixel at the edge. + + + + + Tiles the texture, creating a repeating pattern by mirroring it at every integer boundary. + + + + + Mirrors the texture once, then clamps to edge pixels. + + + + + Tiles the texture, creating a repeating pattern. + + + + + Priority of a thread. + + + + + Below normal thread priority. + + + + + Highest thread priority. + + + + + Lowest thread priority. + + + + + Normal thread priority. + + + + + The interface to get time information from Unity. + + + + + Slows game playback time to allow screenshots to be saved between frames. + + + + + The time in seconds it took to complete the last frame (Read Only). + + + + + The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed. + + + + + The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. + + + + + The timeScale-independent interval in seconds from the last fixed frame to the current one (Read Only). + + + + + The TimeScale-independant time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. + + + + + The total number of frames that have passed (Read Only). + + + + + Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false. + + + + + The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate). + + + + + The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates. + + + + + The real time in seconds since the game started (Read Only). + + + + + A smoothed out Time.deltaTime (Read Only). + + + + + The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. + + + + + The scale at which the time is passing. This can be used for slow motion effects. + + + + + The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded. + + + + + The timeScale-independent interval in seconds from the last frame to the current one (Read Only). + + + + + The timeScale-independant time for this frame (Read Only). This is the time in seconds since the start of the game. + + + + + Specify a tooltip for a field in the Inspector window. + + + + + The tooltip text. + + + + + Specify a tooltip for a field. + + The tooltip text. + + + + Structure describing the status of a finger touching the screen. + + + + + Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular. + + + + + Value of 0 radians indicates that the stylus is pointed along the x-axis of the device. + + + + + The position delta since last change. + + + + + Amount of time that has passed since the last recorded change in Touch values. + + + + + The unique index for the touch. + + + + + The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. + + + + + Describes the phase of the touch. + + + + + The position of the touch in pixel coordinates. + + + + + The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. + + + + + An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size. + + + + + The amount that the radius varies by for a touch. + + + + + The raw position used for the touch. + + + + + Number of taps. + + + + + A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type. + + + + + Describes phase of a finger touch. + + + + + A finger touched the screen. + + + + + The system cancelled tracking for the touch. + + + + + A finger was lifted from the screen. This is the final phase of a touch. + + + + + A finger moved on the screen. + + + + + A finger is touching the screen but hasn't moved. + + + + + Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. + + + + + Is the keyboard visible or sliding into the position on the screen? + + + + + Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) + + + + + Specifies if input process was finished. (Read Only) + + + + + Will text input field above the keyboard be hidden when the keyboard is on screen? + + + + + Is touch screen keyboard supported. + + + + + Returns the character range of the selected text within the string currently being edited. (Read Only) + + + + + Returns the status of the on-screen keyboard. (Read Only) + + + + + Returns the text displayed by the input field of the keyboard. + + + + + Specifies if input process was canceled. (Read Only) + + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + Opens the native keyboard provided by OS on the screen. + + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. + + + + The status of the on-screen keyboard. + + + + + The on-screen keyboard was canceled. + + + + + The user has finished providing input. + + + + + The on-screen keyboard has lost focus. + + + + + The on-screen keyboard is visible. + + + + + Enumeration of the different types of supported touchscreen keyboards. + + + + + Keyboard with standard ASCII keys. + + + + + The default keyboard layout of the target platform. + + + + + Keyboard with additional keys suitable for typing email addresses. + + + + + Keyboard with alphanumeric keys. + + + + + Keyboard with the Nintendo Network Account key layout (only available on the Wii U). + + + + + Keyboard with standard numeric keys. + + + + + Keyboard with numbers and punctuation mark keys. + + + + + Keyboard with a layout suitable for typing telephone numbers. + + + + + Keyboard with the "." key beside the space key, suitable for typing search terms. + + + + + Keyboard with symbol keys often used on social media, such as Twitter. + + + + + Keyboard with keys for URL entry. + + + + + Describes whether a touch is direct, indirect (or remote), or from a stylus. + + + + + A direct touch on a device. + + + + + An Indirect, or remote, touch on a device. + + + + + A touch from a stylus on a device. + + + + + The trail renderer is used to make trails behind objects in the scene as they move about. + + + + + Select whether the trail will face the camera, or the orientation of the Transform Component. + + + + + Does the GameObject of this trail renderer auto destructs? + + + + + Set the color gradient describing the color of the trail at various points along its length. + + + + + Set the color at the end of the trail. + + + + + The width of the trail at the end of the trail. + + + + + Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Set the minimum distance the trail can travel before a new vertex is added to it. + + + + + Set this to a value greater than 0, to get rounded corners on each end of the trail. + + + + + Set this to a value greater than 0, to get rounded corners between each segment of the trail. + + + + + Get the number of line segments in the trail. + + + + + Get the number of line segments in the trail. + + + + + Set the color at the start of the trail. + + + + + The width of the trail at the spawning point. + + + + + Choose whether the U coordinate of the trail texture is tiled or stretched. + + + + + How long does the trail take to fade out. + + + + + Set the curve describing the width of the trail at various points along its length. + + + + + Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. + + + + + Removes all points from the TrailRenderer. +Useful for restarting a trail from a new position. + + + + + Get the position of a vertex in the trail. + + The index of the position to retrieve. + + The position at the specified index in the array. + + + + + Get the positions of all vertices in the trail. + + The array of positions to retrieve. + + How many positions were actually stored in the output array. + + + + + Position, rotation and scale of an object. + + + + + The number of children the Transform has. + + + + + The rotation as Euler angles in degrees. + + + + + The blue axis of the transform in world space. + + + + + Has the transform changed since the last time the flag was set to 'false'? + + + + + The transform capacity of the transform's hierarchy data structure. + + + + + The number of transforms in the transform's hierarchy data structure. + + + + + The rotation as Euler angles in degrees relative to the parent transform's rotation. + + + + + Position of the transform relative to the parent transform. + + + + + The rotation of the transform relative to the parent transform's rotation. + + + + + The scale of the transform relative to the parent. + + + + + Matrix that transforms a point from local space into world space (Read Only). + + + + + The global scale of the object (Read Only). + + + + + The parent of the transform. + + + + + The position of the transform in world space. + + + + + The red axis of the transform in world space. + + + + + Returns the topmost transform in the hierarchy. + + + + + The rotation of the transform in world space stored as a Quaternion. + + + + + The green axis of the transform in world space. + + + + + Matrix that transforms a point from world space into local space (Read Only). + + + + + Unparents all children. + + + + + Finds a child by name and returns it. + + Name of child to be found. + + + + Returns a transform child by index. + + Index of the child transform to return. Must be smaller than Transform.childCount. + + Transform child by index. + + + + + Gets the sibling index. + + + + + Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. + + + + + + Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection. + + + + + + + + Transforms position from world space to local space. + + + + + + Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint. + + + + + + + + Transforms a vector from world space to local space. The opposite of Transform.TransformVector. + + + + + + Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector. + + + + + + + + Is this transform a child of parent? + + + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at target's current position. + + Object to point towards. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Rotates the transform so the forward vector points at worldPosition. + + Point to look at. + Vector specifying the upward direction. + + + + Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order). + + Rotation to apply. + Rotation is local to object or World. + + + + Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + + Degrees to rotate around the X axis. + Degrees to rotate around the Y axis. + Degrees to rotate around the Z axis. + Rotation is local to object or World. + + + + Rotates the object around axis by angle degrees. + + Axis to apply rotation to. + Degrees to rotation to apply. + Rotation is local to object or World. + + + + Rotates the transform about axis passing through point in world coordinates by angle degrees. + + + + + + + + + + + + + + + Move the transform to the start of the local transform list. + + + + + Move the transform to the end of the local transform list. + + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and + rotation are modified such that the object keeps the same world space position, + rotation and scale as before. + + + + Set the parent of the transform. + + The parent Transform to use. + If true, the parent-relative position, scale and + rotation are modified such that the object keeps the same world space position, + rotation and scale as before. + + + + Sets the world space position and rotation of the Transform component. + + + + + + + Sets the sibling index. + + Index to set. + + + + Transforms direction from local space to world space. + + + + + + Transforms direction x, y, z from local space to world space. + + + + + + + + Transforms position from local space to world space. + + + + + + Transforms the position x, y, z from local space to world space. + + + + + + + + Transforms vector from local space to world space. + + + + + + Transforms vector x, y, z from local space to world space. + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Moves the transform in the direction and distance of translation. + + + + + + + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + + + + + + + + + Transparent object sorting mode of a Camera. + + + + + Sort objects based on distance along a custom axis. + + + + + Default transparency sorting mode. + + + + + Orthographic transparency sorting mode. + + + + + Perspective transparency sorting mode. + + + + + Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution. + + + + + Return true if this SpriteAtlas is a variant. + + + + + Get the total number of Sprite packed into this atlas. + + + + + Get the tag of this SpriteAtlas. + + + + + Clone the first Sprite in this atlas that matches the name packed in this atlas and return it. + + The name of the Sprite. + + + + Clone all the Sprite in this atlas and fill them into the supplied array. + + Array of Sprite that will be filled. + + The size of the returned array. + + + + + Clone all the Sprite matching the name in this atlas and fill them into the supplied array. + + Array of Sprite that will be filled. + The name of the Sprite. + + + + Manages SpriteAtlas during runtime. + + + + + Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime. + + + + + + Delegate type for atlas request callback. + + Tag of SpriteAtlas that needs to be provided by user. + An Action that takes user loaded SpriteAtlas. + + + + Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API. + + + + + Version of Unity API. + + + + + Initializes a new instance of UnityAPICompatibilityVersionAttribute. + + Unity version that this assembly with compatible with. + + + + Constants to pass to Application.RequestUserAuthorization. + + + + + Request permission to use any audio input sources attached to the computer. + + + + + Request permission to use any video input sources attached to the computer. + + + + + Representation of 2D vectors and points. + + + + + Shorthand for writing Vector2(0, -1). + + + + + Shorthand for writing Vector2(-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector2(1, 1). + + + + + Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity). + + + + + Shorthand for writing Vector2(1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2(0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2(0, 0). + + + + + Returns the unsigned angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Constructs a new vector with given x, y components. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Converts a Vector3 to a Vector2. + + + + + + Converts a Vector2 to a Vector3. + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Linearly interpolates between vectors a and b by t. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Adds two vectors. + + + + + + + Reflects a vector off the vector defined by a normal. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2. + + + + + + + Returns the signed angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a nicely formatted string for this vector. + + + + + + Returns a nicely formatted string for this vector. + + + + + + Representation of 2D vectors and points using integers. + + + + + Shorthand for writing Vector2Int (0, -1). + + + + + Shorthand for writing Vector2Int (-1, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector2Int (1, 1). + + + + + Shorthand for writing Vector2Int (1, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector2Int (0, 1). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Shorthand for writing Vector2Int (0, 0). + + + + + Converts a Vector2 to a Vector2Int by doing a Ceiling to each value. + + + + + + Clamps the Vector2Int to the bounds given by min and max. + + + + + + + Returns the distance between a and b. + + + + + + + Returns true if the objects are equal. + + + + + + Converts a Vector2 to a Vector2Int by doing a Floor to each value. + + + + + + Gets the hash code for the Vector2Int. + + + The hash code of the Vector2Int. + + + + + Converts a Vector2Int to a Vector2. + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Returns true if the vectors are equal. + + + + + + + Subtracts one vector from another. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Converts a Vector2 to a Vector2Int by doing a Round to each value. + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x and y components of an existing Vector2Int. + + + + + + + Access the x or y component using [0] or [1] respectively. + + + + + Returns a nicely formatted string for this vector. + + + + + Representation of 3D vectors and points. + + + + + Shorthand for writing Vector3(0, 0, -1). + + + + + Shorthand for writing Vector3(0, -1, 0). + + + + + Shorthand for writing Vector3(0, 0, 1). + + + + + Shorthand for writing Vector3(-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector3(1, 1, 1). + + + + + Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). + + + + + Shorthand for writing Vector3(1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3(0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3(0, 0, 0). + + + + + Returns the angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + + + + Returns a copy of vector with its magnitude clamped to maxLength. + + + + + + + Cross Product of two vectors. + + + + + + + Creates a new vector with given x, y, z components. + + + + + + + + Creates a new vector with given x, y components and sets z to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Linearly interpolates between two vectors. + + + + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current in a straight line towards a target point. + + + + + + + + Makes this vector have a magnitude of 1. + + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + Makes vectors normalized and orthogonal to each other. + + + + + + + + Projects a vector onto another vector. + + + + + + + Projects a vector onto a plane defined by a normal orthogonal to the plane. + + + + + + + Reflects a vector off the plane defined by a normal. + + + + + + + Rotates a vector current towards target. + + + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3. + + + + + + + + Returns the signed angle in degrees between from and to. + + The vector from which the angular difference is measured. + The vector to which the angular difference is measured. + A vector around which the other vectors are rotated. + + + + Spherically interpolates between two vectors. + + + + + + + + Spherically interpolates between two vectors. + + + + + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Gradually changes a vector towards a desired goal over time. + + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. + + + + Access the x, y, z components using [0], [1], [2] respectively. + + + + + Returns a nicely formatted string for this vector. + + + + + + Returns a nicely formatted string for this vector. + + + + + + Representation of 3D vectors and points using integers. + + + + + Shorthand for writing Vector3Int (0, -1, 0). + + + + + Shorthand for writing Vector3Int (-1, 0, 0). + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector3Int (1, 1, 1). + + + + + Shorthand for writing Vector3Int (1, 0, 0). + + + + + Returns the squared length of this vector (Read Only). + + + + + Shorthand for writing Vector3Int (0, 1, 0). + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector3Int (0, 0, 0). + + + + + Converts a Vector3 to a Vector3Int by doing a Ceiling to each value. + + + + + + Clamps the Vector3Int to the bounds given by min and max. + + + + + + + Returns the distance between a and b. + + + + + + + Returns true if the objects are equal. + + + + + + Converts a Vector3 to a Vector3Int by doing a Floor to each value. + + + + + + Gets the hash code for the Vector3Int. + + + The hash code of the Vector3Int. + + + + + Converts a Vector3Int to a Vector3. + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Returns true if the vectors are equal. + + + + + + + Subtracts one vector from another. + + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Returns true if vectors different. + + + + + + + Adds two vectors. + + + + + + + Converts a Vector3 to a Vector3Int by doing a Round to each value. + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y and z components of an existing Vector3Int. + + + + + + + + Access the x, y or z component using [0], [1] or [2] respectively. + + + + + Returns a nicely formatted string for this vector. + + + + + + Returns a nicely formatted string for this vector. + + + + + + Representation of four-dimensional vectors. + + + + + Returns the length of this vector (Read Only). + + + + + Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). + + + + + Returns this vector with a magnitude of 1 (Read Only). + + + + + Shorthand for writing Vector4(1,1,1,1). + + + + + Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). + + + + + Returns the squared length of this vector (Read Only). + + + + + W component of the vector. + + + + + X component of the vector. + + + + + Y component of the vector. + + + + + Z component of the vector. + + + + + Shorthand for writing Vector4(0,0,0,0). + + + + + Creates a new vector with given x, y, z, w components. + + + + + + + + + Creates a new vector with given x, y, z components and sets w to zero. + + + + + + + + Creates a new vector with given x, y components and sets z and w to zero. + + + + + + + Returns the distance between a and b. + + + + + + + Dot Product of two vectors. + + + + + + + Returns true if the given vector is exactly equal to this vector. + + + + + + Converts a Vector4 to a Vector2. + + + + + + Converts a Vector4 to a Vector3. + + + + + + Converts a Vector2 to a Vector4. + + + + + + Converts a Vector3 to a Vector4. + + + + + + Linearly interpolates between two vectors. + + + + + + + + Linearly interpolates between two vectors. + + + + + + + + Returns a vector that is made from the largest components of two vectors. + + + + + + + Returns a vector that is made from the smallest components of two vectors. + + + + + + + Moves a point current towards target. + + + + + + + + + + + + + + Makes this vector have a magnitude of 1. + + + + + Divides a vector by a number. + + + + + + + Returns true if two vectors are approximately equal. + + + + + + + Subtracts one vector from another. + + + + + + + Negates a vector. + + + + + + Multiplies a vector by a number. + + + + + + + Multiplies a vector by a number. + + + + + + + Adds two vectors. + + + + + + + Projects a vector onto another vector. + + + + + + + Multiplies two vectors component-wise. + + + + + + + Multiplies every component of this vector by the same component of scale. + + + + + + Set x, y, z and w components of an existing Vector4. + + + + + + + + + Access the x, y, z, w components using [0], [1], [2], [3] respectively. + + + + + Returns a nicely formatted string for this vector. + + + + + + Returns a nicely formatted string for this vector. + + + + + + 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 GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc. + + + + + The RenderTexture is not a VR eye texture. No special rendering behavior will occur. + + + + + This texture corresponds to a single eye on a stereoscopic display. + + + + + This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions. + + + + + Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen. + + + + + Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate. + + + + + Suspends the coroutine execution for the given amount of seconds using scaled time. + + + + + Creates a yield instruction to wait for a given number of seconds using scaled time. + + + + + + Suspends the coroutine execution for the given amount of seconds using unscaled time. + + + + + Creates a yield instruction to wait for a given number of seconds using unscaled time. + + + + + + Suspends the coroutine execution until the supplied delegate evaluates to true. + + + + + Initializes a yield instruction with a given delegate to be evaluated. + + Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true. + + + + Suspends the coroutine execution until the supplied delegate evaluates to false. + + + + + Initializes a yield instruction with a given delegate to be evaluated. + + The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false. + + + + Exposes useful information related to crash reporting on Windows platforms. + + + + + Returns the path to the crash report folder on Windows. + + + + + Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored. + + + + + High confidence level. + + + + + Low confidence level. + + + + + Medium confidence level. + + + + + Everything is rejected. + + + + + Represents the reason why dictation session has completed. + + + + + Dictation session completion was caused by bad audio quality. + + + + + Dictation session was either cancelled, or the application was paused while dictation session was in progress. + + + + + Dictation session has completed successfully. + + + + + Dictation session has finished because a microphone was not available. + + + + + Dictation session has finished because network connection was not available. + + + + + Dictation session has reached its timeout. + + + + + Dictation session has completed due to an unknown error. + + + + + DictationRecognizer listens to speech input and attempts to determine what phrase was uttered. + + + + + The time length in seconds before dictation recognizer session ends due to lack of audio input. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. + + The confidence level at which the recognizer will begin accepting phrases. + The dictation topic that this dictation recognizer should optimize its recognition for. + + + + + Event that is triggered when the recognizer session completes. + + Delegate that is to be invoked on DictationComplete event. + + + + Delegate for DictationComplete event. + + The cause of dictation session completion. + + + + Event that is triggered when the recognizer session encouters an error. + + Delegate that is to be invoked on DictationError event. + + + + Delegate for DictationError event. + + The error mesage. + HRESULT code that corresponds to the error. + + + + Event that is triggered when the recognizer changes its hypothesis for the current fragment. + + Delegate to be triggered in the event of a hypothesis changed event. + + + + Callback indicating a hypothesis change event. You should register with DictationHypothesis event. + + The text that the recognizer believes may have been recognized. + + + + Event indicating a phrase has been recognized with the specified confidence level. + + The delegate to be triggered when this event is triggered. + + + + Callback indicating a phrase has been recognized with the specified confidence level. You should register with DictationResult event. + + The recognized text. + The confidence level at which the text was recognized. + + + + Disposes the resources this dictation recognizer uses. + + + + + The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session. + + + + + Starts the dictation recognization session. Dictation recognizer can only be started if PhraseRecognitionSystem is not running. + + + + + Indicates the status of dictation recognizer. + + + + + Stops the dictation recognization session. + + + + + DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize. + + + + + Dictation recognizer will optimize for dictation scenario. + + + + + Dictation recognizer will optimize for form-filling scenario. + + + + + Dictation recognizer will optimize for web search scenario. + + + + + The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. +The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines. + + + + + Creates a grammar recognizer using specified file path and minimum confidence. + + Path of the grammar file. + The confidence level at which the recognizer will begin accepting phrases. + + + + Creates a grammar recognizer using specified file path and minimum confidence. + + Path of the grammar file. + The confidence level at which the recognizer will begin accepting phrases. + + + + Returns the grammar file path which was supplied when the grammar recognizer was created. + + + + + KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords. + + + + + Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. + + The keywords that the recognizer will listen to. + The minimum confidence level of speech recognition that the recognizer will accept. + + + + Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. + + The keywords that the recognizer will listen to. + The minimum confidence level of speech recognition that the recognizer will accept. + + + + Returns the list of keywords which was supplied when the keyword recognizer was created. + + + + + Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them. + + + + + Returns whether speech recognition is supported on the machine that the application is running on. + + + + + Delegate for OnError event. + + Error code for the error that occurred. + + + + Event that gets invoked when phrase recognition system encounters an error. + + Delegate that will be invoked when the event occurs. + + + + Event which occurs when the status of the phrase recognition system changes. + + Delegate that will be invoked when the event occurs. + + + + Attempts to restart the phrase recognition system. + + + + + Shuts phrase recognition system down. + + + + + Returns the current status of the phrase recognition system. + + + + + Delegate for OnStatusChanged event. + + The new status of the phrase recognition system. + + + + Provides information about a phrase recognized event. + + + + + A measure of correct recognition certainty. + + + + + The time it took for the phrase to be uttered. + + + + + The moment in time when uttering of the phrase began. + + + + + A semantic meaning of recognized phrase. + + + + + The text that was recognized. + + + + + A common base class for both keyword recognizer and grammar recognizer. + + + + + Disposes the resources used by phrase recognizer. + + + + + Tells whether the phrase recognizer is listening for phrases. + + + + + Event that gets fired when the phrase recognizer recognizes a phrase. + + Delegate that will be invoked when the event occurs. + + + + Delegate for OnPhraseRecognized event. + + Information about a phrase recognized event. + + + + Makes the phrase recognizer start listening to phrases. + + + + + Stops the phrase recognizer from listening to phrases. + + + + + Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files. + + + + + A key of semaning meaning. + + + + + Values of semantic property that the correspond to the semantic meaning key. + + + + + Represents an error in a speech recognition system. + + + + + Speech recognition engine failed because the audio quality was too low. + + + + + Speech recognition engine failed to compiled specified grammar. + + + + + Speech error occurred because a microphone was not available. + + + + + Speech error occurred due to a network failure. + + + + + No error occurred. + + + + + A speech recognition system has timed out. + + + + + Supplied grammar file language is not supported. + + + + + A speech recognition system has encountered an unknown error. + + + + + Represents the current status of the speech recognition system or a dictation recognizer. + + + + + Speech recognition system has encountered an error and is in an indeterminate state. + + + + + Speech recognition system is running. + + + + + Speech recognition system is stopped. + + + + + Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve. + + + + + Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing. + + + + + Reads the default repeat mode set higher up. + + + + + When time reaches the end of the animation clip, time will continue at the beginning. + + + + + When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip. + + + + + When time reaches the end of the animation clip, time will ping pong back between beginning and end. + + + + + Base class for all yield instructions. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.CrashReportingModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.CrashReportingModule.dll new file mode 100644 index 0000000..e0cfc5d Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.CrashReportingModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.CrashReportingModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.CrashReportingModule.xml new file mode 100644 index 0000000..3a5490a --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.CrashReportingModule.xml @@ -0,0 +1,18 @@ + + + + + UnityEngine.CrashReportingModule + + + + Engine API for CrashReporting Service. + + + + + This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.DirectorModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.DirectorModule.dll new file mode 100644 index 0000000..41df316 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.DirectorModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.DirectorModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.DirectorModule.xml new file mode 100644 index 0000000..c72227a --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.DirectorModule.xml @@ -0,0 +1,162 @@ + + + + + UnityEngine.DirectorModule + + + + Wrap mode for Playables. + + + + + Hold the last frame when the playable time reaches it's duration. + + + + + Loop back to zero time and continue playing. + + + + + Do not keep playing when the time reaches the duration. + + + + + Instantiates a PlayableAsset and controls playback of Playable objects. + + + + + The duration of the Playable in seconds. + + + + + Controls how the time is incremented when it goes beyond the duration of the playable. + + + + + The time at which the Playable should start when first played. + + + + + The PlayableAsset that is used to instantiate a playable for playback. + + + + + The PlayableGraph created by the PlayableDirector. + + + + + Whether the playable asset will start playing back as soon as the component awakes. + + + + + The current playing state of the component. (Read Only) + + + + + The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually. + + + + + Controls how time is incremented when playing back. + + + + + Clears an exposed reference value. + + Identifier of the ExposedReference. + + + + Tells the PlayableDirector to evaluate it's PlayableGraph on the next update. + + + + + Evaluates the currently playing Playable at the current time. + + + + + Returns a binding to a reference object. + + The object that acts as a key. + + + + Retreives an ExposedReference binding. + + Identifier of the ExposedReference. + Whether the reference was found. + + + + Pauses playback of the currently running playable. + + + + + Instatiates a Playable using the provided PlayableAsset and starts playback. + + An asset to instantiate a playable from. + What to do when the time passes the duration of the playable. + + + + Instatiates a Playable using the provided PlayableAsset and starts playback. + + An asset to instantiate a playable from. + What to do when the time passes the duration of the playable. + + + + Instatiates a Playable using the provided PlayableAsset and starts playback. + + An asset to instantiate a playable from. + What to do when the time passes the duration of the playable. + + + + Discards the existing PlayableGraph and creates a new instance. + + + + + Resume playing a paused playable. + + + + + Sets the binding of a reference object from a PlayableBinding. + + The source object in the PlayableBinding. + The object to bind to the key. + + + + Sets an ExposedReference value. + + Identifier of the ExposedReference. + The object to bind to set the reference value to. + + + + Stops playback of the current Playable and destroys the corresponding graph. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.GameCenterModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.GameCenterModule.dll new file mode 100644 index 0000000..01a3225 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.GameCenterModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.GameCenterModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.GameCenterModule.xml new file mode 100644 index 0000000..dc3b243 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.GameCenterModule.xml @@ -0,0 +1,475 @@ + + + + + UnityEngine.GameCenterModule + + + + Generic access to the Social API. + + + + + The local user (potentially not logged in). + + + + + This is the currently active social platform. + + + + + Create an IAchievement instance. + + + + + Create an ILeaderboard instance. + + + + + Loads the achievement descriptions accociated with this application. + + + + + + Load the achievements the logged in user has already achieved or reported progress on. + + + + + + Load a default set of scores from the given leaderboard. + + + + + + + Load the user profiles accociated with the given array of user IDs. + + + + + + + Reports the progress of an achievement. + + + + + + + + Report a score to a specific leaderboard. + + + + + + + + Show a default/system view of the games achievements. + + + + + Show a default/system view of the games leaderboards. + + + + + Information for a user's achievement. + + + + + Set to true when percentCompleted is 100.0. + + + + + This achievement is currently hidden from the user. + + + + + The unique identifier of this achievement. + + + + + Set by server when percentCompleted is updated. + + + + + Progress for this achievement. + + + + + Send notification about progress on this achievement. + + + + + + Static data describing an achievement. + + + + + Description when the achivement is completed. + + + + + Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0). + + + + + Unique identifier for this achievement description. + + + + + Image representation of the achievement. + + + + + Point value of this achievement. + + + + + Human readable title. + + + + + Description when the achivement has not been completed. + + + + + The leaderboard contains the scores of all players for a particular game. + + + + + Unique identifier for this leaderboard. + + + + + The leaderboad is in the process of loading scores. + + + + + The leaderboard score of the logged in user. + + + + + The total amount of scores the leaderboard contains. + + + + + The rank range this leaderboard returns. + + + + + The leaderboard scores returned by a query. + + + + + The time period/scope searched by this leaderboard. + + + + + The human readable title of this leaderboard. + + + + + The users scope searched by this leaderboard. + + + + + Load scores according to the filters set on this leaderboard. + + + + + + Only search for these user IDs. + + List of user ids. + + + + Represents the local or currently logged in user. + + + + + Checks if the current user has been authenticated. + + + + + The users friends list. + + + + + Is the user underage? + + + + + Authenticate the local user to the current active Social API implementation and fetch his profile data. + + Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful. + + + + Authenticate the local user to the current active Social API implementation and fetch his profile data. + + Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful. + + + + Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds. + + + + + + A game score. + + + + + The date the score was achieved. + + + + + The correctly formatted value of the score, like X points or X kills. + + + + + The ID of the leaderboard this score belongs to. + + + + + The rank or position of the score in the leaderboard. + + + + + The user who owns this score. + + + + + The score value achieved. + + + + + Report this score instance. + + + + + + The generic Social API interface which implementations must inherit. + + + + + See Social.localUser. + + + + + See Social.CreateAchievement.. + + + + + See Social.CreateLeaderboard. + + + + + See Social.LoadAchievementDescriptions. + + + + + + See Social.LoadAchievements. + + + + + + See Social.LoadScores. + + + + + + + + See Social.LoadScores. + + + + + + + + See Social.LoadUsers. + + + + + + + See Social.ReportProgress. + + + + + + + + See Social.ReportScore. + + + + + + + + See Social.ShowAchievementsUI. + + + + + See Social.ShowLeaderboardUI. + + + + + Represents generic user instances, like friends of the local user. + + + + + This users unique identifier. + + + + + Avatar image of the user. + + + + + Is this user a friend of the current logged in user? + + + + + Presence state of the user. + + + + + This user's username or alias. + + + + + The score range a leaderboard query should include. + + + + + The total amount of scores retreived. + + + + + The rank of the first score which is returned. + + + + + Constructor for a score range, the range starts from a specific value and contains a maxium score count. + + The minimum allowed value. + The number of possible values. + + + + The scope of time searched through when querying the leaderboard. + + + + + The scope of the users searched through when querying the leaderboard. + + + + + User presence state. + + + + + The user is offline. + + + + + The user is online. + + + + + The user is online but away from their computer. + + + + + The user is online but set their status to busy. + + + + + The user is playing a game. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.GridModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.GridModule.dll new file mode 100644 index 0000000..9ec5ffb Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.GridModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.GridModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.GridModule.xml new file mode 100644 index 0000000..7678dc0 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.GridModule.xml @@ -0,0 +1,231 @@ + + + + + UnityEngine.GridModule + + + + Grid is the base class for plotting a layout of uniformly spaced points and lines. + + + + + The size of the gap between each cell in the Grid. + + + + + The layout of the cells in the Grid. + + + + + The size of each cell in the Grid. + + + + + The cell swizzle for the Grid. + + + + + Get the logical center coordinate of a grid cell in local space. + + Grid cell position. + + Center of the cell transformed into local space coordinates. + + + + + Get the logical center coordinate of a grid cell in world space. + + Grid cell position. + + Center of the cell transformed into world space coordinates. + + + + + Does the inverse swizzle of the given position for given swizzle order. + + Determines the rearrangement order for the inverse swizzle. + Position to inverse swizzle. + + The inversed swizzled position. + + + + + Swizzles the given position with the given swizzle order. + + Determines the rearrangement order for the swizzle. + Position to swizzle. + + The swizzled position. + + + + + An abstract class that defines a grid layout. + + + + + The size of the gap between each cell in the layout. + + + + + The layout of the cells. + + + + + The size of each cell in the layout. + + + + + The cell swizzle for the layout. + + + + + The layout of the GridLayout. + + + + + Rectangular layout for cells in the GridLayout. + + + + + Swizzles cell positions to other positions. + + + + + Keeps the cell positions at XYZ. + + + + + Swizzles the cell positions from XYZ to XZY. + + + + + Swizzles the cell positions from XYZ to YXZ. + + + + + Swizzles the cell positions from XYZ to YZX. + + + + + Swizzles the cell positions from XYZ to ZXY. + + + + + Swizzles the cell positions from XYZ to ZYX. + + + + + Converts a cell position to local position space. + + Cell position to convert. + + Local position of the cell position. + + + + + Converts an interpolated cell position in floats to local position space. + + Interpolated cell position to convert. + + Local position of the cell position. + + + + + Converts a cell position to world position space. + + Cell position to convert. + + World position of the cell position. + + + + + Returns the local bounds for a cell at the location. + + Location of the cell. + + + Local bounds of cell at the position. + + + + + Get the default center coordinate of a cell for the set layout of the Grid. + + + Cell Center coordinate. + + + + + Converts a local position to cell position. + + Local Position to convert. + + Cell position of the local position. + + + + + Converts a local position to cell position. + + Local Position to convert. + + Interpolated cell position of the local position. + + + + + Converts a local position to world position. + + Local Position to convert. + + World position of the local position. + + + + + Converts a world position to cell position. + + World Position to convert. + + Cell position of the world position. + + + + + Converts a world position to local position. + + World Position to convert. + + Local position of the world position. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.IMGUIModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.IMGUIModule.dll new file mode 100644 index 0000000..94fa45e Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.IMGUIModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.IMGUIModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.IMGUIModule.xml new file mode 100644 index 0000000..a802c95 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.IMGUIModule.xml @@ -0,0 +1,4582 @@ + + + + + UnityEngine.IMGUIModule + + + + A UnityGUI event. + + + + + Is Alt/Option key held down? (Read Only) + + + + + Which mouse button was pressed. + + + + + Is Caps Lock on? (Read Only) + + + + + The character typed. + + + + + How many consecutive mouse clicks have we received. + + + + + Is Command/Windows key held down? (Read Only) + + + + + The name of an ExecuteCommand or ValidateCommand Event. + + + + + Is Control key held down? (Read Only) + + + + + The current event that's being processed right now. + + + + + The relative movement of the mouse compared to last event. + + + + + Index of display that the event belongs to. + + + + + Is the current keypress a function key? (Read Only) + + + + + Is this event a keyboard event? (Read Only) + + + + + Is this event a mouse event? (Read Only) + + + + + The raw key code for keyboard events. + + + + + Which modifier keys are held down. + + + + + The mouse position. + + + + + Is the current keypress on the numeric keyboard? (Read Only) + + + + + Is Shift held down? (Read Only) + + + + + The type of event. + + + + + Returns the current number of events that are stored in the event queue. + + + Current number of events currently in the event queue. + + + + + Get a filtered event type for a given control ID. + + The ID of the control you are querying from. + + + + Create a keyboard event. + + + + + + Get the next queued [Event] from the event system. + + Next Event. + + + + Use this event. + + + + + Types of modifier key that can be active during a keystroke event. + + + + + Alt key. + + + + + Caps lock key. + + + + + Command key (Mac). + + + + + Control key. + + + + + Function key. + + + + + No modifier key pressed during a keystroke event. + + + + + Num lock key. + + + + + Shift key. + + + + + Types of UnityGUI input and processing events. + + + + + User has right-clicked (or control-clicked on the mac). + + + + + Editor only: drag & drop operation exited. + + + + + Editor only: drag & drop operation performed. + + + + + Editor only: drag & drop operation updated. + + + + + Execute a special command (eg. copy & paste). + + + + + Event should be ignored. + + + + + A keyboard key was pressed. + + + + + A keyboard key was released. + + + + + A layout event. + + + + + Mouse button was pressed. + + + + + Mouse was dragged. + + + + + Mouse entered a window (Editor views only). + + + + + Mouse left a window (Editor views only). + + + + + Mouse was moved (Editor views only). + + + + + Mouse button was released. + + + + + A repaint event. One is sent every frame. + + + + + The scroll wheel was moved. + + + + + Already processed event. + + + + + Validates a special command (e.g. copy & paste). + + + + + Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls. + + + + + This control can receive keyboard focus. + + + + + This control can not receive keyboard focus. + + + + + The GUI class is the interface for Unity's GUI with manual positioning. + + + + + Global tinting color for all background elements rendered by the GUI. + + + + + Returns true if any controls changed the value of the input data. + + + + + Global tinting color for the GUI. + + + + + Tinting color for all text rendered by the GUI. + + + + + The sorting depth of the currently executing GUI behaviour. + + + + + Is the GUI enabled? + + + + + The GUI transform matrix. + + + + + The global skin to use. + + + + + The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only). + + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Bring a specific window to back of the floating windows. + + The identifier used when you created the window in the Window call. + + + + Bring a specific window to front of the floating windows. + + The identifier used when you created the window in the Window call. + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a window draggable. + + The part of the window that can be dragged. This is clipped to the actual window. + + + + If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function. + + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + A tint color to apply on the texture. + The width of the border. If 0, the full texture is drawn. + The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn. + The radius for rounded corners. If 0, corners will not be rounded. + The radiuses for rounded corners (top-left, top-right, bottom-right and bottom-left). If Vector4.zero, corners will not be rounded. + + + + Draws a border with rounded corners within a rectangle. The texture is used to pattern the border. Note that this method only works on shader model 2.5 and above. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + A tint color to apply on the texture. + The width of the border. If 0, the full texture is drawn. + The width of the borders (left, top, right and bottom). If Vector4.zero, the full texture is drawn. + The radius for rounded corners. If 0, corners will not be rounded. + The radiuses for rounded corners (top-left, top-right, bottom-right and bottom-left). If Vector4.zero, corners will not be rounded. + + + + Draw a texture within a rectangle with the given texture coordinates. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. + + + + Draw a texture within a rectangle with the given texture coordinates. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. + + + + End a group. + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + + Move keyboard focus to a named control. + + Name set using SetNextControlName. + + + + Make a window become the active window. + + The identifier used when you created the window in the Window call. + + + + Get the name of named control that has focus. + + + + + Disposable helper class for managing BeginGroup / EndGroup. + + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Scrolls all enclosing scrollviews so they try to make position visible. + + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Set the name of the next control. + + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Determines how toolbar button size is calculated. + + + + + The width of each toolbar button is calculated based on the width of its content. + + + + + Calculates the button size by dividing the available width by the number of buttons. The minimum size is the maximum content width. + + + + + Remove focus from all windows. + + + + + Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the top of the scrollbar. + The value at the bottom of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the top of the scrollbar. + The value at the bottom of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Callback to draw GUI within a window (used with GUI.Window). + + + + + + The contents of a GUI element. + + + + + The icon image contained. + + + + + Shorthand for empty content. + + + + + The text contained. + + + + + The tooltip of this element. + + + + + Constructor for GUIContent in all shapes and sizes. + + + + + Build a GUIContent object containing only text. + + + + + + Build a GUIContent object containing only an image. + + + + + + Build a GUIContent object containing both text and an image. + + + + + + + Build a GUIContent containing some text. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + Build a GUIContent that contains both text, an image and has a tooltip defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + + Build a GUIContent as a copy of another GUIContent. + + + + + + The GUILayout class is the interface for Unity gui with automatic layout. + + + + + Disposable helper class for managing BeginArea / EndArea. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Close a GUILayout block started with BeginArea. + + + + + Close a group started with BeginHorizontal. + + + + + End a scroll view begun with a call to BeginScrollView. + + + + + Close a group started with BeginVertical. + + + + + Option passed to a control to allow or disallow vertical expansion. + + + + + + Option passed to a control to allow or disallow horizontal expansion. + + + + + + Insert a flexible space element. + + + + + Option passed to a control to give it an absolute height. + + + + + + Disposable helper class for managing BeginHorizontal / EndHorizontal. + + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a horizontal scrollbar. + + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a horizontal scrollbar. + + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The value that has been set by the user. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The value that has been set by the user. + + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Option passed to a control to specify a maximum height. + + + + + + Option passed to a control to specify a maximum width. + + + + + + Option passed to a control to specify a minimum height. + + + + + + Option passed to a control to specify a minimum width. + + + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Insert a space in the current layout group. + + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Determines how toolbar button size is calculated. + + The index of the selected button. + + + + + Disposable helper class for managing BeginVertical / EndVertical. + + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a vertical scrollbar. + + The position between min and max. + How much can we see? + The value at the top end of the scrollbar. + The value at the bottom end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a vertical scrollbar. + + The position between min and max. + How much can we see? + The value at the top end of the scrollbar. + The value at the bottom end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + + + The value that has been set by the user. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + + + The value that has been set by the user. + + + + + Option passed to a control to give it an absolute width. + + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class. + + + + + Utility functions for implementing and extending the GUILayout class. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Get the rectangle last used by GUILayout for a control. + + + The last used rectangle. + + + + + Reserve layout space for a rectangle for displaying some contents with a specific style. + + The content to make room for displaying. + The GUIStyle to layout for. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle that is large enough to contain content when rendered in style. + + + + + Reserve layout space for a rectangle for displaying some contents with a specific style. + + The content to make room for displaying. + The GUIStyle to layout for. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle that is large enough to contain content when rendered in style. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + General settings for how the GUI behaves. + + + + + The color of the cursor in text fields. + + + + + The speed of text field cursor flashes. + + + + + Should double-clicking select words in text fields. + + + + + The color of the selection rect in text fields. + + + + + Should triple-clicking select whole text in text fields. + + + + + Defines how GUI looks and behaves. + + + + + Style used by default for GUI.Box controls. + + + + + Style used by default for GUI.Button controls. + + + + + Array of GUI styles for specific needs. + + + + + The default font to use for all styles. + + + + + Style used by default for the background part of GUI.HorizontalScrollbar controls. + + + + + Style used by default for the left button on GUI.HorizontalScrollbar controls. + + + + + Style used by default for the right button on GUI.HorizontalScrollbar controls. + + + + + Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls. + + + + + Style used by default for the background part of GUI.HorizontalSlider controls. + + + + + Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls. + + + + + Style used by default for GUI.Label controls. + + + + + Style used by default for the background of ScrollView controls (see GUI.BeginScrollView). + + + + + Generic settings for how controls should behave with this skin. + + + + + Style used by default for GUI.TextArea controls. + + + + + Style used by default for GUI.TextField controls. + + + + + Style used by default for GUI.Toggle controls. + + + + + Style used by default for the background part of GUI.VerticalScrollbar controls. + + + + + Style used by default for the down button on GUI.VerticalScrollbar controls. + + + + + Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls. + + + + + Style used by default for the up button on GUI.VerticalScrollbar controls. + + + + + Style used by default for the background part of GUI.VerticalSlider controls. + + + + + Style used by default for the thumb that is dragged in GUI.VerticalSlider controls. + + + + + Style used by default for Window controls (SA GUI.Window). + + + + + Try to search for a GUIStyle. This functions returns NULL and does not give an error. + + + + + + Get a named GUIStyle. + + + + + + Styling information for GUI elements. + + + + + Rendering settings for when the control is pressed down. + + + + + Text alignment. + + + + + The borders of all background images. + + + + + What to do when the contents to be rendered is too large to fit within the area given. + + + + + Pixel offset to apply to the content of this GUIstyle. + + + + + If non-0, any GUI elements rendered with this style will have the height specified here. + + + + + If non-0, any GUI elements rendered with this style will have the width specified here. + + + + + Rendering settings for when the element has keyboard focus. + + + + + The font to use for rendering. If null, the default font for the current GUISkin is used instead. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + Rendering settings for when the mouse is hovering over the control. + + + + + How image and text of the GUIContent is combined. + + + + + The height of one line of text with this style, measured in pixels. (Read Only) + + + + + The margins between elements rendered in this style and any other GUI elements. + + + + + The name of this GUIStyle. Used for getting them based on name. + + + + + Shortcut for an empty GUIStyle. + + + + + Rendering settings for when the component is displayed normally. + + + + + Rendering settings for when the element is turned on and pressed down. + + + + + Rendering settings for when the element has keyboard and is turned on. + + + + + Rendering settings for when the control is turned on and the mouse is hovering it. + + + + + Rendering settings for when the control is turned on. + + + + + Extra space to be added to the background image. + + + + + Space from the edge of GUIStyle to the start of the contents. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + Can GUI elements of this style be stretched vertically for better layout? + + + + + Can GUI elements of this style be stretched horizontally for better layouting? + + + + + Should the text be wordwrapped? + + + + + How tall this element will be when rendered with content and a specific width. + + + + + + + Calculate the minimum and maximum widths for this style rendered with content. + + + + + + + + Calculate the size of an element formatted with this style, and a given space to content. + + + + + + Calculate the size of some content if it is rendered with this style. + + + + + + Constructor for empty GUIStyle. + + + + + Constructs GUIStyle identical to given other GUIStyle. + + + + + + Draw this GUIStyle on to the screen, internal version. + + + + + + + + + + Draw the GUIStyle with a text string inside. + + + + + + + + + + + Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw this GUIStyle with selected content. + + + + + + + + + Draw this GUIStyle with selected content. + + + + + + + + + + Get the pixel position of a given string index. + + + + + + + + Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition. + + + + + + + + Get a named GUI style from the current skin. + + + + + + Specialized values for the given states used by GUIStyle objects. + + + + + The background image used by GUI elements in this given state. + + + + + The text color used by GUI elements in this state. + + + + + Allows to control for which display the OnGUI is called. + + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Utility class for making new GUI controls. + + + + + A global property, which is true if a ModalWindow is being displayed, false otherwise. + + + + + The controlID of the current hot control. + + + + + The controlID of the control that has keyboard focus. + + + + + Get access to the system-wide pasteboard. + + + + + Get a unique ID for a control. + + + + + + + Get a unique ID for a control. + + + + + + + Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a state object from a controlID. + + + + + + + Convert a point from GUI position to screen space. + + + + + + Get an existing state object from a controlID. + + + + + + + Helper function to rotate the GUI around a point. + + + + + + + Helper function to scale the GUI around a point. + + + + + + + Convert a point from screen space to GUI position. + + + + + + How image and text is placed inside GUIStyle. + + + + + Image is above the text. + + + + + Image is to the left of the text. + + + + + Only the image is displayed. + + + + + Only the text is displayed. + + + + + Scaling mode to draw textures with. + + + + + Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped. + + + + + Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture. + + + + + Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture. + + + + + Different methods for how the GUI system handles text being too large to fit the rectangle allocated. + + + + + Text gets clipped to be inside the element. + + + + + Text flows freely outside the element. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ImageConversionModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.ImageConversionModule.dll new file mode 100644 index 0000000..2a24eab Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.ImageConversionModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ImageConversionModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.ImageConversionModule.xml new file mode 100644 index 0000000..bd71290 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.ImageConversionModule.xml @@ -0,0 +1,51 @@ + + + + + UnityEngine.ImageConversionModule + + + + Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats. + + + + + Encodes this texture into the EXR format. + + The texture to convert. + Flags used to control compression and the output format. + + + + Encodes this texture into JPG format. + + Text texture to convert. + JPG quality to encode with, 1..100 (default 75). + + + + Encodes this texture into JPG format. + + Text texture to convert. + JPG quality to encode with, 1..100 (default 75). + + + + Encodes this texture into PNG format. + + The texture to convert. + + + + Loads PNG/JPG image byte array into a texture. + + The byte array containing the image data to load. + Set to false by default, pass true to optionally mark the texture as non-readable. + The texture to load the image into. + + Returns true if the data can be loaded, false otherwise. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.InputModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.InputModule.dll new file mode 100644 index 0000000..7a338e6 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.InputModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.InputModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.InputModule.xml new file mode 100644 index 0000000..0eb8281 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.InputModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.InputModule + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.JSONSerializeModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.JSONSerializeModule.dll new file mode 100644 index 0000000..2d9b570 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.JSONSerializeModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.JSONSerializeModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.JSONSerializeModule.xml new file mode 100644 index 0000000..b1b6db5 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.JSONSerializeModule.xml @@ -0,0 +1,59 @@ + + + + + UnityEngine.JSONSerializeModule + + + + Utility functions for working with JSON data. + + + + + Create an object from its JSON representation. + + The JSON representation of the object. + + An instance of the object. + + + + + Create an object from its JSON representation. + + The JSON representation of the object. + The type of object represented by the Json. + + An instance of the object. + + + + + Overwrite data in an object by reading from its JSON representation. + + The JSON representation of the object. + The object that should be overwritten. + + + + Generate a JSON representation of the public fields of an object. + + The object to convert to JSON form. + If true, format the output for readability. If false, format the output for minimum size. Default is false. + + The object's data in JSON format. + + + + + Generate a JSON representation of the public fields of an object. + + The object to convert to JSON form. + If true, format the output for readability. If false, format the output for minimum size. Default is false. + + The object's data in JSON format. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.Networking.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.Networking.dll new file mode 100644 index 0000000..f2e6968 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.Networking.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticleSystemModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticleSystemModule.dll new file mode 100644 index 0000000..0758738 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticleSystemModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticleSystemModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticleSystemModule.xml new file mode 100644 index 0000000..a82d6f6 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticleSystemModule.xml @@ -0,0 +1,3883 @@ + + + + + UnityEngine.ParticleSystemModule + + + + Information about a particle collision. + + + + + The Collider or Collider2D for the GameObject struck by the particles. + + + + + Intersection point of the collision in world coordinates. + + + + + Geometry normal at the intersection point of the collision. + + + + + Incident velocity at the intersection point of the collision. + + + + + Method extension for Physics in Particle System. + + + + + Get the particle collision events for a GameObject. Returns the number of events written to the array. + + The GameObject for which to retrieve collision events. + Array to write collision events to. + + + + + Safe array size for use with ParticleSystem.GetCollisionEvents. + + + + + + Safe array size for use with ParticleSystem.GetTriggerParticles. + + Particle system. + Type of trigger to return size for. + + Number of particles with this trigger event type. + + + + + Get the particles that met the condition in the particle trigger module. Returns the number of particles written to the array. + + Particle system. + Type of trigger to return particles for. + The array of particles matching the trigger event type. + + Number of particles with this trigger event type. + + + + + Write modified particles back to the particle system, during a call to OnParticleTrigger. + + Particle system. + Type of trigger to set particles for. + Particle array. + Offset into the array, if you only want to write back a subset of the returned particles. + Number of particles to write, if you only want to write back a subset of the returned particles. + + + + Write modified particles back to the particle system, during a call to OnParticleTrigger. + + Particle system. + Type of trigger to set particles for. + Particle array. + Offset into the array, if you only want to write back a subset of the returned particles. + Number of particles to write, if you only want to write back a subset of the returned particles. + + + + Script interface for particle systems (Shuriken). + + + + + Access the particle system collision module. + + + + + Access the particle system color by lifetime module. + + + + + Access the particle system color over lifetime module. + + + + + Access the particle system Custom Data module. + + + + + The duration of the particle system in seconds (Read Only). + + + + + Access the particle system emission module. + + + + + The rate of emission. + + + + + When set to false, the particle system will not emit particles. + + + + + Access the particle system external forces module. + + + + + Access the particle system force over lifetime module. + + + + + Scale being applied to the gravity defined by Physics.gravity. + + + + + Access the particle system velocity inheritance module. + + + + + 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. + + + + + Is the particle system paused right now ? + + + + + Is the particle system playing right now ? + + + + + Is the particle system stopped right now ? + + + + + Access the particle system lights module. + + + + + Access the particle system limit velocity over lifetime module. + + + + + Is the particle system looping? + + + + + Access the main particle system settings. + + + + + The maximum number of particles to emit. + + + + + Access the particle system noise module. + + + + + The current number of particles (Read Only). + + + + + The playback speed of the particle system. 1 is normal playback speed. + + + + + If set to true, the particle system will automatically start playing on startup. + + + + + Override the random seed used for the particle system emission. + + + + + Access the particle system rotation by speed module. + + + + + Access the particle system rotation over lifetime module. + + + + + The scaling mode applied to particle sizes and positions. + + + + + Access the particle system shape module. + + + + + This selects the space in which to simulate particles. It can be either world or local space. + + + + + Access the particle system size by speed module. + + + + + Access the particle system size over lifetime module. + + + + + The initial color of particles when emitted. + + + + + Start delay in seconds. + + + + + The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is created by the particle system. + + + + + The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve. + + + + + The initial 3D rotation of particles when emitted. When using curves, this values acts as a scale on the curves. + + + + + The initial size of particles when emitted. When using curves, this values acts as a scale on the curve. + + + + + The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve. + + + + + Access the particle system sub emitters module. + + + + + Access the particle system texture sheet animation module. + + + + + Playback position in seconds. + + + + + Access the particle system trails module. + + + + + Access the particle system trigger module. + + + + + Controls whether the Particle System uses an automatically-generated random number to seed the random number generator. + + + + + Access the particle system velocity over lifetime module. + + + + + Script interface for a Burst. + + + + + Number of particles to be emitted. + + + + + How many times to play the burst. (0 means infinitely). + + + + + Maximum number of particles to be emitted. + + + + + Minimum number of particles to be emitted. + + + + + How often to repeat the burst, in seconds. + + + + + The time that each burst occurs. + + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Number of times to play the burst. (0 means indefinitely). + How often to repeat the burst, in seconds. + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Number of times to play the burst. (0 means indefinitely). + How often to repeat the burst, in seconds. + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Number of times to play the burst. (0 means indefinitely). + How often to repeat the burst, in seconds. + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Number of times to play the burst. (0 means indefinitely). + How often to repeat the burst, in seconds. + + + + Construct a new Burst with a time and count. + + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. + Number of times to play the burst. (0 means indefinitely). + How often to repeat the burst, in seconds. + + + + Remove all particles in the particle system. + + Clear all child particle systems as well. + + + + Script interface for the Collision module. + + + + + How much force is applied to each particle after a collision. + + + + + Change the bounce multiplier. + + + + + How much force is applied to a Collider when hit by particles from this Particle System. + + + + + Control which layers this particle system collides with. + + + + + How much speed is lost from each particle after a collision. + + + + + Change the dampen multiplier. + + + + + Enable/disable the Collision module. + + + + + Allow particles to collide with dynamic colliders when using world collision mode. + + + + + Allow particles to collide when inside colliders. + + + + + How much a particle's lifetime is reduced after a collision. + + + + + Change the lifetime loss multiplier. + + + + + The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority. + + + + + Kill particles whose speed goes above this threshold, after a collision. + + + + + The maximum number of planes it is possible to set as colliders. + + + + + Kill particles whose speed falls below this threshold, after a collision. + + + + + Choose between 2D and 3D world collisions. + + + + + If true, the collision angle is considered when applying forces from particles to Colliders. + + + + + If true, particle sizes are considered when applying forces to Colliders. + + + + + If true, particle speeds are considered when applying forces to Colliders. + + + + + Specifies the accuracy of particle collisions against colliders in the scene. + + + + + A multiplier applied to the size of each particle before collisions are processed. + + + + + Send collision callback messages. + + + + + The type of particle collision to perform. + + + + + Size of voxels in the collision cache. + + + + + Get a collision plane associated with this particle system. + + Specifies which plane to access. + + The plane. + + + + + Set a collision plane to be used with this particle system. + + Specifies which plane to set. + The plane to set. + + + + Script interface for the Color By Speed module. + + + + + The gradient controlling the particle colors. + + + + + Enable/disable the Color By Speed module. + + + + + Apply the color gradient between these minimum and maximum speeds. + + + + + Script interface for the Color Over Lifetime module. + + + + + The gradient controlling the particle colors. + + + + + Enable/disable the Color Over Lifetime module. + + + + + Script interface for the Custom Data module. + + + + + Enable/disable the Custom Data module. + + + + + Get a ParticleSystem.MinMaxGradient, that is being used to generate custom HDR color data. + + The name of the custom data stream to retrieve the gradient from. + + The color gradient being used to generate custom color data. + + + + + Find out the type of custom data that is being generated for the chosen data stream. + + The name of the custom data stream to query. + + The type of data being generated for the requested stream. + + + + + Get a ParticleSystem.MinMaxCurve, that is being used to generate custom data. + + The name of the custom data stream to retrieve the curve from. + The component index to retrieve the curve for (0-3, mapping to the xyzw components of a Vector4 or float4). + + The curve being used to generate custom data. + + + + + Query how many ParticleSystem.MinMaxCurve elements are being used to generate this stream of custom data. + + The name of the custom data stream to retrieve the curve from. + + The number of curves. + + + + + Set a ParticleSystem.MinMaxGradient, in order to generate custom HDR color data. + + The name of the custom data stream to apply the gradient to. + The gradient to be used for generating custom color data. + + + + Choose the type of custom data to generate for the chosen data stream. + + The name of the custom data stream to enable data generation on. + The type of data to generate. + + + + Set a ParticleSystem.MinMaxCurve, in order to generate custom data. + + The name of the custom data stream to apply the curve to. + The component index to apply the curve to (0-3, mapping to the xyzw components of a Vector4 or float4). + The curve to be used for generating custom data. + + + + Specify how many curves are used to generate custom data for this stream. + + The name of the custom data stream to apply the curve to. + The number of curves to generate data for. + + + + + Script interface for the Emission module. + + + + + The current number of bursts. + + + + + Enable/disable the Emission module. + + + + + The rate at which new particles are spawned. + + + + + Change the rate multiplier. + + + + + The rate at which new particles are spawned, over distance. + + + + + Change the rate over distance multiplier. + + + + + The rate at which new particles are spawned, over time. + + + + + Change the rate over time multiplier. + + + + + The emission type. + + + + + Get a single burst from the array of bursts. + + The index of the burst to retrieve. + + The burst data at the given index. + + + + + Get the burst array. + + Array of bursts to be filled in. + + The number of bursts in the array. + + + + + Set a single burst in the array of bursts. + + The index of the burst to retrieve. + The new burst data to apply to the Particle System. + + + + Set the burst array. + + Array of bursts. + Optional array size, if burst count is less than array size. + + + + Set the burst array. + + Array of bursts. + Optional array size, if burst count is less than array size. + + + + Emit count particles immediately. + + Number of particles to emit. + + + + Emit a number of particles from script. + + Overidden particle properties. + Number of particles to emit. + + + + + + + + + + + + + + + + + + + + Script interface for particle emission parameters. + + + + + Override the angular velocity of emitted particles. + + + + + Override the 3D angular velocity of emitted particles. + + + + + When overriding the position of particles, setting this flag to true allows you to retain the influence of the shape module. + + + + + Override the axis of rotation of emitted particles. + + + + + Override the position of emitted particles. + + + + + Override the random seed of emitted particles. + + + + + Override the rotation of emitted particles. + + + + + Override the 3D rotation of emitted particles. + + + + + Override the initial color of emitted particles. + + + + + Override the lifetime of emitted particles. + + + + + Override the initial size of emitted particles. + + + + + Override the initial 3D size of emitted particles. + + + + + Override the velocity of emitted particles. + + + + + Reverts angularVelocity and angularVelocity3D back to the values specified in the inspector. + + + + + Revert the axis of rotation back to the value specified in the inspector. + + + + + Revert the position back to the value specified in the inspector. + + + + + Revert the random seed back to the value specified in the inspector. + + + + + Reverts rotation and rotation3D back to the values specified in the inspector. + + + + + Revert the initial color back to the value specified in the inspector. + + + + + Revert the lifetime back to the value specified in the inspector. + + + + + Revert the initial size back to the value specified in the inspector. + + + + + Revert the velocity back to the value specified in the inspector. + + + + + Script interface for the External Forces module. + + + + + Enable/disable the External Forces module. + + + + + Multiplies the magnitude of applied external forces. + + + + + Script interface for the Force Over Lifetime module. + + + + + Enable/disable the Force Over Lifetime module. + + + + + When randomly selecting values between two curves or constants, this flag will cause a new random force to be chosen on each frame. + + + + + Are the forces being applied in local or world space? + + + + + The curve defining particle forces in the X axis. + + + + + Change the X axis mulutiplier. + + + + + The curve defining particle forces in the Y axis. + + + + + Change the Y axis multiplier. + + + + + The curve defining particle forces in the Z axis. + + + + + Change the Z axis multiplier. + + + + + Get a stream of custom per-particle data. + + The array of per-particle data. + Which stream to retrieve the data from. + + The amount of valid per-particle data. + + + + + Gets the particles of this particle system. + + Output particle buffer, containing the current particle state. + + The number of particles written to the input particle array (the number of particles currently alive). + + + + + The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted. + + + + + Curve to define how much emitter velocity is applied during the lifetime of a particle. + + + + + Change the curve multiplier. + + + + + Enable/disable the InheritVelocity module. + + + + + How to apply emitter velocity to particles. + + + + + Does the system have any live particles (or will produce more)? + + Check all child particle systems as well. + + True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead. + + + + + Access the ParticleSystem Lights Module. + + + + + Toggle whether the particle alpha gets multiplied by the light intensity, when computing the final light intensity. + + + + + Enable/disable the Lights module. + + + + + Define a curve to apply custom intensity scaling to particle lights. + + + + + Intensity multiplier. + + + + + Select what Light prefab you want to base your particle lights on. + + + + + Set a limit on how many lights this Module can create. + + + + + Define a curve to apply custom range scaling to particle lights. + + + + + Range multiplier. + + + + + Choose what proportion of particles will receive a dynamic light. + + + + + Toggle where the particle size will be multiplied by the light range, to determine the final light range. + + + + + Toggle whether the particle lights will have their color multiplied by the particle color. + + + + + Randomly assign lights to new particles based on ParticleSystem.LightsModule.ratio. + + + + + Script interface for the Limit Velocity Over Lifetime module. + + + + + Controls how much the velocity that exceeds the velocity limit should be dampened. + + + + + Controls the amount of drag applied to the particle velocities. + + + + + Change the drag multiplier. + + + + + Enable/disable the Limit Force Over Lifetime module. + + + + + Maximum velocity curve, when not using one curve per axis. + + + + + Change the limit multiplier. + + + + + Maximum velocity curve for the X axis. + + + + + Change the limit multiplier on the X axis. + + + + + Maximum velocity curve for the Y axis. + + + + + Change the limit multiplier on the Y axis. + + + + + Maximum velocity curve for the Z axis. + + + + + Change the limit multiplier on the Z axis. + + + + + Adjust the amount of drag applied to particles, based on their sizes. + + + + + Adjust the amount of drag applied to particles, based on their speeds. + + + + + Set the velocity limit on each axis separately. + + + + + Specifies if the velocity limits are in local space (rotated with the transform) or world space. + + + + + Script interface for the main module. + + + + + Simulate particles relative to a custom transform component. + + + + + The duration of the particle system in seconds. + + + + + Control how the Particle System calculates its velocity, when moving in the world. + + + + + Scale applied to the gravity, defined by Physics.gravity. + + + + + Change the gravity mulutiplier. + + + + + Is the particle system looping? + + + + + The maximum number of particles to emit. + + + + + If set to true, the particle system will automatically start playing on startup. + + + + + When looping is enabled, this controls whether this particle system will look like it has already simulated for one loop when first becoming visible. + + + + + Cause some particles to spin in the opposite direction. + + + + + Control how the particle system's Transform Component is applied to the particle system. + + + + + This selects the space in which to simulate particles. It can be either world or local space. + + + + + Override the default playback speed of the Particle System. + + + + + The initial color of particles when emitted. + + + + + Start delay in seconds. + + + + + Start delay multiplier in seconds. + + + + + The total lifetime in seconds that each new particle will have. + + + + + Start lifetime multiplier. + + + + + The initial rotation of particles when emitted. + + + + + A flag to enable 3D particle rotation. + + + + + Start rotation multiplier. + + + + + The initial rotation of particles around the X axis when emitted. + + + + + Start rotation multiplier around the X axis. + + + + + The initial rotation of particles around the Y axis when emitted. + + + + + Start rotation multiplier around the Y axis. + + + + + The initial rotation of particles around the Z axis when emitted. + + + + + Start rotation multiplier around the Z axis. + + + + + The initial size of particles when emitted. + + + + + A flag to enable specifying particle size individually for each axis. + + + + + Start size multiplier. + + + + + The initial size of particles along the X axis when emitted. + + + + + Start rotation multiplier along the X axis. + + + + + The initial size of particles along the Y axis when emitted. + + + + + Start rotation multiplier along the Y axis. + + + + + The initial size of particles along the Z axis when emitted. + + + + + Start rotation multiplier along the Z axis. + + + + + The initial speed of particles when emitted. + + + + + A multiplier of the initial speed of particles when emitted. + + + + + Configure whether the GameObject will automatically disable or destroy itself, when the Particle System is stopped and all particles have died. + + + + + When true, use the unscaled delta time to simulate the Particle System. Otherwise, use the scaled delta time. + + + + + Script interface for a Min-Max Curve. + + + + + Set the constant value. + + + + + Set a constant for the upper bound. + + + + + Set a constant for the lower bound. + + + + + Set the curve. + + + + + Set a curve for the upper bound. + + + + + Set a curve for the lower bound. + + + + + Set a multiplier to be applied to the curves. + + + + + Set the mode that the min-max curve will use to evaluate values. + + + + + A single constant value for the entire curve. + + Constant value. + + + + Use one curve when evaluating numbers along this Min-Max curve. + + A multiplier to be applied to the curve. + A single curve for evaluating against. + + + + + Randomly select values based on the interval between the minimum and maximum curves. + + A multiplier to be applied to the curves. + The curve describing the minimum values to be evaluated. + The curve describing the maximum values to be evaluated. + + + + + Randomly select values based on the interval between the minimum and maximum constants. + + The constant describing the minimum values to be evaluated. + The constant describing the maximum values to be evaluated. + + + + Manually query the curve to calculate values based on what mode it is in. + + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves. + Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves). + + Calculated curve/constant value. + + + + + Manually query the curve to calculate values based on what mode it is in. + + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves. + Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves). + + Calculated curve/constant value. + + + + + 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. + + + + + Set a constant color. + + + + + Set a constant color for the upper bound. + + + + + Set a constant color for the lower bound. + + + + + Set the gradient. + + + + + Set a gradient for the upper bound. + + + + + Set a gradient for the lower bound. + + + + + Set the mode that the min-max gradient will use to evaluate colors. + + + + + A single constant color for the entire gradient. + + Constant color. + + + + Use one gradient when evaluating numbers along this Min-Max gradient. + + A single gradient for evaluating against. + + + + Randomly select colors based on the interval between the minimum and maximum constants. + + The constant color describing the minimum colors to be evaluated. + The constant color describing the maximum colors to be evaluated. + + + + Randomly select colors based on the interval between the minimum and maximum gradients. + + The gradient describing the minimum colors to be evaluated. + The gradient describing the maximum colors to be evaluated. + + + + Manually query the gradient to calculate colors based on what mode it is in. + + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients. + Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients). + + Calculated gradient/color value. + + + + + Manually query the gradient to calculate colors based on what mode it is in. + + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients. + Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients). + + Calculated gradient/color value. + + + + + Script interface for the Noise Module. + +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. + + + + + Higher frequency noise will reduce the strength by a proportional amount, if enabled. + + + + + Enable/disable the Noise module. + + + + + Low values create soft, smooth noise, and high values create rapidly changing noise. + + + + + Layers of noise that combine to produce final noise. + + + + + When combining each octave, scale the intensity by this amount. + + + + + When combining each octave, zoom in by this amount. + + + + + How much the noise affects the particle positions. + + + + + Generate 1D, 2D or 3D noise. + + + + + Define how the noise values are remapped. + + + + + Enable remapping of the final noise values, allowing for noise values to be translated into different values. + + + + + Remap multiplier. + + + + + Define how the noise values are remapped on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + X axis remap multiplier. + + + + + Define how the noise values are remapped on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + Y axis remap multiplier. + + + + + Define how the noise values are remapped on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + Z axis remap multiplier. + + + + + How much the noise affects the particle rotation, in degrees per second. + + + + + Scroll the noise map over the particle system. + + + + + Scroll speed multiplier. + + + + + Control the noise separately for each axis. + + + + + How much the noise affects the particle sizes, applied as a multiplier on the size of each particle. + + + + + How strong the overall noise effect is. + + + + + Strength multiplier. + + + + + Define the strength of the effect on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + X axis strength multiplier. + + + + + Define the strength of the effect on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + Y axis strength multiplier. + + + + + Define the strength of the effect on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option. + + + + + Z axis strength multiplier. + + + + + Script interface for a Particle. + + + + + The angular velocity of the particle. + + + + + The 3D angular velocity of the particle. + + + + + The animated velocity of the particle. + + + + + The lifetime of the particle. + + + + + The position of the particle. + + + + + The random seed of the particle. + + + + + The random value of the particle. + + + + + The remaining lifetime of the particle. + + + + + The rotation of the particle. + + + + + The 3D rotation of the particle. + + + + + The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules. + + + + + The starting lifetime of the particle. + + + + + The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. + + + + + The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. + + + + + The total velocity of the particle. + + + + + The velocity of the particle. + + + + + Calculate the current color of the particle by applying the relevant curves to its startColor property. + + The particle system from which this particle was emitted. + + Current color. + + + + + Calculate the current size of the particle by applying the relevant curves to its startSize property. + + The particle system from which this particle was emitted. + + Current size. + + + + + Calculate the current 3D size of the particle by applying the relevant curves to its startSize3D property. + + The particle system from which this particle was emitted. + + Current size. + + + + + Pauses the system so no new particles are emitted and the existing particles are not updated. + + Pause all child particle systems as well. + + + + Starts the particle system. + + Play all child particle systems as well. + + + + Script interface for the Rotation By Speed module. + + + + + Enable/disable the Rotation By Speed module. + + + + + Apply the rotation curve between these minimum and maximum speeds. + + + + + Set the rotation by speed on each axis separately. + + + + + Rotation by speed curve for the X axis. + + + + + Speed multiplier along the X axis. + + + + + Rotation by speed curve for the Y axis. + + + + + Speed multiplier along the Y axis. + + + + + Rotation by speed curve for the Z axis. + + + + + Speed multiplier along the Z axis. + + + + + Script interface for the Rotation Over Lifetime module. + + + + + Enable/disable the Rotation Over Lifetime module. + + + + + Set the rotation over lifetime on each axis separately. + + + + + Rotation over lifetime curve for the X axis. + + + + + Rotation multiplier around the X axis. + + + + + Rotation over lifetime curve for the Y axis. + + + + + Rotation multiplier around the Y axis. + + + + + Rotation over lifetime curve for the Z axis. + + + + + Rotation multiplier around the Z axis. + + + + + Set a stream of custom per-particle data. + + The array of per-particle data. + Which stream to assign the data to. + + + + Sets the particles of this particle system. + + Input particle buffer, containing the desired particle state. + The number of elements in the particles array that is written to the Particle System. + + + + Script interface for the Shape module. + + + + + Align particles based on their initial direction of travel. + + + + + Angle of the cone. + + + + + Circle arc angle. + + + + + The mode used for generating particles around the arc. + + + + + When using one of the animated modes, how quickly to move the emission position around the arc. + + + + + A multiplier of the arc speed of the emission shape. + + + + + Control the gap between emission points around the arc. + + + + + Scale of the box. + + + + + Thickness of the box. + + + + + The radius of the Donut shape. + + + + + Enable/disable the Shape module. + + + + + Length of the cone. + + + + + Mesh to emit particles from. + + + + + Emit particles from a single material of a mesh. + + + + + MeshRenderer to emit particles from. + + + + + Apply a scaling factor to the mesh used for generating source positions. + + + + + Where on the mesh to emit particles from. + + + + + Move particles away from the surface of the source mesh. + + + + + Apply an offset to the position from which particles are emitted. + + + + + Radius of the shape. + + + + + The mode used for generating particles along the radius. + + + + + When using one of the animated modes, how quickly to move the emission position along the radius. + + + + + A multiplier of the radius speed of the emission shape. + + + + + Control the gap between emission points along the radius. + + + + + Thickness of the radius. + + + + + Randomizes the starting direction of particles. + + + + + Randomizes the starting direction of particles. + + + + + Randomizes the starting position of particles. + + + + + Apply a rotation to the shape from which particles are emitted. + + + + + Apply scale to the shape from which particles are emitted. + + + + + Type of shape to emit particles from. + + + + + SkinnedMeshRenderer to emit particles from. + + + + + Spherizes the starting direction of particles. + + + + + Modulate the particle colors with the vertex colors, or the material color if no vertex colors exist. + + + + + Emit from a single material, or the whole mesh. + + + + + Fastforwards the particle system by simulating particles over given period of time, then pauses it. + + Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value. + Fastforward all child particle systems as well. + Restart and start from the beginning. + Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options. + + + + Script interface for the Size By Speed module. + + + + + Enable/disable the Size By Speed module. + + + + + Apply the size curve between these minimum and maximum speeds. + + + + + Set the size by speed on each axis separately. + + + + + Curve to control particle size based on speed. + + + + + Size multiplier. + + + + + Size by speed curve for the X axis. + + + + + X axis size multiplier. + + + + + Size by speed curve for the Y axis. + + + + + Y axis size multiplier. + + + + + Size by speed curve for the Z axis. + + + + + Z axis size multiplier. + + + + + Script interface for the Size Over Lifetime module. + + + + + Enable/disable the Size Over Lifetime module. + + + + + Set the size over lifetime on each axis separately. + + + + + Curve to control particle size based on lifetime. + + + + + Size multiplier. + + + + + Size over lifetime curve for the X axis. + + + + + X axis size multiplier. + + + + + Size over lifetime curve for the Y axis. + + + + + Y axis size multiplier. + + + + + Size over lifetime curve for the Z axis. + + + + + Z axis size multiplier. + + + + + Stops playing the particle system using the supplied stop behaviour. + + Stop all child particle systems as well. + Stop emitting or stop emitting and clear the system. + + + + Stops playing the particle system using the supplied stop behaviour. + + Stop all child particle systems as well. + Stop emitting or stop emitting and clear the system. + + + + Script interface for the Sub Emitters module. + + + + + Sub particle system which spawns at the locations of the birth of the particles from the parent system. + + + + + Sub particle system which spawns at the locations of the birth of the particles from the parent system. + + + + + Sub particle system which spawns at the locations of the collision of the particles from the parent system. + + + + + Sub particle system which spawns at the locations of the collision of the particles from the parent system. + + + + + Sub particle system which spawns at the locations of the death of the particles from the parent system. + + + + + Sub particle system to spawn on death of the parent system's particles. + + + + + Enable/disable the Sub Emitters module. + + + + + The total number of sub-emitters. + + + + + Add a new sub-emitter. + + The sub-emitter to be added. + The event that creates new particles. + The properties of the new particles. + + + + Get the properties of the sub-emitter at the given index. + + The index of the desired sub-emitter. + + The properties of the requested sub-emitter. + + + + + Get the sub-emitter Particle System at the given index. + + The index of the desired sub-emitter. + + The sub-emitter being requested. + + + + + Get the type of the sub-emitter at the given index. + + The index of the desired sub-emitter. + + The type of the requested sub-emitter. + + + + + Remove a sub-emitter from the given index in the array. + + The index from which to remove a sub-emitter. + + + + Set the properties of the sub-emitter at the given index. + + The index of the sub-emitter being modified. + The new properties to assign to this sub-emitter. + + + + Set the Particle System to use as the sub-emitter at the given index. + + The index of the sub-emitter being modified. + The Particle System being used as this sub-emitter. + + + + Set the type of the sub-emitter at the given index. + + The index of the sub-emitter being modified. + The new spawning type to assign to this sub-emitter. + + + + Script interface for the Texture Sheet Animation module. + + + + + Specifies the animation type. + + + + + Specifies how many times the animation will loop during the lifetime of the particle. + + + + + Enable/disable the Texture Sheet Animation module. + + + + + Flip the U coordinate on particles, causing them to appear mirrored horizontally. + + + + + Flip the V coordinate on particles, causing them to appear mirrored vertically. + + + + + Curve to control which frame of the texture sheet animation to play. + + + + + Frame over time mutiplier. + + + + + Select whether the animated texture information comes from a grid of frames on a single texture, or from a list of Sprite objects. + + + + + Defines the tiling of the texture in the X axis. + + + + + Defines the tiling of the texture in the Y axis. + + + + + Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false. + + + + + The total number of sprites. + + + + + Define a random starting frame for the texture sheet animation. + + + + + Starting frame multiplier. + + + + + Use a random row of the texture sheet for each particle emitted. + + + + + Choose which UV channels will receive texture animation. + + + + + Add a new Sprite. + + The Sprite to be added. + + + + Get the Sprite at the given index. + + The index of the desired Sprite. + + The Sprite being requested. + + + + + Remove a Sprite from the given index in the array. + + The index from which to remove a Sprite. + + + + Set the Sprite at the given index. + + The index of the Sprite being modified. + The Sprite being assigned. + + + + Access the particle system trails module. + + + + + The gradient controlling the trail colors during the lifetime of the attached particle. + + + + + The gradient controlling the trail colors over the length of the trail. + + + + + 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. + + + + + Enable/disable the Trail module. + + + + + Configures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. + + + + + Toggle whether the trail will inherit the particle color as its starting color. + + + + + The curve describing the trail lifetime, throughout the lifetime of the particle. + + + + + Change the lifetime multiplier. + + + + + Set the minimum distance each trail can travel before a new vertex is added to it. + + + + + Choose how particle trails are generated. + + + + + Choose what proportion of particles will receive a trail. + + + + + Select how many lines to create through the Particle System. + + + + + Set whether the particle size will act as a multiplier on top of the trail lifetime. + + + + + Set whether the particle size will act as a multiplier on top of the trail width. + + + + + Choose whether the U coordinate of the trail texture is tiled or stretched. + + + + + The curve describing the width, of each trail point. + + + + + Change the width multiplier. + + + + + Drop new trail points in world space, regardless of Particle System Simulation Space. + + + + + Script interface for the Trigger module. + + + + + Enable/disable the Trigger module. + + + + + Choose what action to perform when particles enter the trigger volume. + + + + + Choose what action to perform when particles leave the trigger volume. + + + + + Choose what action to perform when particles are inside the trigger volume. + + + + + The maximum number of collision shapes that can be attached to this particle system trigger. + + + + + Choose what action to perform when particles are outside the trigger volume. + + + + + A multiplier applied to the size of each particle before overlaps are processed. + + + + + Get a collision shape associated with this particle system trigger. + + Which collider to return. + + The collider at the given index. + + + + + Set a collision shape associated with this particle system trigger. + + Which collider to set. + The collider to associate with this trigger. + + + + Script interface for the Velocity Over Lifetime module. + + + + + Enable/disable the Velocity Over Lifetime module. + + + + + Specifies if the velocities are in local space (rotated with the transform) or world space. + + + + + Curve to control particle speed based on lifetime, without affecting the direction of the particles. + + + + + Speed multiplier. + + + + + Curve to control particle speed based on lifetime, on the X axis. + + + + + X axis speed multiplier. + + + + + Curve to control particle speed based on lifetime, on the Y axis. + + + + + Y axis speed multiplier. + + + + + Curve to control particle speed based on lifetime, on the Z axis. + + + + + Z axis speed multiplier. + + + + + The animation mode. + + + + + Use a regular grid to construct a sequence of animation frames. + + + + + Use a list of sprites to construct a sequence of animation frames. + + + + + The animation type. + + + + + Animate a single row in the sheet from left to right. + + + + + Animate over the whole texture sheet from left to right, top to bottom. + + + + + Whether to use 2D or 3D colliders for particle collisions. + + + + + Use 2D colliders to collide particles against. + + + + + Use 3D colliders to collide particles against. + + + + + Quality of world collisions. Medium and low quality are approximate and may leak particles. + + + + + The most accurate world collisions. + + + + + Fastest and most approximate world collisions. + + + + + Approximate world collisions. + + + + + The type of collisions to use for a given particle system. + + + + + Collide with a list of planes. + + + + + Collide with the world geometry. + + + + + The particle curve mode (Shuriken). + + + + + Use a single constant for the ParticleSystem.MinMaxCurve. + + + + + Use a single curve for the ParticleSystem.MinMaxCurve. + + + + + Use a random value between 2 constants for the ParticleSystem.MinMaxCurve. + + + + + Use a random value between 2 curves for the ParticleSystem.MinMaxCurve. + + + + + Which stream of custom particle data to set. + + + + + The first stream of custom per-particle data. + + + + + The second stream of custom per-particle data. + + + + + Which mode the Custom Data module uses to generate its data. + + + + + Generate data using ParticleSystem.MinMaxGradient. + + + + + Don't generate any data. + + + + + Generate data using ParticleSystem.MinMaxCurve. + + + + + The mode in which particles are emitted. + + + + + Emit when emitter moves. + + + + + Emit over time. + + + + + Control how a Particle System calculates its velocity. + + + + + Calculate the Particle System velocity by using a Rigidbody or Rigidbody2D component, if one exists on the Game Object. + + + + + Calculate the Particle System velocity by using the Transform component. + + + + + The particle gradient mode (Shuriken). + + + + + Use a single color for the ParticleSystem.MinMaxGradient. + + + + + Use a single color gradient for the ParticleSystem.MinMaxGradient. + + + + + Define a list of colors in the ParticleSystem.MinMaxGradient, to be chosen from at random. + + + + + Use a random value between 2 colors for the ParticleSystem.MinMaxGradient. + + + + + Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient. + + + + + How to apply emitter velocity to particles. + + + + + Each particle's velocity is set to the emitter's current velocity value, every frame. + + + + + Each particle inherits the emitter's velocity on the frame when it was initially emitted. + + + + + The mesh emission type. + + + + + Emit from the edges of the mesh. + + + + + Emit from the surface of the mesh. + + + + + Emit from the vertices of the mesh. + + + + + The quality of the generated noise. + + + + + High quality 3D noise. + + + + + Low quality 1D noise. + + + + + Medium quality 2D noise. + + + + + What action to perform when the particle trigger module passes a test. + + + + + Send the OnParticleTrigger command to the particle system's script. + + + + + Do nothing. + + + + + Kill all particles that pass this test. + + + + + Renders particles on to the screen (Shuriken). + + + + + The number of currently active custom vertex streams. + + + + + Control the direction that particles face. + + + + + How much are the particles stretched depending on the Camera's speed. + + + + + How much are the particles stretched in their direction of motion. + + + + + Specifies how the Particle System Renderer interacts with SpriteMask. + + + + + Clamp the maximum particle size. + + + + + Mesh used as particle instead of billboarded texture. + + + + + The number of meshes being used for particle rendering. + + + + + Clamp the minimum particle size. + + + + + How much are billboard particle normals oriented towards the camera. + + + + + Modify the pivot point used for rotating particles. + + + + + How particles are drawn. + + + + + Biases particle system sorting amongst other transparencies. + + + + + Sort particles within a system. + + + + + Set the material used by the Trail module for attaching trails to particles. + + + + + How much are the particles stretched depending on "how fast they move". + + + + + Query whether the particle system renderer uses a particular set of vertex streams. + + Streams to query. + + Whether all the queried streams are enabled or not. + + + + + Disable a set of vertex shader streams on the particle system renderer. +The position stream is always enabled, and any attempts to remove it will be ignored. + + Streams to disable. + + + + Enable a set of vertex shader streams on the particle system renderer. + + Streams to enable. + + + + Query which vertex shader streams are enabled on the ParticleSystemRenderer. + + The array of streams to be populated. + + + + Query whether the particle system renderer uses a particular set of vertex streams. + + Streams to query. + + Returns the subset of the queried streams that are actually enabled. + + + + + Get the array of meshes to be used as particles. + + This array will be populated with the list of meshes being used for particle rendering. + + The number of meshes actually written to the destination array. + + + + + Enable a set of vertex shader streams on the ParticleSystemRenderer. + + The new array of enabled vertex streams. + + + + Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh. + + Array of meshes to be used. + Number of elements from the mesh array to be applied. + + + + Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh. + + Array of meshes to be used. + Number of elements from the mesh array to be applied. + + + + The rendering mode for particle systems (Shuriken). + + + + + Render particles as billboards facing the active camera. (Default) + + + + + Render particles as billboards always facing up along the y-Axis. + + + + + Render particles as meshes. + + + + + Do not render particles. + + + + + Stretch particles in the direction of motion. + + + + + Render particles as billboards always facing the player, but not pitching along the x-Axis. + + + + + How particles are aligned when rendered. + + + + + Particles face the eye position. + + + + + Particles align with their local transform. + + + + + Particles are aligned to their direction of travel. + + + + + Particles face the camera plane. + + + + + Particles align with the world. + + + + + Control how particle systems apply transform scale. + + + + + Scale the particle system using the entire transform hierarchy. + + + + + Scale the particle system using only its own transform scale. (Ignores parent scale). + + + + + Only apply transform scale to the shape component, which controls where + particles are spawned, but does not affect their size or movement. + + + + + + The mode used to generate new points in a shape (Shuriken). + + + + + Distribute new particles around the shape evenly. + + + + + Animate the emission point around the shape. + + + + + Animate the emission point around the shape, alternating between clockwise and counter-clockwise directions. + + + + + Generate points randomly. (Default) + + + + + The emission shape (Shuriken). + + + + + Emit from the volume of a box. + + + + + Emit from the edges of a box. + + + + + Emit from the surface of a box. + + + + + Emit from a circle. + + + + + Emit from the edge of a circle. + + + + + Emit from the base of a cone. + + + + + Emit from the base surface of a cone. + + + + + Emit from a cone. + + + + + Emit from the surface of a cone. + + + + + Emit from a Donut. + + + + + Emit from a half-sphere. + + + + + Emit from the surface of a half-sphere. + + + + + Emit from a mesh. + + + + + Emit from a mesh renderer. + + + + + Emit from an edge. + + + + + Emit from a skinned mesh renderer. + + + + + Emit from a sphere. + + + + + Emit from the surface of a sphere. + + + + + The space to simulate particles in. + + + + + Simulate particles relative to a custom transform component, defined by ParticleSystem.MainModule.customSimulationSpace. + + + + + Simulate particles in local space. + + + + + Simulate particles in world space. + + + + + The sorting mode for particle systems. + + + + + Sort based on distance. + + + + + No sorting. + + + + + Sort the oldest particles to the front. + + + + + Sort the youngest particles to the front. + + + + + The action to perform when the Particle System stops. + + + + + Call OnPaticleSystemStopped on the ParticleSystem script. + + + + + Destroy the GameObject containing the Particle System. + + + + + Disable the GameObject containing the Particle System. + + + + + Do nothing. + + + + + The behavior to apply when calling ParticleSystem.Stop|Stop. + + + + + Stops particle system emitting any further particles. All existing particles will remain until they expire. + + + + + Stops particle system emitting and removes all existing emitted particles. + + + + + The properties of sub-emitter particles. + + + + + When spawning new particles, multiply the start color by the color of the parent particles. + + + + + When spawning new particles, inherit all available properties from the parent particles. + + + + + New particles will have a shorter lifespan, the closer their parent particles are to death. + + + + + When spawning new particles, do not inherit any properties from the parent particles. + + + + + When spawning new particles, add the start rotation to the rotation of the parent particles. + + + + + When spawning new particles, multiply the start size by the size of the parent particles. + + + + + The events that cause new particles to be spawned. + + + + + Spawns new particles when particles from the parent system are born. + + + + + Spawns new particles when particles from the parent system collide with something. + + + + + Spawns new particles when particles from the parent system die. + + + + + Choose how Particle Trails are generated. + + + + + Makes a trail behind each particle as the particle moves. + + + + + Draws a line between each particle, connecting the youngest particle to the oldest. + + + + + Choose how textures are applied to Particle Trails. + + + + + Map the texture once along the entire length of the trail, assuming all vertices are evenly spaced. + + + + + Repeat the texture along the trail, repeating at a rate of once per trail segment. To adjust the tiling rate, use Material.SetTextureScale. + + + + + Map the texture once along the entire length of the trail. + + + + + Repeat the texture along the trail. To set the tiling rate, use Material.SetTextureScale. + + + + + The different types of particle triggers. + + + + + Trigger when particles enter the collision volume. + + + + + Trigger when particles leave the collision volume. + + + + + Trigger when particles are inside the collision volume. + + + + + Trigger when particles are outside the collision volume. + + + + + All possible particle system vertex shader inputs. + + + + + The normalized age of each particle, from 0 to 1. + + + + + The amount to blend between animated texture frames, from 0 to 1. + + + + + The current animation frame index of each particle. + + + + + The center position of the entire particle, in world space. + + + + + The color of each particle. + + + + + One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData. + + + + + The reciprocal of the starting lifetime, in seconds (1.0f / startLifetime). + + + + + The X axis noise on the current frame. + + + + + The X and Y axis noise on the current frame. + + + + + The 3D noise on the current frame. + + + + + The accumulated X axis noise, over the lifetime of the particle. + + + + + The accumulated X and Y axis noise, over the lifetime of the particle. + + + + + The accumulated 3D noise, over the lifetime of the particle. + + + + + The vertex normal of each particle. + + + + + The position of each particle vertex, in world space. + + + + + The Z axis rotation of each particle. + + + + + The 3D rotation of each particle. + + + + + The Z axis rotational speed of each particle. + + + + + The 3D rotational speed of each particle. + + + + + The X axis size of each particle. + + + + + The X and Y axis sizes of each particle. + + + + + The 3D size of each particle. + + + + + The speed of each particle, calculated by taking the magnitude of the velocity. + + + + + A random number for each particle, which remains constant during their lifetime. + + + + + Two random numbers for each particle, which remain constant during their lifetime. + + + + + Three random numbers for each particle, which remain constant during their lifetime. + + + + + Four random numbers for each particle, which remain constant during their lifetime. + + + + + The tangent vector for each particle (for normal mapping). + + + + + The first UV stream of each particle. + + + + + The second UV stream of each particle. + + + + + The third UV stream of each particle (only for meshes). + + + + + The fourth UV stream of each particle (only for meshes). + + + + + A random number for each particle, which changes during their lifetime. + + + + + Two random numbers for each particle, which change during their lifetime. + + + + + Three random numbers for each particle, which change during their lifetime. + + + + + Four random numbers for each particle, which change during their lifetime. + + + + + The velocity of each particle, in world space. + + + + + The vertex ID of each particle. + + + + + All possible particle system vertex shader inputs. + + + + + A mask with all vertex streams enabled. + + + + + The center position of each particle, with the vertex ID of each particle, from 0-3, stored in the w component. + + + + + The color of each particle. + + + + + The first stream of custom data, supplied from script. + + + + + The second stream of custom data, supplied from script. + + + + + Alive time as a 0-1 value in the X component, and Total Lifetime in the Y component. +To get the current particle age, simply multiply X by Y. + + + + + A mask with no vertex streams enabled. + + + + + The normal of each particle. + + + + + The world space position of each particle. + + + + + 4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change during the lifetime of the particle. + + + + + The rotation of each particle. + + + + + The size of each particle. + + + + + Tangent vectors for normal mapping. + + + + + The texture coordinates of each particle. + + + + + With the 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. + + + + + The 3D velocity of each particle. + + + + + A flag representing each UV channel. + + + + + First UV channel. + + + + + Second UV channel. + + + + + Third UV channel. + + + + + Fourth UV channel. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticlesLegacyModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticlesLegacyModule.dll new file mode 100644 index 0000000..fe1fa02 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticlesLegacyModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticlesLegacyModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticlesLegacyModule.xml new file mode 100644 index 0000000..91363c4 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.ParticlesLegacyModule.xml @@ -0,0 +1,327 @@ + + + + + UnityEngine.ParticlesLegacyModule + + + + Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. + + + + + Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. + + + + + (Legacy Particle system). + + + + + The angular velocity of the particle. + + + + + The color of the particle. + + + + + The energy of the particle. + + + + + The position of the particle. + + + + + The rotation of the particle. + + + + + The size of the particle. + + + + + The starting energy of the particle. + + + + + The velocity of the particle. + + + + + (Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag & color cycling to your particle emitters. + + + + + Does the GameObject of this particle animator auto destructs? + + + + + Colors the particles will cycle through over their lifetime. + + + + + How much particles are slowed down every frame. + + + + + Do particles cycle their color over their lifetime? + + + + + The force being applied to particles every frame. + + + + + Local space axis the particles rotate around. + + + + + A random force added to particles every frame. + + + + + How the particle sizes grow over their lifetime. + + + + + World space axis the particles rotate around. + + + + + (Legacy Particles) Script interface for particle emitters. + + + + + The angular velocity of new particles in degrees per second. + + + + + Should particles be automatically emitted each frame? + + + + + The amount of the emitter's speed that the particles inherit. + + + + + Turns the ParticleEmitter on or off. + + + + + The starting speed of particles along X, Y, and Z, measured in the object's orientation. + + + + + The maximum number of particles that will be spawned every second. + + + + + The maximum lifetime of each particle, measured in seconds. + + + + + The maximum size each particle can be at the time when it is spawned. + + + + + The minimum number of particles that will be spawned every second. + + + + + The minimum lifetime of each particle, measured in seconds. + + + + + The minimum size each particle can be at the time when it is spawned. + + + + + The current number of particles (Read Only). + + + + + Returns a copy of all particles and assigns an array of all particles to be the current particles. + + + + + A random angular velocity modifier for new particles. + + + + + If enabled, the particles will be spawned with random rotations. + + + + + A random speed along X, Y, and Z that is added to the velocity. + + + + + If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. + + + + + The starting speed of particles in world space, along X, Y, and Z. + + + + + Removes all particles from the particle emitter. + + + + + Emit a number of particles. + + + + + Emit count particles immediately. + + + + + + Emit a single particle with given parameters. + + The position of the particle. + The velocity of the particle. + The size of the particle. + The remaining lifetime of the particle. + The color of the particle. + + + + + + The initial rotation of the particle in degrees. + The angular velocity of the particle in degrees per second. + + + + + + + + + Advance particle simulation by given time. + + + + + + (Legacy Particles) Renders particles on to the screen. + + + + + How much are the particles strected depending on the Camera's speed. + + + + + How much are the particles stretched in their direction of motion. + + + + + Clamp the maximum particle size. + + + + + How particles are drawn. + + + + + Set uv animation cycles. + + + + + Set horizontal tiling count. + + + + + Set vertical tiling count. + + + + + How much are the particles strectched depending on "how fast they move". + + + + + The rendering mode for legacy particles. + + + + + Render the particles as billboards facing the player. (Default) + + + + + Render the particles as billboards always facing up along the y-Axis. + + + + + Sort the particles back-to-front and render as billboards. + + + + + Stretch particles in the direction of motion. + + + + + Render the particles as billboards always facing the player, but not pitching along the x-Axis. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.PerformanceReportingModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.PerformanceReportingModule.dll new file mode 100644 index 0000000..06bb079 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.PerformanceReportingModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.PerformanceReportingModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.PerformanceReportingModule.xml new file mode 100644 index 0000000..60e446e --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.PerformanceReportingModule.xml @@ -0,0 +1,18 @@ + + + + + UnityEngine.PerformanceReportingModule + + + + Unity Performace provides insight into your game performace. + + + + + Controls whether the Performance Reporting service is enabled at runtime. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.Physics2DModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.Physics2DModule.dll new file mode 100644 index 0000000..ce129a0 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.Physics2DModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.Physics2DModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.Physics2DModule.xml new file mode 100644 index 0000000..05efa5d --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.Physics2DModule.xml @@ -0,0 +1,3060 @@ + + + + + UnityEngine.Physics2DModule + + + + Parent class for all joints that have anchor points. + + + + + The joint's anchor point on the object that has the joint component. + + + + + Should the connectedAnchor be calculated automatically? + + + + + The joint's anchor point on the second object (ie, the one which doesn't have the joint component). + + + + + Applies forces within an area. + + + + + The angular drag to apply to rigid-bodies. + + + + + The linear drag to apply to rigid-bodies. + + + + + The angle of the force to be applied. + + + + + The magnitude of the force to be applied. + + + + + The target for where the effector applies any force. + + + + + The variation of the magnitude of the force to be applied. + + + + + Should the forceAngle use global space? + + + + + Collider for 2D physics representing an axis-aligned rectangle. + + + + + Determines whether the BoxCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties. + + + + + Controls the radius of all edges created by the collider. + + + + + The width and height of the rectangle. + + + + + Applies forces to simulate buoyancy, fluid-flow and fluid drag. + + + + + A force applied to slow angular movement of any Collider2D in contact with the effector. + + + + + The density of the fluid used to calculate the buoyancy forces. + + + + + The angle of the force used to similate fluid flow. + + + + + The magnitude of the force used to similate fluid flow. + + + + + The random variation of the force used to similate fluid flow. + + + + + A force applied to slow linear movement of any Collider2D in contact with the effector. + + + + + Defines an arbitrary horizontal line that represents the fluid surface level. + + + + + A capsule-shaped primitive collider. + + + + + The direction that the capsule sides can extend. + + + + + The width and height of the capsule area. + + + + + The direction that the capsule sides can extend. + + + + + The capsule sides extend horizontally. + + + + + The capsule sides extend vertically. + + + + + Collider for 2D physics representing an circle. + + + + + Radius of the circle. + + + + + Parent class for collider types used with 2D gameplay. + + + + + The Rigidbody2D attached to the Collider2D. + + + + + Get the bounciness used by the collider. + + + + + The world space bounding area of the collider. + + + + + Get the CompositeCollider2D that is available to be attached to the collider. + + + + + The density of the collider used to calculate its mass (when auto mass is enabled). + + + + + Get the friction used by the collider. + + + + + Is this collider configured as a trigger? + + + + + The local offset of the collider geometry. + + + + + The number of separate shaped regions in the collider. + + + + + The PhysicsMaterial2D that is applied to this collider. + + + + + Sets whether the Collider will be used or not used by a CompositeCollider2D. + + + + + Whether the collider is used by an attached effector or not. + + + + + Casts the collider shape into the scene starting at the collider position ignoring the collider itself. + + Vector representing the direction to cast the shape. + Array to receive results. + Maximum distance over which to cast the shape. + Should colliders attached to the same Rigidbody2D (known as sibling colliders) be ignored? + + The number of results returned. + + + + + Casts the collider shape into the scene starting at the collider position ignoring the collider itself. + + Vector representing the direction to cast the shape. + Filter results defined by the contact filter. + Array to receive results. + Maximum distance over which to cast the shape. + Should colliders attached to the same Rigidbody2D (known as sibling colliders) be ignored? + + The number of results returned. + + + + + Calculates the minimum separation of this collider against another collider. + + A collider used to calculate the minimum separation against this collider. + + The minimum separation of collider and this collider. + + + + + Retrieves all contact points for this collider. + + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with this collider. + + An array of Collider2D used to receive the results. + + Returns the number of contacts placed in the colliders array. + + + + + Retrieves all contact points for this collider, with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with this collider, with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of Collider2D used to receive the results. + + Returns the number of collidersplaced in the colliders array. + + + + + Check whether this collider is touching the collider or not. + + The collider to check if it is touching this collider. + + Whether this collider is touching the collider or not. + + + + + Check whether this collider is touching the collider or not with the results filtered by the ContactFilter2D. + + The collider to check if it is touching this collider. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether this collider is touching the collider or not. + + + + + Check whether this collider is touching other colliders or not with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether this collider is touching the collider or not. + + + + + Checks whether this collider is touching any colliders on the specified layerMask or not. + + Any colliders on any of these layers count as touching. + + Whether this collider is touching any collider on the specified layerMask or not. + + + + + Get a list of all colliders that overlap this collider. + + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Check if a collider overlaps a point in space. + + A point in world space. + + Does point overlap the collider? + + + + + Casts a ray into the scene starting at the collider position ignoring the collider itself. + + Vector representing the direction of the ray. + Array to receive results. + Maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + Filter results defined by the contact filter. + + The number of results returned. + + + + + Casts a ray into the scene starting at the collider position ignoring the collider itself. + + Vector representing the direction of the ray. + Array to receive results. + Maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + Filter results defined by the contact filter. + + The number of results returned. + + + + + Represents the separation or overlap of two Collider2D. + + + + + Gets the distance between two colliders. + + + + + Gets whether the distance represents an overlap or not. + + + + + Gets whether the distance is valid or not. + + + + + A normalized vector that points from pointB to pointA. + + + + + A point on a Collider2D that is a specific distance away from pointB. + + + + + A point on a Collider2D that is a specific distance away from pointA. + + + + + Collision details returned by 2D physics callback functions. + + + + + The incoming Collider2D involved in the collision with the otherCollider. + + + + + The specific points of contact with the incoming Collider2D. You should avoid using this as it produces memory garbage. Use GetContacts instead. + + + + + Indicates whether the collision response or reaction is enabled or disabled. + + + + + The incoming GameObject involved in the collision. + + + + + The other Collider2D involved in the collision with the collider. + + + + + The other Rigidbody2D involved in the collision with the rigidbody. + + + + + The relative linear velocity of the two colliding objects (Read Only). + + + + + The incoming Rigidbody2D involved in the collision with the otherRigidbody. + + + + + The Transform of the incoming object involved in the collision. + + + + + Retrieves all contact points in for contacts between collider and otherCollider. + + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Controls how collisions are detected when a Rigidbody2D moves. + + + + + Ensures that all collisions are detected when a Rigidbody2D moves. + + + + + When a Rigidbody2D moves, only collisions at the new position are detected. + + + + + This mode is obsolete. You should use Discrete mode. + + + + + A Collider that can merge other Colliders together. + + + + + Controls the radius of all edges created by the Collider. + + + + + Specifies when to generate the Composite Collider geometry. + + + + + Specifies the type of geometry the Composite Collider should generate. + + + + + The number of paths in the Collider. + + + + + Gets the total number of points in all the paths within the Collider. + + + + + Controls the minimum distance allowed between generated vertices. + + + + + Regenerates the Composite Collider geometry. + + + + + Specifies when to generate the Composite Collider geometry. + + + + + Sets the Composite Collider geometry to not automatically update when a Collider used by the Composite Collider changes. + + + + + Sets the Composite Collider geometry to update synchronously immediately when a Collider used by the Composite Collider changes. + + + + + Specifies the type of geometry the Composite Collider generates. + + + + + Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of only edges. + + + + + Sets the Composite Collider to generate closed outlines for the merged Collider geometry consisting of convex polygon shapes. + + + + + Gets a path from the Collider by its index. + + The index of the path from 0 to pathCount. + An ordered array of the vertices or points in the selected path. + + Returns the number of points placed in the points array. + + + + + Gets the number of points in the specified path from the Collider by its index. + + The index of the path from 0 to pathCount. + + Returns the number of points in the path specified by index. + + + + + Applies both linear and angular (torque) forces continuously to the rigidbody each physics update. + + + + + The linear force applied to the rigidbody each physics update. + + + + + The linear force, relative to the rigid-body coordinate system, applied each physics update. + + + + + The torque applied to the rigidbody each physics update. + + + + + A set of parameters for filtering contact results. + + + + + Given the current state of the contact filter, determine whether it would filter anything. + + + + + Sets the contact filter to filter the results that only include Collider2D on the layers defined by the layer mask. + + + + + Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) less than this value. + + + + + Sets the contact filter to filter the results to only include contacts with collision normal angles that are less than this angle. + + + + + Sets the contact filter to filter the results to only include Collider2D with a Z coordinate (depth) greater than this value. + + + + + Sets the contact filter to filter the results to only include contacts with collision normal angles that are greater than this angle. + + + + + Sets the contact filter to filter the results by depth using minDepth and maxDepth. + + + + + Sets the contact filter to filter results by layer mask. + + + + + Sets the contact filter to filter the results by the collision's normal angle using minNormalAngle and maxNormalAngle. + + + + + Sets the contact filter to filter within the minDepth and maxDepth range, or outside that range. + + + + + Sets the contact filter to filter within the minNormalAngle and maxNormalAngle range, or outside that range. + + + + + Sets to filter contact results based on trigger collider involvement. + + + + + Turns off depth filtering by setting useDepth to false. The associated values of minDepth and maxDepth are not changed. + + + + + Turns off layer mask filtering by setting useLayerMask to false. The associated value of layerMask is not changed. + + + + + Turns off normal angle filtering by setting useNormalAngle to false. The associated values of minNormalAngle and maxNormalAngle are not changed. + + + + + Checks if the Transform for obj is within the depth range to be filtered. + + The GameObject used to check the z-position (depth) of Transform.position. + + Returns true when obj is excluded by the filter and false if otherwise. + + + + + Checks if the GameObject.layer for obj is included in the layerMask to be filtered. + + The GameObject used to check the GameObject.layer. + + Returns true when obj is excluded by the filter and false if otherwise. + + + + + Checks if the angle of normal is within the normal angle range to be filtered. + + The normal used to calculate an angle. + + Returns true when normal is excluded by the filter and false if otherwise. + + + + + Checks if the angle is within the normal angle range to be filtered. + + The angle used for comparison in the filter. + + Returns true when angle is excluded by the filter and false if otherwise. + + + + + Checks if the collider is a trigger and should be filtered by the useTriggers to be filtered. + + The Collider2D used to check for a trigger. + + Returns true when collider is excluded by the filter and false if otherwise. + + + + + Sets the contact filter to not filter any ContactPoint2D. + + + A copy of the contact filter set to not filter any ContactPoint2D. + + + + + Sets the minDepth and maxDepth filter properties and turns on depth filtering by setting useDepth to true. + + The value used to set minDepth. + The value used to set maxDepth. + + + + Sets the layerMask filter property using the layerMask parameter provided and also enables layer mask filtering by setting useLayerMask to true. + + The value used to set the layerMask. + + + + Sets the minNormalAngle and maxNormalAngle filter properties and turns on normal angle filtering by setting useNormalAngle to true. + + The value used to set the minNormalAngle. + The value used to set the maxNormalAngle. + + + + Details about a specific point of contact involved in a 2D physics collision. + + + + + The incoming Collider2D involved in the collision with the otherCollider. + + + + + Indicates whether the collision response or reaction is enabled or disabled. + + + + + Surface normal at the contact point. + + + + + Gets the impulse force applied at the contact point along the ContactPoint2D.normal. + + + + + The other Collider2D involved in the collision with the collider. + + + + + The other Rigidbody2D involved in the collision with the rigidbody. + + + + + The point of contact between the two colliders in world space. + + + + + Gets the relative velocity of the two colliders at the contact point (Read Only). + + + + + The incoming Rigidbody2D involved in the collision with the otherRigidbody. + + + + + Gets the distance between the colliders at the contact point. + + + + + Gets the impulse force applied at the contact point which is perpendicular to the ContactPoint2D.normal. + + + + + Joint that keeps two Rigidbody2D objects a fixed distance apart. + + + + + Should the distance be calculated automatically? + + + + + The distance separating the two ends of the joint. + + + + + Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead. + + + + + Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. + + + + + Gets the number of edges. + + + + + Controls the radius of all edges created by the collider. + + + + + Gets the number of points. + + + + + Get or set the points defining multiple continuous edges. + + + + + Reset to a single edge consisting of two points. + + + + + A base class for all 2D effectors. + + + + + The mask used to select specific layers allowed to interact with the effector. + + + + + Should the collider-mask be used or the global collision matrix? + + + + + The mode used to apply Effector2D forces. + + + + + The force is applied at a constant rate. + + + + + The force is applied inverse-linear relative to a point. + + + + + The force is applied inverse-squared relative to a point. + + + + + Selects the source and/or target to be used by an Effector2D. + + + + + The source/target is defined by the Collider2D. + + + + + The source/target is defined by the Rigidbody2D. + + + + + Connects two Rigidbody2D together at their anchor points using a configurable spring. + + + + + The amount by which the spring force is reduced in proportion to the movement speed. + + + + + The frequency at which the spring oscillates around the distance between the objects. + + + + + The angle referenced between the two bodies used as the constraint for the joint. + + + + + Option for how to apply a force using Rigidbody2D.AddForce. + + + + + Add a force to the Rigidbody2D, using its mass. + + + + + Add an instant force impulse to the rigidbody2D, using its mass. + + + + + Applies both force and torque to reduce both the linear and angular velocities to zero. + + + + + The maximum force that can be generated when trying to maintain the friction joint constraint. + + + + + The maximum torque that can be generated when trying to maintain the friction joint constraint. + + + + + Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object. + + + + + The current joint angle (in degrees) with respect to the reference angle. + + + + + The current joint speed. + + + + + Limit of angular rotation (in degrees) on the joint. + + + + + Gets the state of the joint limit. + + + + + Parameters for the motor force applied to the joint. + + + + + The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + + + + + Should limits be placed on the range of rotation? + + + + + Should the joint be rotated automatically by a motor torque? + + + + + Gets the motor torque of the joint given the specified timestep. + + The time to calculate the motor torque for. + + + + Parent class for joints to connect Rigidbody2D objects. + + + + + The Rigidbody2D attached to the Joint2D. + + + + + The force that needs to be applied for this joint to break. + + + + + The torque that needs to be applied for this joint to break. + + + + + The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). + + + + + Should the two rigid bodies connected with this joint collide with each other? + + + + + Gets the reaction force of the joint. + + + + + Gets the reaction torque of the joint. + + + + + Gets the reaction force of the joint given the specified timeStep. + + The time to calculate the reaction force for. + + The reaction force of the joint in the specified timeStep. + + + + + Gets the reaction torque of the joint given the specified timeStep. + + The time to calculate the reaction torque for. + + The reaction torque of the joint in the specified timeStep. + + + + + Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. + + + + + Upper angular limit of rotation. + + + + + Lower angular limit of rotation. + + + + + Represents the state of a joint limit. + + + + + Represents a state where the joint limit is at the specified lower and upper limits (they are identical). + + + + + Represents a state where the joint limit is inactive. + + + + + Represents a state where the joint limit is at the specified lower limit. + + + + + Represents a state where the joint limit is at the specified upper limit. + + + + + Parameters for the optional motor force applied to a Joint2D. + + + + + The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed. + + + + + The desired speed for the Rigidbody2D to reach as it moves with the joint. + + + + + Joint suspension is used to define how suspension works on a WheelJoint2D. + + + + + The world angle (in degrees) along which the suspension will move. + + + + + The amount by which the suspension spring force is reduced in proportion to the movement speed. + + + + + The frequency at which the suspension spring oscillates. + + + + + Motion limits of a Rigidbody2D object along a SliderJoint2D. + + + + + Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor. + + + + + Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor. + + + + + Global settings and helpers for 2D physics. + + + + + Should the collider gizmos always be shown even when they are not selected? + + + + + A rigid-body cannot sleep if its angular velocity is above this tolerance. + + + + + Sets whether the physics should be simulated automatically or not. + + + + + Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes. + + + + + The scale factor that controls how fast overlaps are resolved. + + + + + The scale factor that controls how fast TOI overlaps are resolved. + + + + + Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled. + + + + + Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. + + + + + Sets the color used by the gizmos to show all Collider axis-aligned bounding boxes (AABBs). + + + + + The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep). + + + + + The color used by the gizmos to show all awake colliders (collider is awake when the body is awake). + + + + + The color used by the gizmos to show all collider contacts. + + + + + The scale of the contact arrow used by the collider gizmos. + + + + + The default contact offset of the newly created colliders. + + + + + Acceleration due to gravity. + + + + + A rigid-body cannot sleep if its linear velocity is above this tolerance. + + + + + The maximum angular position correction used when solving constraints. This helps to prevent overshoot. + + + + + The maximum linear position correction used when solving constraints. This helps to prevent overshoot. + + + + + The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. + + + + + The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. + + + + + The number of iterations of the physics solver when considering objects' positions. + + + + + Do raycasts detect Colliders configured as triggers? + + + + + Sets the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders. + + + + + Should the collider gizmos show the AABBs for each collider? + + + + + Should the collider gizmos show current contacts for each collider? + + + + + Should the collider gizmos show the sleep-state for each collider? + + + + + The time in seconds that a rigid-body must be still before it will go to sleep. + + + + + The number of iterations of the physics solver when considering objects' velocities. + + + + + Any collisions with a relative linear velocity below this threshold will be treated as inelastic. + + + + + Layer mask constant that includes all layers. + + + + + Casts a box against colliders in the scene, returning the first collider to contact with it. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction of the box. + Maximum distance over which to cast the box. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a box against the colliders in the Scene and returns all colliders that are in contact with it. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction of the box. + Maximum distance over which to cast the box. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a box against colliders in the scene, returning all colliders that contact with it. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction of the box. + Maximum distance over which to cast the box. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a box into the scene, returning colliders that contact with it into the provided results array. + + The point in 2D space where the box originates. + The size of the box. + The angle of the box (in degrees). + Vector representing the direction of the box. + Array to receive results. + Maximum distance over which to cast the box. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + Returns the number of results placed in the results array. + + + + + Casts a capsule against colliders in the scene, returning the first collider to contact with it. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Maximum distance over which to cast the capsule. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a capsule against the colliders in the Scene and returns all colliders that are in contact with it. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Maximum distance over which to cast the capsule. + + Returns the number of results placed in the results array. + + + + + Casts a capsule against colliders in the scene, returning all colliders that contact with it. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Maximum distance over which to cast the capsule. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Casts a capsule into the scene, returning colliders that contact with it into the provided results array. + + The point in 2D space where the capsule originates. + The size of the capsule. + The direction of the capsule. + The angle of the capsule (in degrees). + Vector representing the direction to cast the capsule. + Array to receive results. + Maximum distance over which to cast the capsule. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + Returns the number of results placed in the results array. + + + + + Casts a circle against colliders in the scene, returning the first collider to contact with it. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction of the circle. + Maximum distance over which to cast the circle. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a circle against colliders in the Scene, returning all colliders that contact with it. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction of the circle. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Maximum distance over which to cast the circle. + + Returns the number of results placed in the results array. + + + + + Casts a circle against colliders in the scene, returning all colliders that contact with it. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction of the circle. + Maximum distance over which to cast the circle. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a circle into the scene, returning colliders that contact with it into the provided results array. + + The point in 2D space where the circle originates. + The radius of the circle. + Vector representing the direction of the circle. + Array to receive results. + Maximum distance over which to cast the circle. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + Returns the number of results placed in the results array. + + + + + Layer mask constant that includes all layers participating in raycasts by default. + + + + + Calculates the minimum distance between two colliders. + + A collider used to calculate the minimum distance against colliderB. + A collider used to calculate the minimum distance against colliderA. + + The minimum distance between colliderA and colliderB. + + + + + Retrieves all colliders in contact with the collider. + + The collider to retrieve contacts for. + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Retrieves all contact points in contact with the collider. + + The collider to retrieve contacts for. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all contact points in contact with the collider, with the results filtered by the ContactFilter2D. + + The collider to retrieve contacts for. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with the collider, with the results filtered by the ContactFilter2D. + + The collider to retrieve contacts for. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Retrieves all contact points in for contacts between with the collider1 and collider2, with the results filtered by the ContactFilter2D. + + The collider to check if it has contacts against collider2. + The collider to check if it has contacts against collider1. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody. + + The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody. + + The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked. + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Retrieves all contact points in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. + + The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. + + The rigidbody to retrieve contacts for. All colliders attached to this rigidbody will be checked. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + + The first collider to compare to collider2. + The second collider to compare to collider1. + + Whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + + + + + Checks whether collisions between the specified layers be ignored or not. + + ID of first layer. + ID of second layer. + + Whether collisions between the specified layers be ignored or not. + + + + + Get the collision layer mask that indicates which layer(s) the specified layer can collide with. + + The layer to retrieve the collision layer mask for. + + A mask where each bit indicates a layer and whether it can collide with layer or not. + + + + + Cast a 3D ray against the colliders in the scene returning the first collider along the ray. + + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + + The cast results returned. + + + + + Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. + + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + + The cast results returned. + + + + + Cast a 3D ray against the colliders in the scene returning the colliders along the ray. + + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + Array to receive results. + + The number of results returned. + + + + + Makes the collision detection system ignore all collisionstriggers between collider1 and collider2/. + + The first collider to compare to collider2. + The second collider to compare to collider1. + Whether collisionstriggers between collider1 and collider2/ should be ignored or not. + + + + Choose whether to detect or ignore collisions between a specified pair of layers. + + ID of the first layer. + ID of the second layer. + Should collisions between these layers be ignored? + + + + Layer mask constant for the default layer that ignores raycasts. + + + + + Checks whether the passed colliders are in contact or not. + + The collider to check if it is touching collider2. + The collider to check if it is touching collider1. + + Whether collider1 is touching collider2 or not. + + + + + Checks whether the passed colliders are in contact or not. + + The collider to check if it is touching any other collider filtered by the contactFilter. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether the collider is touching any other collider filtered by the contactFilter or not. + + + + + Checks whether the passed colliders are in contact or not. + + The collider to check if it is touching collider2. + The collider to check if it is touching collider1. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether collider1 is touching collider2 or not. + + + + + Checks whether the collider is touching any colliders on the specified layerMask or not. + + The collider to check if it is touching colliders on the layerMask. + Any colliders on any of these layers count as touching. + + Whether the collider is touching any colliders on the specified layerMask or not. + + + + + Casts a line segment against colliders in the Scene. + + The start point of the line in world space. + The end point of the line in world space. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a line segment against colliders in the Scene with results filtered by ContactFilter2D. + + The start point of the line in world space. + The end point of the line in world space. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Returns the number of results placed in the results array. + + + + + Casts a line against colliders in the scene. + + The start point of the line in world space. + The end point of the line in world space. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a line against colliders in the scene. + + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + The start point of the line in world space. + The end point of the line in world space. + Returned array of objects that intersect the line. + Filter to detect Colliders only on certain layers. + + Returns the number of results placed in the results array. + + + + + Checks if a collider falls within a rectangular area. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The collider overlapping the area. + + + + + Checks if a collider falls within a rectangular area. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + + Returns the number of results placed in the results array. + + + + + Get a list of all colliders that fall within a rectangular area. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Get a list of all colliders that fall within a specified area. + + One corner of the rectangle. + Diagonally opposite the point A corner of the rectangle. + Array to receive results. + Filter to check objects only on specified layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + Returns the number of results placed in the results array. + + + + + Checks if a collider falls within a box area. + + Center of the box. + Size of the box. + Angle of the box. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The collider overlapping the box. + + + + + Checks if a collider falls within a box area. + + Center of the box. + Size of the box. + Angle of the box. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Get a list of all colliders that fall within a box area. + + Center of the box. + Size of the box. + Angle of the box. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Get a list of all colliders that fall within a box area. + + Center of the box. + Size of the box. + Angle of the box. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + Returns the number of results placed in the results array. + + + + + Checks if a collider falls within a capsule area. + + Center of the capsule. + Size of the capsule. + The direction of the capsule. + Angle of the capsule. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The collider overlapping the capsule. + + + + + Checks if a collider falls within a capsule area. + + Center of the capsule. + Size of the capsule. + The direction of the capsule. + Angle of the capsule. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Get a list of all colliders that fall within a capsule area. + + Center of the capsule. + Size of the capsule. + The direction of the capsule. + Angle of the capsule. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + + + + + Get a list of all colliders that fall within a capsule area. + + Center of the capsule. + Size of the capsule. + The direction of the capsule. + Angle of the capsule. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + Returns the number of results placed in the results array. + + + + + Checks if a collider falls within a circular area. + + Centre of the circle. + Radius of the circle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The collider overlapping the circle. + + + + + Checks if a collider is within a circular area. + + Centre of the circle. + Radius of the circle. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Get a list of all colliders that fall within a circular area. + + Center of the circle. + Radius of the circle. + Filter to check objects only on specified layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results. + + + + + Get a list of all colliders that fall within a circular area. + + Center of the circle. + Radius of the circle. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + Returns the number of results placed in the results array. + + + + + Get a list of all colliders that overlap collider. + + The collider that defines the area used to query for other collider overlaps. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Checks if a collider overlaps a point in space. + + A point in world space. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The collider overlapping the point. + + + + + Checks if a collider overlaps a point in world space. + + A point in world space. + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Get a list of all colliders that overlap a point in space. + + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + A point in space. + Filter to check objects only on specific layers. + + The cast results returned. + + + + + Get a list of all colliders that overlap a point in space. + + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + A point in space. + Array to receive results. + Filter to check objects only on specific layers. + + Returns the number of results placed in the results array. + + + + + Casts a ray against colliders in the scene. + + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + Maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a ray against colliders in the Scene. + + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + Maximum distance over which to cast the ray. + + Returns the number of results placed in the results array. + + + + + Casts a ray against colliders in the scene, returning all colliders that contact with it. + + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + Maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + + + + + Casts a ray into the scene. + + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + The point in 2D space where the ray originates. + The vector representing the direction of the ray. + Array to receive results. + Maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + + Returns the number of results placed in the results array. + + + + + Set the collision layer mask that indicates which layer(s) the specified layer can collide with. + + The layer to set the collision layer mask for. + A mask where each bit indicates a layer and whether it can collide with layer or not. + + + + Simulate physics in the scene. + + The time to advance physics by. + + Whether the simulation was run or not. Running the simulation during physics callbacks will always fail. + + + + + Synchronizes. + + + + + Asset type that defines the surface properties of a Collider2D. + + + + + The degree of elasticity during collisions. + + + + + Coefficient of friction. + + + + + A base type for 2D physics components that required a callback during FixedUpdate. + + + + + Applies "platform" behaviour such as one-way collisions etc. + + + + + The rotational offset angle from the local 'up'. + + + + + 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. + + + + + The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. + + + + + Should the one-way collision behaviour be used? + + + + + Ensures that all contacts controlled by the one-way behaviour act the same. + + + + + Should bounce be used on the platform sides? + + + + + Should friction be used on the platform sides? + + + + + Applies forces to attract/repulse against a point. + + + + + The angular drag to apply to rigid-bodies. + + + + + The scale applied to the calculated distance between source and target. + + + + + The linear drag to apply to rigid-bodies. + + + + + The magnitude of the force to be applied. + + + + + The mode used to apply the effector force. + + + + + The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point. + + + + + The target for where the effector applies any force. + + + + + The variation of the magnitude of the force to be applied. + + + + + Collider for 2D physics representing an arbitrary polygon defined by its vertices. + + + + + Determines whether the PolygonCollider2D's shape is automatically updated based on a SpriteRenderer's tiling properties. + + + + + The number of paths in the polygon. + + + + + Corner points that define the collider's shape in local space. + + + + + Creates as regular primitive polygon with the specified number of sides. + + The number of sides in the polygon. This must be greater than two. + The X/Y scale of the polygon. These must be greater than zero. + The X/Y offset of the polygon. + + + + Gets a path from the Collider by its index. + + The index of the path to retrieve. + + An ordered array of the vertices or points in the selected path. + + + + + Return the total number of points in the polygon in all paths. + + + + + Define a path by its constituent points. + + Index of the path to set. + Points that define the path. + + + + Information returned about an object detected by a raycast in 2D physics. + + + + + The centroid of the primitive used to perform the cast. + + + + + The collider hit by the ray. + + + + + The distance from the ray origin to the impact point. + + + + + Fraction of the distance along the ray that the hit occurred. + + + + + The normal vector of the surface hit by the ray. + + + + + The point in world space where the ray hit the collider's surface. + + + + + The Rigidbody2D attached to the object that was hit. + + + + + The Transform of the object that was hit. + + + + + Keeps two Rigidbody2D at their relative orientations. + + + + + The current angular offset between the Rigidbody2D that the joint connects. + + + + + Should both the linearOffset and angularOffset be calculated automatically? + + + + + Scales both the linear and angular forces used to correct the required relative orientation. + + + + + The current linear offset between the Rigidbody2D that the joint connects. + + + + + The maximum force that can be generated when trying to maintain the relative joint constraint. + + + + + The maximum torque that can be generated when trying to maintain the relative joint constraint. + + + + + The world-space position that is currently trying to be maintained. + + + + + Rigidbody physics component for 2D sprites. + + + + + Coefficient of angular drag. + + + + + Angular velocity in degrees per second. + + + + + Returns the number of Collider2D attached to this Rigidbody2D. + + + + + The physical behaviour type of the Rigidbody2D. + + + + + The center of mass of the rigidBody in local space. + + + + + The method used by the physics engine to check if two objects have collided. + + + + + Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D. + + + + + Coefficient of drag. + + + + + Should the rigidbody be prevented from rotating? + + + + + Controls whether physics will change the rotation of the object. + + + + + The degree to which this object is affected by gravity. + + + + + The rigidBody rotational inertia. + + + + + Physics interpolation used between updates. + + + + + Should this rigidbody be taken out of physics control? + + + + + Mass of the rigidbody. + + + + + The position of the rigidbody. + + + + + The rotation of the rigidbody. + + + + + The PhysicsMaterial2D that is applied to all Collider2D attached to this Rigidbody2D. + + + + + Indicates whether the rigid body should be simulated or not by the physics system. + + + + + The sleep state that the rigidbody will initially be in. + + + + + Should the total rigid-body mass be automatically calculated from the Collider2D.density of attached colliders? + + + + + Should kinematickinematic and kinematicstatic collisions be allowed? + + + + + Linear velocity of the rigidbody. + + + + + Gets the center of mass of the rigidBody in global space. + + + + + Apply a force to the rigidbody. + + Components of the force in the X and Y axes. + The method used to apply the specified force. + + + + Apply a force at a given position in space. + + Components of the force in the X and Y axes. + Position in world space to apply the force. + The method used to apply the specified force. + + + + Adds a force to the rigidbody2D relative to its coordinate system. + + Components of the force in the X and Y axes. + The method used to apply the specified force. + + + + Apply a torque at the rigidbody's centre of mass. + + Torque to apply. + The force mode to use. + + + + All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D. + + Vector representing the direction to cast each Collider2D shape. + Array to receive results. + Maximum distance over which to cast the shape(s). + + The number of results returned. + + + + + All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D. + + Vector representing the direction to cast each Collider2D shape. + Filter results defined by the contact filter. + Array to receive results. + Maximum distance over which to cast the shape(s). + + The number of results returned. + + + + + Calculates the minimum distance of this collider against all Collider2D attached to this Rigidbody2D. + + A collider used to calculate the minimum distance against all colliders attached to this Rigidbody2D. + + The minimum distance of collider against all colliders attached to this Rigidbody2D. + + + + + Returns all Collider2D that are attached to this Rigidbody2D. + + An array of Collider2D used to receive the results. + + Returns the number of Collider2D placed in the results array. + + + + + Retrieves all contact points for all of the collider(s) attached to this rigidbody. + + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody. + + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Retrieves all contact points for all of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of ContactPoint2D used to receive the results. + + Returns the number of contacts placed in the contacts array. + + + + + Retrieves all colliders in contact with any of the collider(s) attached to this rigidbody, with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + An array of Collider2D used to receive the results. + + Returns the number of colliders placed in the colliders array. + + + + + Get a local space point given the point point in rigidBody global space. + + The global space point to transform into local space. + + + + The velocity of the rigidbody at the point Point in global space. + + The global space point to calculate velocity for. + + + + Get a global space point given the point relativePoint in rigidBody local space. + + The local space point to transform into global space. + + + + The velocity of the rigidbody at the point Point in local space. + + The local space point to calculate velocity for. + + + + Get a global space vector given the vector relativeVector in rigidBody local space. + + The local space vector to transform into a global space vector. + + + + Get a local space vector given the vector vector in rigidBody global space. + + The global space vector to transform into a local space vector. + + + + Is the rigidbody "awake"? + + + + + Is the rigidbody "sleeping"? + + + + + Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not. + + The collider to check if it is touching any of the collider(s) attached to this rigidbody. + + Whether the collider is touching any of the collider(s) attached to this rigidbody or not. + + + + + Checks whether the collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D. + + The collider to check if it is touching any of the collider(s) attached to this rigidbody. + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether the collider is touching any of the collider(s) attached to this rigidbody or not. + + + + + Checks whether any collider is touching any of the collider(s) attached to this rigidbody or not with the results filtered by the ContactFilter2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth, or normal angle. + + Whether any collider is touching any of the collider(s) attached to this rigidbody or not. + + + + + Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + + Any colliders on any of these layers count as touching. + + Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + + + + + Moves the rigidbody to position. + + The new position for the Rigidbody object. + + + + Rotates the rigidbody to angle (given in degrees). + + The new rotation angle for the Rigidbody object. + + + + Get a list of all colliders that overlap all colliders attached to this Rigidbody2D. + + The contact filter used to filter the results differently, such as by layer mask, Z depth. Note that normal angle is not used for overlap testing. + The array to receive results. The size of the array determines the maximum number of results that can be returned. + + Returns the number of results placed in the results array. + + + + + Check if any of the Rigidbody2D colliders overlap a point in space. + + A point in world space. + + Whether the point overlapped any of the Rigidbody2D colliders. + + + + + Make the rigidbody "sleep". + + + + + Disables the "sleeping" state of a rigidbody. + + + + + Use these flags to constrain motion of the Rigidbody2D. + + + + + Freeze rotation and motion along all axes. + + + + + Freeze motion along the X-axis and Y-axis. + + + + + Freeze motion along the X-axis. + + + + + Freeze motion along the Y-axis. + + + + + Freeze rotation along the Z-axis. + + + + + No constraints. + + + + + Interpolation mode for Rigidbody2D objects. + + + + + Smooth an object's movement based on an estimate of its position in the next frame. + + + + + Smooth movement based on the object's positions in previous frames. + + + + + Do not apply any smoothing to the object's movement. + + + + + Settings for a Rigidbody2D's initial sleep state. + + + + + Rigidbody2D never automatically sleeps. + + + + + Rigidbody2D is initially asleep. + + + + + Rigidbody2D is initially awake. + + + + + The physical behaviour type of the Rigidbody2D. + + + + + Sets the Rigidbody2D to have dynamic behaviour. + + + + + Sets the Rigidbody2D to have kinematic behaviour. + + + + + Sets the Rigidbody2D to have static behaviour. + + + + + Joint that restricts the motion of a Rigidbody2D object to a single line. + + + + + The angle of the line in space (in degrees). + + + + + Should the angle be calculated automatically? + + + + + The current joint speed. + + + + + The current joint translation. + + + + + Restrictions on how far the joint can slide in each direction along the line. + + + + + Gets the state of the joint limit. + + + + + Parameters for a motor force that is applied automatically to the Rigibody2D along the line. + + + + + The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + + + + + Should motion limits be used? + + + + + Should a motor force be applied automatically to the Rigidbody2D? + + + + + Gets the motor force of the joint given the specified timestep. + + The time to calculate the motor force for. + + + + Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them. + + + + + Should the distance be calculated automatically? + + + + + The amount by which the spring force is reduced in proportion to the movement speed. + + + + + The distance the spring will try to keep between the two objects. + + + + + The frequency at which the spring oscillates around the distance distance between the objects. + + + + + Applies tangent forces along the surfaces of colliders. + + + + + The scale of the impulse force applied while attempting to reach the surface speed. + + + + + The speed to be maintained along the surface. + + + + + The speed variation (from zero to the variation) added to base speed to be applied. + + + + + Should bounce be used for any contact with the surface? + + + + + Should the impulse force but applied to the contact point? + + + + + Should friction be used for any contact with the surface? + + + + + The joint attempts to move a Rigidbody2D to a specific target position. + + + + + The local-space anchor on the rigid-body the joint is attached to. + + + + + Should the target be calculated automatically? + + + + + The amount by which the target spring force is reduced in proportion to the movement speed. + + + + + The frequency at which the target spring oscillates around the target position. + + + + + The maximum force that can be generated when trying to maintain the target joint constraint. + + + + + The world-space position that the joint will attempt to move the body to. + + + + + The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor. + + + + + The current joint angle (in degrees) defined as the relative angle between the two Rigidbody2D that the joint connects to. + + + + + The current joint linear speed in meters/sec. + + + + + The current joint rotational speed in degrees/sec. + + + + + The current joint translation. + + + + + Parameters for a motor force that is applied automatically to the Rigibody2D along the line. + + + + + Set the joint suspension configuration. + + + + + Should a motor force be applied automatically to the Rigidbody2D? + + + + + Gets the motor torque of the joint given the specified timestep. + + The time to calculate the motor torque for. + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.PhysicsModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.PhysicsModule.dll new file mode 100644 index 0000000..c367251 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.PhysicsModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.PhysicsModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.PhysicsModule.xml new file mode 100644 index 0000000..6ffc099 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.PhysicsModule.xml @@ -0,0 +1,2362 @@ + + + + + UnityEngine.PhysicsModule + + + + A box-shaped primitive collider. + + + + + The center of the box, measured in the object's local space. + + + + + The size of the box, measured in the object's local space. + + + + + A capsule-shaped primitive collider. + + + + + The center of the capsule, measured in the object's local space. + + + + + The direction of the capsule. + + + + + The height of the capsule meased in the object's local space. + + + + + The radius of the sphere, measured in the object's local space. + + + + + A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. + + + + + The center of the character's capsule relative to the transform's position. + + + + + What part of the capsule collided with the environment during the last CharacterController.Move call. + + + + + Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). + + + + + Enables or disables overlap recovery. + Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected. + + + + + The height of the character's capsule. + + + + + Was the CharacterController touching the ground during the last move? + + + + + Gets or sets the minimum move distance of the character controller. + + + + + The radius of the character's capsule. + + + + + The character's collision skin width. + + + + + The character controllers slope limit in degrees. + + + + + The character controllers step offset in meters. + + + + + The current relative velocity of the Character (see notes). + + + + + A more complex move function taking absolute movement deltas. + + + + + + Moves the character with speed. + + + + + + Character Joints are mainly used for Ragdoll effects. + + + + + Brings violated constraints back into alignment even when the solver fails. + + + + + The upper limit around the primary axis of the character joint. + + + + + The lower limit around the primary axis of the character joint. + + + + + Set the angular tolerance threshold (in degrees) for projection. + + + + + Set the linear tolerance threshold for projection. + + + + + The angular limit of rotation (in degrees) around the primary axis of the character joint. + + + + + The angular limit of rotation (in degrees) around the primary axis of the character joint. + + + + + The secondary axis around which the joint can rotate. + + + + + The configuration of the spring attached to the swing limits of the joint. + + + + + The configuration of the spring attached to the twist limits of the joint. + + + + + A base class of all colliders. + + + + + The rigidbody the collider is attached to. + + + + + The world space bounding volume of the collider. + + + + + Contact offset value of this collider. + + + + + Enabled Colliders will collide with other Colliders, disabled Colliders won't. + + + + + Is the collider a trigger? + + + + + The material used by the collider. + + + + + The shared physic material of this collider. + + + + + Returns a point on the collider that is closest to a given location. + + Location you want to find the closest point to. + + The point on the collider that is closest to the specified location. + + + + + The closest point to the bounding box of the attached collider. + + + + + + Casts a Ray that ignores all Colliders except this one. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the ray. + + True when the ray intersects any collider, otherwise false. + + + + + Describes a collision. + + + + + The Collider we hit (Read Only). + + + + + The contact points generated by the physics engine. + + + + + The GameObject whose collider you are colliding with. (Read Only). + + + + + The total impulse applied to this contact pair to resolve the collision. + + + + + The relative linear velocity of the two colliding objects (Read Only). + + + + + The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. + + + + + The Transform of the object we hit (Read Only). + + + + + The collision detection mode constants used for Rigidbody.collisionDetectionMode. + + + + + Continuous collision detection is on for colliding with static mesh geometry. + + + + + Continuous collision detection is on for colliding with static and dynamic geometry. + + + + + Continuous collision detection is off for this Rigidbody. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + CollisionFlags is a bitmask returned by CharacterController.Move. + + + + + The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. + + + + + Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. + + + + + The configuration of the spring attached to the angular X limit of the joint. + + + + + Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. + + + + + Boundary defining rotation restriction, based on delta from original rotation. + + + + + Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. + + + + + Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist. + + + + + The configuration of the spring attached to the angular Y and angular Z limits of the joint. + + + + + Boundary defining rotation restriction, based on delta from original rotation. + + + + + Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. + + + + + If enabled, all Target values will be calculated in world space instead of the object's local space. + + + + + Boundary defining upper rotation restriction, based on delta from original rotation. + + + + + Boundary defining movement restriction, based on distance from the joint's origin. + + + + + The configuration of the spring attached to the linear limit of the joint. + + + + + Boundary defining lower rotation restriction, based on delta from original rotation. + + + + + Set the angular tolerance threshold (in degrees) for projection. + +If the joint deviates by more than this angle around its locked angular degrees of freedom, +the solver will move the bodies to close the angle. + +Setting a very small tolerance may result in simulation jitter or other artifacts. + +Sometimes it is not possible to project (for example when the joints form a cycle). + + + + + Set the linear tolerance threshold for projection. + +If the joint separates by more than this distance along its locked degrees of freedom, the solver +will move the bodies to close the distance. + +Setting a very small tolerance may result in simulation jitter or other artifacts. + +Sometimes it is not possible to project (for example when the joints form a cycle). + + + + + Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts. + + + + + Control the object's rotation with either X & YZ or Slerp Drive by itself. + + + + + The joint's secondary axis. + + + + + Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. + + + + + If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body. + + + + + This is a Vector3. It defines the desired angular velocity that the joint should rotate into. + + + + + The desired position that the joint should move into. + + + + + This is a Quaternion. It defines the desired rotation that the joint should rotate into. + + + + + The desired velocity that the joint should move along. + + + + + Definition of how the joint's movement will behave along its local X axis. + + + + + Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Definition of how the joint's movement will behave along its local Y axis. + + + + + Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Definition of how the joint's movement will behave along its local Z axis. + + + + + Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit. + + + + + Constrains movement for a ConfigurableJoint along the 6 axes. + + + + + Motion along the axis will be completely free and completely unconstrained. + + + + + Motion along the axis will be limited by the respective limit. + + + + + Motion along the axis will be locked. + + + + + A force applied constantly. + + + + + The force applied to the rigidbody every frame. + + + + + The force - relative to the rigid bodies coordinate system - applied every frame. + + + + + The torque - relative to the rigid bodies coordinate system - applied every frame. + + + + + The torque applied to the rigidbody every frame. + + + + + Describes a contact point where the collision occurs. + + + + + Normal of the contact point. + + + + + The other collider in contact at the point. + + + + + The point of contact. + + + + + The distance between the colliders at the contact point. + + + + + The first collider in contact at the point. + + + + + ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it. + + + + + The collider that was hit by the controller. + + + + + The controller that hit the collider. + + + + + The game object that was hit by the controller. + + + + + The direction the CharacterController was moving in when the collision occured. + + + + + How far the character has travelled until it hit the collider. + + + + + The normal of the surface we collided with in world space. + + + + + The impact point in world space. + + + + + The rigidbody that was hit by the controller. + + + + + The transform that was hit by the controller. + + + + + The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. + + + + + Use ForceMode to specify how to apply a force using Rigidbody.AddForce. + + + + + Add a continuous acceleration to the rigidbody, ignoring its mass. + + + + + Add a continuous force to the rigidbody, using its mass. + + + + + Add an instant force impulse to the rigidbody, using its mass. + + + + + Add an instant velocity change to the rigidbody, ignoring its mass. + + + + + The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. + + + + + The current angle in degrees of the joint relative to its rest position. (Read Only) + + + + + Limit of angular rotation (in degrees) on the hinge joint. + + + + + The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. + + + + + The spring attempts to reach a target angle by adding spring and damping forces. + + + + + Enables the joint's limits. Disabled by default. + + + + + Enables the joint's motor. Disabled by default. + + + + + Enables the joint's spring. Disabled by default. + + + + + The angular velocity of the joint in degrees per second. (Read Only) + + + + + Joint is the base class for all joints. + + + + + The Position of the anchor around which the joints motion is constrained. + + + + + Should the connectedAnchor be calculated automatically? + + + + + The Direction of the axis around which the body is constrained. + + + + + The force that needs to be applied for this joint to break. + + + + + The torque that needs to be applied for this joint to break. + + + + + Position of the anchor relative to the connected Rigidbody. + + + + + A reference to another rigidbody this joint connects to. + + + + + The scale to apply to the inverse mass and inertia tensor of the connected body prior to solving the constraints. + + + + + The force applied by the solver to satisfy all constraints. + + + + + The torque applied by the solver to satisfy all constraints. + + + + + Enable collision between bodies connected with the joint. + + + + + Toggle preprocessing for this joint. + + + + + The scale to apply to the inverse mass and inertia tensor of the body prior to solving the constraints. + + + + + How the joint's movement will behave along its local X axis. + + + + + Amount of force applied to push the object toward the defined direction. + + + + + Whether the drive should attempt to reach position, velocity, both or nothing. + + + + + Resistance strength against the Position Spring. Only used if mode includes Position. + + + + + Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position. + + + + + The ConfigurableJoint attempts to attain position / velocity targets based on this flag. + + + + + Don't apply any forces to reach the target. + + + + + Try to reach the specified target position. + + + + + Try to reach the specified target position and velocity. + + + + + Try to reach the specified target velocity. + + + + + JointLimits is used by the HingeJoint to limit the joints angle. + + + + + The minimum impact velocity which will cause the joint to bounce. + + + + + Determines the size of the bounce when the joint hits it's limit. Also known as restitution. + + + + + Distance inside the limit value at which the limit will be considered to be active by the solver. + + + + + The upper angular limit (in degrees) of the joint. + + + + + The lower angular limit (in degrees) of the joint. + + + + + The JointMotor is used to motorize a joint. + + + + + The motor will apply a force. + + + + + If freeSpin is enabled the motor will only accelerate but never slow down. + + + + + The motor will apply a force up to force to achieve targetVelocity. + + + + + Determines how to snap physics joints back to its constrained position when it drifts off too much. + + + + + Don't snap at all. + + + + + Snap both position and rotation. + + + + + Snap Position only. + + + + + JointSpring is used add a spring force to HingeJoint and PhysicMaterial. + + + + + The damper force uses to dampen the spring. + + + + + The spring forces used to reach the target position. + + + + + The target position the joint attempts to reach. + + + + + A mesh collider allows you to do between meshes and primitives. + + + + + Use a convex collider from the mesh. + + + + + Options used to enable or disable certain features in mesh cooking. + + + + + Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh. + + + + + The mesh object used for collision detection. + + + + + Used when set to inflateMesh to determine how much inflation is acceptable. + + + + + Uses interpolated normals for sphere collisions instead of flat polygonal normals. + + + + + Cooking options that are available with MeshCollider. + + + + + Toggle between cooking for faster simulation or faster cooking time. + + + + + Toggle cleaning of the mesh. + + + + + Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh. + + + + + No optional cooking steps will be run. + + + + + Toggle the removal of equal vertices. + + + + + Physics material describes how to handle colliding objects (friction, bounciness). + + + + + Determines how the bounciness is combined. + + + + + How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy. + + + + + The friction used when already moving. This value has to be between 0 and 1. + + + + + If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2. + + + + + Determines how the friction is combined. + + + + + The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero. + + + + + The friction coefficient used when an object is lying on a surface. + + + + + If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2. + + + + + Creates a new material. + + + + + Creates a new material named name. + + + + + + Describes how physics materials of the colliding objects are combined. + +The friction force as well as the residual bounce impulse are applied symmertrically to both of the colliders in contact, so each pair of overlapping colliders must have a single set of friction and bouciness settings. However, one can set arbitrary physics materials to any colliders. For that particular reason, there is a mechanism that allows the combination of two different sets of properties that correspond to each of the colliders in contact into one set to be used in the solver. + +Specifying Average, Maximum, Minimum or Multiply as the physics material combine mode, you directly set the function that is used to combine the settings corresponding to the two overlapping colliders into one set of settings that can be used to apply the material effect. + +Note that there is a special case when the two overlapping colliders have physics materials with different combine modes set. In this particular case, the function that has the highest priority is used. The priority order is as follows: Average < Minimum < Multiply < Maximum. For example, if one material has Average set but the other one has Maximum, then the combine function to be used is Maximum, since it has higher priority. + + + + + Averages the friction/bounce of the two colliding materials. + + + + + Uses the larger friction/bounce of the two colliding materials. + + + + + Uses the smaller friction/bounce of the two colliding materials. + + + + + Multiplies the friction/bounce of the two colliding materials. + + + + + Global physics properties and helper methods. + + + + + Sets whether the physics should be simulated automatically or not. + + + + + Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes. + + + + + Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. + + + + + The default contact offset of the newly created colliders. + + + + + The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive. + + + + + The defaultSolverVelocityIterations affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive. + + + + + The gravity applied to all rigid bodies in the scene. + + + + + Sets the minimum separation distance for cloth inter-collision. + + + + + Sets the cloth inter-collision stiffness. + + + + + The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. + + + + + The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. + + + + + Whether physics queries should hit back-face triangles. + + + + + Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. + + + + + The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. + + + + + The mass-normalized energy threshold, below which objects start going to sleep. + + + + + The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. + + + + + Layer mask constant to select all layers. + + + + + Casts the box along a ray and returns detailed information on what was hit. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True, if any intersections were found. + + + + + Casts the box along a ray and returns detailed information on what was hit. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True, if any intersections were found. + + + + + Like Physics.BoxCast, but returns all hits. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + All colliders that were hit. + + + + + Cast the box along the direction, and store hits in the provided buffer. + + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + The buffer to store the results in. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of hits stored to the results buffer. + + + + + Casts a capsule against all colliders in the scene and returns detailed information on what was hit. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the capsule sweep intersects any collider, otherwise false. + + + + + + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The buffer to store the hits into. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the buffer. + + + + + Check whether the given box overlaps with other colliders or not. + + Center of the box. + Half the size of the box in each dimension. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True, if the box overlaps with any colliders. + + + + + Checks if any colliders overlap a capsule-shaped volume in world space. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Returns a point on the given collider that is closest to the specified location. + + Location you want to find the closest point to. + The collider that you find the closest point on. + The position of the collider. + The rotation of the collider. + + The point on the collider that is closest to the specified location. + + + + + Compute the minimal translation required to separate the given colliders apart at specified poses. + + The first collider. + Position of the first collider. + Rotation of the first collider. + The second collider. + Position of the second collider. + Rotation of the second collider. + Direction along which the translation required to separate the colliders apart is minimal. + The distance along direction that is required to separate the colliders apart. + + True, if the colliders overlap at the given poses. + + + + + Layer mask constant to select default raycast layers. + + + + + Are collisions between layer1 and layer2 being ignored? + + + + + + + Makes the collision detection system ignore all collisions between collider1 and collider2. + + Start point. + End point. + Ignore collision. + + + + + + Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. + +Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. + + + + + + + + Layer mask constant to select ignore raycast layer. + + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Returns true if there is any collider intersecting the line between start and end. + + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + + + + Find all colliders touching or inside of the given box. + + Center of the box. + Half of the size of the box in each dimension. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + Colliders that overlap with the given box. + + + + + Find all colliders touching or inside of the given box, and store them into the buffer. + + Center of the box. + Half of the size of the box in each dimension. + The buffer to store the results in. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of colliders stored in results. + + + + + Check the given capsule against the physics world and return all overlapping colliders. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + Colliders touching or inside the capsule. + + + + + Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The buffer to store the results into. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of entries written to the buffer. + + + + + Returns an array with all colliders touching or inside the sphere. + + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Computes and stores colliders touching or inside the sphere into the provided buffer. + + Center of the sphere. + Radius of the sphere. + The buffer to store the results into. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of colliders stored into the results buffer. + + + + + Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the ray should check for collisions. + A that is used to selectively ignore Colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True if the ray intersects with a Collider, otherwise false. + + + + + Casts a ray against all colliders in the scene and returns detailed information on what was hit. + + The starting point of the ray in world coordinates. + The direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Same as above using ray.origin and ray.direction instead of origin and direction. + + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + + + + + Casts a ray through the scene and returns all hits. Note that order is not guaranteed. + + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + See Also: Raycast. + + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + + + Cast a ray through the scene and store the hits into the buffer. + + The starting point and direction of the ray. + The buffer to store the hits into. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + + + + + Cast a ray through the scene and store the hits into the buffer. + + The starting point and direction of the ray. + The buffer to store the hits into. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + + + + + Rebuild the broadphase interest regions as well as set the world boundaries. + + Boundaries of the physics world. + How many cells to create along x and z axis. + + + + Simulate physics in the scene. + + The time to advance physics by. + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + Casts a sphere along a ray and returns detailed information on what was hit. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + + + + + + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + + + Cast sphere along the direction and store the results into buffer. + + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The buffer to save the hits into. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + + + + + Cast sphere along the direction and store the results into buffer. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The buffer to save the results to. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + + + + + Apply Transform changes to the physics engine. + + + + + Overrides the global Physics.queriesHitTriggers. + + + + + Queries always report Trigger hits. + + + + + Queries never report Trigger hits. + + + + + Queries use the global Physics.queriesHitTriggers setting. + + + + + Structure used to get information back from a raycast. + + + + + The barycentric coordinate of the triangle we hit. + + + + + The Collider that was hit. + + + + + The distance from the ray's origin to the impact point. + + + + + The uv lightmap coordinate at the impact point. + + + + + The normal of the surface the ray hit. + + + + + The impact point in world space where the ray hit the collider. + + + + + The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. + + + + + The uv texture coordinate at the collision location. + + + + + The secondary uv texture coordinate at the impact point. + + + + + The Transform of the rigidbody or collider that was hit. + + + + + The index of the triangle that was hit. + + + + + Control of an object's position through physics simulation. + + + + + The angular drag of the object. + + + + + The angular velocity vector of the rigidbody measured in radians per second. + + + + + The center of mass relative to the transform's origin. + + + + + The Rigidbody's collision detection mode. + + + + + Controls which degrees of freedom are allowed for the simulation of this Rigidbody. + + + + + Should collision detection be enabled? (By default always enabled). + + + + + The drag of the object. + + + + + Controls whether physics will change the rotation of the object. + + + + + The diagonal inertia tensor of mass relative to the center of mass. + + + + + The rotation of the inertia tensor. + + + + + Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. + + + + + Controls whether physics affects the rigidbody. + + + + + The mass of the rigidbody. + + + + + The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }. + + + + + Maximum velocity of a rigidbody when moving out of penetrating state. + + + + + The position of the rigidbody. + + + + + The rotation of the rigidbody. + + + + + The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. + + + + + The mass-normalized energy threshold, below which objects start going to sleep. + + + + + The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. + + + + + The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive. + + + + + The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive. + + + + + Force cone friction to be used for this rigidbody. + + + + + Controls whether gravity affects this rigidbody. + + + + + The velocity vector of the rigidbody. + + + + + The center of mass of the rigidbody in world space (Read Only). + + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Applies a force to a rigidbody that simulates explosion effects. + + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. + + + + Adds a force to the Rigidbody. + + Force vector in world coordinates. + Type of force to apply. + + + + Adds a force to the Rigidbody. + + Force vector in world coordinates. + Type of force to apply. + + + + Adds a force to the Rigidbody. + + Size of force along the world x-axis. + Size of force along the world y-axis. + Size of force along the world z-axis. + Type of force to apply. + + + + Adds a force to the Rigidbody. + + Size of force along the world x-axis. + Size of force along the world y-axis. + Size of force along the world z-axis. + Type of force to apply. + + + + Applies force at position. As a result this will apply a torque and force on the object. + + Force vector in world coordinates. + Position in world coordinates. + + + + + Applies force at position. As a result this will apply a torque and force on the object. + + Force vector in world coordinates. + Position in world coordinates. + + + + + Adds a force to the rigidbody relative to its coordinate system. + + Force vector in local coordinates. + + + + + Adds a force to the rigidbody relative to its coordinate system. + + Force vector in local coordinates. + + + + + Adds a force to the rigidbody relative to its coordinate system. + + Size of force along the local x-axis. + Size of force along the local y-axis. + Size of force along the local z-axis. + + + + + Adds a force to the rigidbody relative to its coordinate system. + + Size of force along the local x-axis. + Size of force along the local y-axis. + Size of force along the local z-axis. + + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Torque vector in local coordinates. + + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Torque vector in local coordinates. + + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Size of torque along the local x-axis. + Size of torque along the local y-axis. + Size of torque along the local z-axis. + + + + + Adds a torque to the rigidbody relative to its coordinate system. + + Size of torque along the local x-axis. + Size of torque along the local y-axis. + Size of torque along the local z-axis. + + + + + Adds a torque to the rigidbody. + + Torque vector in world coordinates. + + + + + Adds a torque to the rigidbody. + + Torque vector in world coordinates. + + + + + Adds a torque to the rigidbody. + + Size of torque along the world x-axis. + Size of torque along the world y-axis. + Size of torque along the world z-axis. + + + + + Adds a torque to the rigidbody. + + Size of torque along the world x-axis. + Size of torque along the world y-axis. + Size of torque along the world z-axis. + + + + + The closest point to the bounding box of the attached colliders. + + + + + + The velocity of the rigidbody at the point worldPoint in global space. + + + + + + The velocity relative to the rigidbody at the point relativePoint. + + + + + + Is the rigidbody sleeping? + + + + + Moves the rigidbody to position. + + The new position for the Rigidbody object. + + + + Rotates the rigidbody to rotation. + + The new rotation for the Rigidbody. + + + + Reset the center of mass of the rigidbody. + + + + + Reset the inertia tensor value and rotation. + + + + + Sets the mass based on the attached colliders assuming a constant density. + + + + + + Forces a rigidbody to sleep at least one frame. + + + + + Tests if a rigidbody would collide with anything, if it was moved through the scene. + + The direction into which to sweep the rigidbody. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The length of the sweep. + Specifies whether this query should hit Triggers. + + True when the rigidbody sweep intersects any collider, otherwise false. + + + + + Like Rigidbody.SweepTest, but returns all hits. + + The direction into which to sweep the rigidbody. + The length of the sweep. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + + + + + Forces a rigidbody to wake up. + + + + + Use these flags to constrain motion of Rigidbodies. + + + + + Freeze rotation and motion along all axes. + + + + + Freeze motion along all axes. + + + + + Freeze motion along the X-axis. + + + + + Freeze motion along the Y-axis. + + + + + Freeze motion along the Z-axis. + + + + + Freeze rotation along all axes. + + + + + Freeze rotation along the X-axis. + + + + + Freeze rotation along the Y-axis. + + + + + Freeze rotation along the Z-axis. + + + + + No constraints. + + + + + Rigidbody interpolation mode. + + + + + Extrapolation will predict the position of the rigidbody based on the current velocity. + + + + + Interpolation will always lag a little bit behind but can be smoother than extrapolation. + + + + + No Interpolation. + + + + + Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive. + + + + + Use Slerp drive. + + + + + Use XY & Z Drive. + + + + + The limits defined by the CharacterJoint. + + + + + When the joint hits the limit, it can be made to bounce off it. + + + + + Determines how far ahead in space the solver can "see" the joint limit. + + + + + If spring is greater than zero, the limit is soft. + + + + + The limit position/angle of the joint (in degrees). + + + + + If greater than zero, the limit is soft. The spring will pull the joint back. + + + + + The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint. + + + + + The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero. + + + + + The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft. + + + + + A sphere-shaped primitive collider. + + + + + The center of the sphere in the object's local space. + + + + + The radius of the sphere measured in the object's local space. + + + + + The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. + + + + + The damper force used to dampen the spring force. + + + + + The maximum distance between the bodies relative to their initial distance. + + + + + The minimum distance between the bodies relative to their initial distance. + + + + + The spring force used to keep the two objects together. + + + + + The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance. + + + + + WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire. + + + + + Asymptote point slip (default 2). + + + + + Force at the asymptote slip (default 10000). + + + + + Extremum point slip (default 1). + + + + + Force at the extremum slip (default 20000). + + + + + Multiplier for the extremumValue and asymptoteValue values (default 1). + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ScreenCaptureModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.ScreenCaptureModule.dll new file mode 100644 index 0000000..8331c6a Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.ScreenCaptureModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.ScreenCaptureModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.ScreenCaptureModule.xml new file mode 100644 index 0000000..cd35723 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.ScreenCaptureModule.xml @@ -0,0 +1,26 @@ + + + + + UnityEngine.ScreenCaptureModule + + + + Functionality to take Screenshots. + + + + + Captures a screenshot at path filename as a PNG file. + + Pathname to save the screenshot file to. + Factor by which to increase resolution. + + + + Captures a screenshot of the game view into a Texture2D object. + + Factor by which to increase resolution. + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.SharedInternalsModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.SharedInternalsModule.dll new file mode 100644 index 0000000..877889f Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.SharedInternalsModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.SharedInternalsModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.SharedInternalsModule.xml new file mode 100644 index 0000000..b7c7655 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.SharedInternalsModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.SharedInternalsModule + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.SpatialTracking.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpatialTracking.dll new file mode 100644 index 0000000..e9daa11 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpatialTracking.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteMaskModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteMaskModule.dll new file mode 100644 index 0000000..ea79f50 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteMaskModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteMaskModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteMaskModule.xml new file mode 100644 index 0000000..a400e5a --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteMaskModule.xml @@ -0,0 +1,48 @@ + + + + + UnityEngine.SpriteMaskModule + + + + A component for masking Sprites and Particles. + + + + + The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite. + + + + + Unique ID of the sorting layer defining the end of the custom range. + + + + + Order within the back sorting layer defining the end of the custom range. + + + + + Unique ID of the sorting layer defining the start of the custom range. + + + + + Order within the front sorting layer defining the start of the custom range. + + + + + Mask sprites from front to back sorting values only. + + + + + The Sprite used to define the mask. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteShapeModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteShapeModule.dll new file mode 100644 index 0000000..167975a Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteShapeModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteShapeModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteShapeModule.xml new file mode 100644 index 0000000..52c75de --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.SpriteShapeModule.xml @@ -0,0 +1,170 @@ + + + + + UnityEngine.SpriteShapeModule + + + + Describes the information about the edge and how to tessellate it. + + + + + The maximum angle to be considered within this range. + + + + + The render order of the edges that belong in this range. + + + + + The list of Sprites that are associated with this range. + + + + + The minimum angle to be considered within this range. + + + + + Data that describes the important points of the shape. + + + + + The position of the left tangent in local space. + + + + + The various modes of the tangent handles. They could be continuous or broken. + + + + + The position of this point in the object's local space. + + + + + The position of the right tangent point in the local space. + + + + + Additional data about the shape's control point. This is useful during tessellation of the shape. + + + + + The threshold of the angle that decides if it should be tessellated as a curve or a corner. + + + + + The radius of the curve to be tessellated. + + + + + True will indicate that this point should be tessellated as a corner or a continuous line otherwise. + + + + + The height of the tessellated edge. + + + + + The Sprite to be used for a particular edge. + + + + + Input parameters for the SpriteShape tessellator. + + + + + If enabled, the tessellator will adapt the size of the quads based on the height of the edge. + + + + + The threshold of the angle that indicates whether it is a corner or not. + + + + + The threshold of the angle that decides if it should be tessellated as a curve or a corner. + + + + + The radius of the curve to be tessellated. + + + + + The local displacement of the Sprite when tessellated. + + + + + If true, the Shape will be tessellated as a closed form. + + + + + The scale to be used to calculate the UVs of the fill texture. + + + + + The texture to be used for the fill of the SpriteShape. + + + + + If enabled the tessellator will consider creating corners based on the various input parameters. + + + + + The tessellation quality of the input Spline that determines the complexity of the mesh. + + + + + The borders to be used for calculating the uv of the edges based on the border info found in Sprites. + + + + + The world space transform of the game object used for calculating the UVs of the fill texture. + + + + + A static class that helps tessellate a SpriteShape mesh. + + + + + Generate a mesh based on input parameters. + + The output mesh. + Input parameters for the SpriteShape tessellator. + A list of control points that describes the shape. + Additional data about the shape's control point. This is useful during tessellation of the shape. + The list of Sprites that could be used for the edges. + The list of Sprites that could be used for the corners. + A paramters that determins how to tessellate each of the edge. + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.StyleSheetsModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.StyleSheetsModule.dll new file mode 100644 index 0000000..087ea39 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.StyleSheetsModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.StyleSheetsModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.StyleSheetsModule.xml new file mode 100644 index 0000000..8d23747 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.StyleSheetsModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.StyleSheetsModule + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainModule.dll new file mode 100644 index 0000000..b7fd352 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainModule.xml new file mode 100644 index 0000000..a106f80 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainModule.xml @@ -0,0 +1,771 @@ + + + + + UnityEngine.TerrainModule + + + + Detail prototype used by the Terrain GameObject. + + + + + Bend factor of the detailPrototype. + + + + + Color when the DetailPrototypes are "dry". + + + + + Color when the DetailPrototypes are "healthy". + + + + + Maximum height of the grass billboards (if render mode is GrassBillboard). + + + + + Maximum width of the grass billboards (if render mode is GrassBillboard). + + + + + Minimum height of the grass billboards (if render mode is GrassBillboard). + + + + + Minimum width of the grass billboards (if render mode is GrassBillboard). + + + + + How spread out is the noise for the DetailPrototype. + + + + + GameObject used by the DetailPrototype. + + + + + Texture used by the DetailPrototype. + + + + + Render mode for the DetailPrototype. + + + + + Render mode for detail prototypes. + + + + + The detail prototype will use the grass shader. + + + + + The detail prototype will be rendered as billboards that are always facing the camera. + + + + + Will show the prototype using diffuse shading. + + + + + A Splat prototype is just a texture that is used by the TerrainData. + + + + + The metallic value of the splat layer. + + + + + Normal map of the splat applied to the Terrain. + + + + + The smoothness value of the splat layer when the main texture has no alpha channel. + + + + + Texture of the splat applied to the Terrain. + + + + + Offset of the tile texture of the SplatPrototype. + + + + + Size of the tile used in the texture of the SplatPrototype. + + + + + The Terrain component renders the terrain. + + + + + The active terrain. This is a convenience function to get to the main terrain in the scene. + + + + + The active terrains in the scene. + + + + + Heightmap patches beyond basemap distance will use a precomputed low res basemap. + + + + + Should terrain cast shadows?. + + + + + Collect detail patches from memory. + + + + + Density of detail objects. + + + + + Detail objects will be displayed up to this distance. + + + + + Specify if terrain heightmap should be drawn. + + + + + Specify if terrain trees and details should be drawn. + + + + + Controls what part of the terrain should be rendered. + + + + + Whether some per-camera rendering resources for the terrain should be freed after not being used for some frames. + + + + + Lets you essentially lower the heightmap resolution used for rendering. + + + + + An approximation of how many pixels the terrain will pop in the worst case when switching lod. + + + + + The shininess value of the terrain. + + + + + The specular color of the terrain. + + + + + The index of the baked lightmap applied to this terrain. + + + + + The UV scale & offset used for a baked lightmap. + + + + + The custom material used to render the terrain. + + + + + The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType. + + + + + Set the terrain bounding box scale. + + + + + The index of the realtime lightmap applied to this terrain. + + + + + The UV scale & offset used for a realtime lightmap. + + + + + How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage. + + + + + The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. + + + + + Distance from the camera where trees will be rendered as billboards only. + + + + + Total distance delta that trees will use to transition from billboard orientation to mesh orientation. + + + + + The maximum distance at which trees are rendered. + + + + + The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees). + + + + + Maximum number of trees rendered at full LOD. + + + + + Adds a tree instance to the terrain. + + + + + + Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD. + + + + + Creates a Terrain including collider from TerrainData. + + + + + + Flushes any change done in the terrain so it takes effect. + + + + + Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs. + + [in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo. + + + + Get the position of the terrain. + + + + + Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object. + + + + + + The type of the material used to render a terrain object. Could be one of the built-in types or custom. + + + + + A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support. + + + + + A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support. + + + + + A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal. + + + + + Use a custom material given by Terrain.materialTemplate. + + + + + Samples the height at the given position defined in world space, relative to the terrain space. + + + + + + Lets you setup the connection between neighboring Terrains. + + + + + + + + + Set the additional material properties when rendering the terrain heightmap using the splat material. + + + + + + Indicate the types of changes to the terrain in OnTerrainChanged callback. + + + + + Indicates a change to the heightmap data without computing LOD. + + + + + Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated. + + + + + Indicates a change to the heightmap data. + + + + + Indicates a change to the detail data. + + + + + Indicates a change to the tree data. + + + + + Indicates that the TerrainData object is about to be destroyed. + + + + + The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps. + + + + + Height of the alpha map. + + + + + Number of alpha map layers. + + + + + Resolution of the alpha map. + + + + + Alpha map textures used by the Terrain. Used by Terrain Inspector for undo. + + + + + Width of the alpha map. + + + + + Resolution of the base map used for rendering far patches on the terrain. + + + + + The local bounding box of the TerrainData object. + + + + + Detail height of the TerrainData. + + + + + Contains the detail texture/meshes that the terrain has. + + + + + Detail Resolution of the TerrainData. + + + + + Detail width of the TerrainData. + + + + + Height of the terrain in samples (Read Only). + + + + + Resolution of the heightmap. + + + + + The size of each heightmap sample. + + + + + Width of the terrain in samples (Read Only). + + + + + The total size in world units of the terrain. + + + + + Splat texture used by the terrain. + + + + + The thickness of the terrain used for collision detection. + + + + + Returns the number of tree instances. + + + + + Contains the current trees placed in the terrain. + + + + + The list of tree prototypes this are the ones available in the inspector. + + + + + Amount of waving grass in the terrain. + + + + + Speed of the waving grass. + + + + + Strength of the waving grass in the terrain. + + + + + Color of the waving grass that the terrain has. + + + + + Returns the alpha map at a position x, y given a width and height. + + The x offset to read from. + The y offset to read from. + The width of the alpha map area to read. + The height of the alpha map area to read. + + A 3D array of floats, where the 3rd dimension represents the mixing weight of each splatmap at each x,y coordinate. + + + + + Returns a 2D array of the detail object density in the specific location. + + + + + + + + + + Gets the height at a certain point x,y. + + + + + + + Get an array of heightmap samples. + + First x index of heightmap samples to retrieve. + First y index of heightmap samples to retrieve. + Number of samples to retrieve along the heightmap's x axis. + Number of samples to retrieve along the heightmap's y axis. + + + + Gets an interpolated height at a point x,y. + + + + + + + Get an interpolated normal at a given location. + + + + + + + Gets the gradient of the terrain at point (x,y). + + + + + + + Returns an array of all supported detail layer indices in the area. + + + + + + + + + Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array. + + The index of the tree instance. + + + + Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object. + + + + + Assign all splat values in the given map area. + + + + + + + + Sets the detail layer density map. + + + + + + + + + Set the resolution of the detail map. + + Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting. + Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. + + + + Set an array of heightmap samples. + + First x index of heightmap samples to set. + First y index of heightmap samples to set. + Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). + + + + Set an array of heightmap samples. + + First x index of heightmap samples to set. + First y index of heightmap samples to set. + Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). + + + + Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown. + + The index of the tree instance. + The new TreeInstance value. + + + + Extension methods to the Terrain class, used only for the UpdateGIMaterials method used by the Global Illumination System. + + + + + Schedules an update of the albedo and emissive Textures of a system that contains the Terrain. + + + + + + + + + + Schedules an update of the albedo and emissive Textures of a system that contains the Terrain. + + + + + + + + + + Enum provding terrain rendering options. + + + + + Render all options. + + + + + Render terrain details. + + + + + Render heightmap. + + + + + Render trees. + + + + + Tree Component for the tree creator. + + + + + Data asociated to the Tree. + + + + + Tells if there is wind data exported from SpeedTree are saved on this component. + + + + + Contains information about a tree placed in the Terrain game object. + + + + + Color of this instance. + + + + + Height scale of this instance (compared to the prototype's size). + + + + + Lightmap color calculated for this instance. + + + + + Position of the tree. + + + + + Index of this instance in the TerrainData.treePrototypes array. + + + + + Read-only. + +Rotation of the tree on X-Z plane (in radians). + + + + + Width scale of this instance (compared to the prototype's size). + + + + + Simple class that contains a pointer to a tree prototype. + + + + + Bend factor of the tree prototype. + + + + + Retrieves the actual GameObect used by the tree. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainPhysicsModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainPhysicsModule.dll new file mode 100644 index 0000000..0d02437 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainPhysicsModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainPhysicsModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainPhysicsModule.xml new file mode 100644 index 0000000..d3f3ed1 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.TerrainPhysicsModule.xml @@ -0,0 +1,18 @@ + + + + + UnityEngine.TerrainPhysicsModule + + + + A heightmap based collider. + + + + + The terrain that stores the heightmap. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.TextRenderingModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.TextRenderingModule.dll new file mode 100644 index 0000000..d7032e5 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.TextRenderingModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.TextRenderingModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.TextRenderingModule.xml new file mode 100644 index 0000000..d4eb81a --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.TextRenderingModule.xml @@ -0,0 +1,828 @@ + + + + + UnityEngine.TextRenderingModule + + + + Specification for how to render a character from the font texture. See Font.characterInfo. + + + + + The horizontal distance from the origin of this character to the origin of the next character. + + + + + The horizontal distance from the origin of this glyph to the begining of the glyph image. + + + + + Is the character flipped? + + + + + The height of the glyph image. + + + + + The width of the glyph image. + + + + + Unicode value of the character. + + + + + The maximum extend of the glyph image in the x-axis. + + + + + The maximum extend of the glyph image in the y-axis. + + + + + The minium extend of the glyph image in the x-axis. + + + + + The minimum extend of the glyph image in the y-axis. + + + + + The size of the character or 0 if it is the default font size. + + + + + The style of the character. + + + + + UV coordinates for the character in the texture. + + + + + The uv coordinate matching the bottom left of the glyph image in the font texture. + + + + + The uv coordinate matching the bottom right of the glyph image in the font texture. + + + + + The uv coordinate matching the top left of the glyph image in the font texture. + + + + + The uv coordinate matching the top right of the glyph image in the font texture. + + + + + Screen coordinates for the character in generated text meshes. + + + + + How far to advance between the beginning of this charcater and the next. + + + + + Script interface for. + + + + + The ascent of the font. + + + + + Access an array of all characters contained in the font texture. + + + + + Is the font a dynamic font. + + + + + The default size of the font. + + + + + The line height of the font. + + + + + The material used for the font display. + + + + + Set a function to be called when the dynamic font texture is rebuilt. + + + + + + Creates a Font object which lets you render a font installed on the user machine. + + The name of the OS font to use for this font object. + The default character size of the generated font. + Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + The generate Font object. + + + + + Creates a Font object which lets you render a font installed on the user machine. + + The name of the OS font to use for this font object. + The default character size of the generated font. + Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + The generate Font object. + + + + + Create a new Font. + + The name of the created Font object. + + + + Create a new Font. + + The name of the created Font object. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Get rendering info for a specific character. + + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. + + + + Returns the maximum number of verts that the text generator may return for a given string. + + Input string. + + + + Get names of fonts installed on the machine. + + + An array of the names of all fonts installed on the machine. + + + + + Does this font have a specific character? + + The character to check for. + + Whether or not the font has the character specified. + + + + + Request characters to be added to the font texture (dynamic fonts only). + + The characters which are needed to be in the font texture. + The size of the requested characters (the default value of zero will use the font's default size). + The style of the requested characters. + + + + Font Style applied to GUI Texts, Text Meshes or GUIStyles. + + + + + Bold style applied to your texts. + + + + + Bold and Italic styles applied to your texts. + + + + + Italic style applied to your texts. + + + + + No special style is applied. + + + + + A text string displayed in a GUI. + + + + + The alignment of the text. + + + + + The anchor of the text. + + + + + The color used to render the text. + + + + + The font used for the text. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + The line spacing multiplier. + + + + + The Material to use for rendering. + + + + + The pixel offset of the text. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + The tab width multiplier. + + + + + The text to display. + + + + + Wrapping modes for text that reaches the horizontal boundary. + + + + + Text can exceed the horizontal boundary. + + + + + Text will word-wrap when reaching the horizontal boundary. + + + + + How multiline text should be aligned. + + + + + Text lines are centered. + + + + + Text lines are aligned on the left side. + + + + + Text lines are aligned on the right side. + + + + + Where the anchor of the text is placed. + + + + + Text is anchored in lower side, centered horizontally. + + + + + Text is anchored in lower left corner. + + + + + Text is anchored in lower right corner. + + + + + Text is centered both horizontally and vertically. + + + + + Text is anchored in left side, centered vertically. + + + + + Text is anchored in right side, centered vertically. + + + + + Text is anchored in upper side, centered horizontally. + + + + + Text is anchored in upper left corner. + + + + + Text is anchored in upper right corner. + + + + + A struct that stores the settings for TextGeneration. + + + + + Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics. + + + + + The base color for the text generation. + + + + + Font to use for generation. + + + + + Font size. + + + + + Font style. + + + + + Continue to generate characters even if the text runs out of bounds. + + + + + Extents that the generator will attempt to fit the text in. + + + + + What happens to text when it reaches the horizontal generation bounds. + + + + + The line spacing multiplier. + + + + + Generated vertices are offset by the pivot. + + + + + Should the text be resized to fit the configured bounds? + + + + + Maximum size for resized text. + + + + + Minimum size for resized text. + + + + + Allow rich text markup in generation. + + + + + A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled. + + + + + How is the generated text anchored. + + + + + Should the text generator update the bounds from the generated text. + + + + + What happens to text when it reaches the bottom generation bounds. + + + + + Class that can be used to generate text for rendering. + + + + + The number of characters that have been generated. + + + + + The number of characters that have been generated and are included in the visible lines. + + + + + Array of generated characters. + + + + + The size of the font that was found if using best fit mode. + + + + + Number of text lines generated. + + + + + Information about each generated text line. + + + + + Extents of the generated text in rect format. + + + + + Number of vertices generated. + + + + + Array of generated vertices. + + + + + Create a TextGenerator. + + + + + + Create a TextGenerator. + + + + + + Populate the given List with UICharInfo. + + List to populate. + + + + Returns the current UICharInfo. + + + Character information. + + + + + Populate the given list with UILineInfo. + + List to populate. + + + + Returns the current UILineInfo. + + + Line information. + + + + + Given a string and settings, returns the preferred height for a container that would hold this text. + + Generation text. + Settings for generation. + + Preferred height. + + + + + Given a string and settings, returns the preferred width for a container that would hold this text. + + Generation text. + Settings for generation. + + Preferred width. + + + + + Populate the given list with generated Vertices. + + List to populate. + + + + Returns the current UILineInfo. + + + Vertices. + + + + + Mark the text generator as invalid. This will force a full text generation the next time Populate is called. + + + + + Will generate the vertices and other data for the given string with the given settings. + + String to generate. + Settings. + + + + Will generate the vertices and other data for the given string with the given settings. + + String to generate. + Generation settings. + The object used as context of the error log message, if necessary. + + True if the generation is a success, false otherwise. + + + + + A script interface for the. + + + + + How lines of text are aligned (Left, Right, Center). + + + + + Which point of the text shares the position of the Transform. + + + + + The size of each character (This scales the whole text). + + + + + The color used to render the text. + + + + + The Font used. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + How much space will be in-between lines of text. + + + + + How far should the text be offset from the transform.position.z when drawing. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset. + + + + + The text that is displayed. + + + + + Class that specifies some information about a renderable character. + + + + + Character width. + + + + + Position of the character cursor in local (text generated) space. + + + + + Information about a generated line of text. + + + + + Height of the line. + + + + + Space in pixels between this line and the next line. + + + + + Index of the first character in the line. + + + + + The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputField. + + + + + Vertex class used by a Canvas for managing vertices. + + + + + Vertex color. + + + + + Normal. + + + + + Vertex position. + + + + + Simple UIVertex with sensible settings for use in the UI system. + + + + + Tangent. + + + + + The first texture coordinate set of the mesh. Used by UI elements by default. + + + + + The second texture coordinate set of the mesh, if present. + + + + + The Third texture coordinate set of the mesh, if present. + + + + + The forth texture coordinate set of the mesh, if present. + + + + + Wrapping modes for text that reaches the vertical boundary. + + + + + Text well continue to generate when reaching vertical boundary. + + + + + Text will be clipped when reaching the vertical boundary. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.TilemapModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.TilemapModule.dll new file mode 100644 index 0000000..f091ae6 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.TilemapModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.TilemapModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.TilemapModule.xml new file mode 100644 index 0000000..17378cc --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.TilemapModule.xml @@ -0,0 +1,920 @@ + + + + + UnityEngine.TilemapModule + + + + Attribute to define the class as a grid brush and to make it available in the palette window. + + + + + If set to true, brush will replace Unity built-in brush as the default brush in palette window. + +Only one class at any one time should set defaultBrush to true. + + + + + Name of the default instance of this brush. + + + + + Hide all asset instances of this brush in the tile palette window. + + + + + Hide the default instance of brush in the tile palette window. + + + + + Attribute to define the class as a grid brush and to make it available in the palette window. + + If set to true, brush will replace Unity built-in brush as the default brush in palette window. + Name of the default instance of this brush. + Hide all asset instances of this brush in the tile palette window. + Hide the default instance of brush in the tile palette window. + + + + + Attribute to define the class as a grid brush and to make it available in the palette window. + + If set to true, brush will replace Unity built-in brush as the default brush in palette window. + Name of the default instance of this brush. + Hide all asset instances of this brush in the tile palette window. + Hide the default instance of brush in the tile palette window. + + + + + Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill. + + + + + Erases data on a grid within the given bounds. + + used for layout. + Target of the erase operation. By default the currently selected GameObject. + The bounds to erase data from. + + + + Box fills tiles and GameObjects into given bounds within the selected layers. + + used for layout. + Target of box fill operation. By default the currently selected GameObject. + The bounds to box fill data to. + + + + Erases data on a grid within the given bounds. + + used for layout. + Target of the erase operation. By default the currently selected GameObject. + The coordinates of the cell to erase data from. + + + + + Flips the grid brush in the given FlipAxis. + + Axis to flip by. + CellLayout for flipping. + + + + Axis to flip tiles in the GridBrushBase by. + + + + + Flip the brush in the X Axis. + + + + + Flip the brush in the Y Axis. + + + + + Flood fills data onto a grid given the starting coordinates of the cell. + + used for layout. + Targets of flood fill operation. By default the currently selected GameObject. + Starting position of the flood fill. + + + + Move is called when user moves the area previously selected with the selection marquee. + + used for layout. + Target of the move operation. By default the currently selected GameObject. + Source bounds of the move. + Target bounds of the move. + + + + + MoveEnd is called when user has ended the move of the area previously selected with the selection marquee. + + Layers affected by the move operation. + Target of the move operation. By default the currently selected GameObject. + used for layout. + + + + + MoveEnd is called when user starts moving the area previously selected with the selection marquee. + + used for layout. + Target of the move operation. By default the currently selected GameObject. + Position where the move operation has started. + + + + + Paints data into a grid within the given bounds. + + used for layout. + Target of the paint operation. By default the currently selected GameObject. + The coordinates of the cell to paint data to. + + + + + Picks data from a grid given the coordinates of the cells. + + used for layout. + Target of the paint operation. By default the currently selected GameObject. + The coordinates of the cells to paint data from. + Pivot of the picking brush. + + + + + Rotates all tiles on the grid brush with the given RotationDirection. + + Direction to rotate by. + Cell Layout for rotating. + + + + Direction to rotate tiles in the GridBrushBase by. + + + + + Rotates tiles clockwise. + + + + + Rotates tiles counter-clockwise. + + + + + Select an area of a grid. + + used for layout. + Targets of paint operation. By default the currently selected GameObject. + Area to get selected. + + + + + Tool mode for the GridBrushBase. + + + + + Box Fill. + + + + + Erase. + + + + + Flood Fill. + + + + + Move. + + + + + Paint. + + + + + Pick. + + + + + Select. + + + + + Class passed onto when information is queried from the tiles. + + + + + Returns the boundaries of the Tilemap in cell size. + + + + + Returns the boundaries of the Tilemap in local space size. + + + + + The origin of the Tilemap in cell position. + + + + + The size of the Tilemap in cells. + + + + + Gets the color of a. + + Position of the Tile on the Tilemap. + + Color of the at the XY coordinate. + + + + + Returns the component of type T if the GameObject of the tile map has one attached, null if it doesn't. + + + The Component of type T to retrieve. + + + + + Gets the. + + Position of the Tile on the Tilemap. + + Sprite at the XY coordinate. + + + + + Gets the. + + Position of the Tile on the Tilemap. + + placed at the cell. + + + + + Gets the. + + Position of the Tile on the Tilemap. + + placed at the cell. + + + + + Gets the TileFlags of the Tile at the given position. + + Position of the Tile on the Tilemap. + + TileFlags from the Tile. + + + + + Gets the transform matrix of a. + + Position of the Tile on the Tilemap. + + The transform matrix. + + + + + Refreshes a. + + Position of the Tile on the Tilemap. + + + + Class for a default tile in the Tilemap. + + + + + Color of the Tile. + + + + + TileFlags of the Tile. + + + + + GameObject of the Tile. + + + + + Sprite to be rendered at the Tile. + + + + + . + + + + + Enum for determining what collider shape is generated for this Tile by the TilemapCollider2D. + + + + + The grid layout boundary outline is used as the collider shape for the Tile by the TilemapCollider2D. + + + + + No collider shape is generated for the Tile by the TilemapCollider2D. + + + + + The Sprite outline is used as the collider shape for the Tile by the TilemapCollider2D. + + + + + Retrieves the tile rendering data for the Tile. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + Data to render the tile. This is filled with Tile, Tile.color and Tile.transform. + + Whether the call was successful. This returns true for Tile. + + + + + A Struct for the required data for animating a Tile. + + + + + The array of that are ordered by appearance in the animation. + + + + + The animation speed. + + + + + The start time of the animation. The animation will begin at this time offset. + + + + + Base class for a tile in the Tilemap. + + + + + Retrieves any tile animation data from the scripted tile. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + Data to run an animation on the tile. + + Whether the call was successful. + + + + + Retrieves any tile rendering data from the scripted tile. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + Data to render the tile. + + Whether the call was successful. + + + + + This method is called when the tile is refreshed. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + + + + StartUp is called on the first frame of the running scene. + + Position of the Tile on the Tilemap. + The Tilemap the tile is present on. + The GameObject instantiated for the Tile. + + Whether the call was successful. + + + + + A Struct for the required data for rendering a Tile. + + + + + Color of the Tile. + + + + + TileFlags of the Tile. + + + + + GameObject of the Tile. + + + + + Sprite to be rendered at the Tile. + + + + + . + + + + + Flags controlling behavior for the TileBase. + + + + + TileBase does not instantiate its associated GameObject in editor mode and instantiates it only during play mode. + + + + + All lock flags. + + + + + TileBase locks any color set by brushes or the user. + + + + + TileBase locks any transform matrix set by brushes or the user. + + + + + No TileFlags are set. + + + + + The tile map stores component. + + + + + The frame rate for all tile animations in the tile map. + + + + + Returns the boundaries of the Tilemap in cell size. + + + + + The color of the tile map layer. + + + + + Gets the Grid associated with this tile map. + + + + + Gets the Grid associated with this tile map. + + + + + Returns the boundaries of the Tilemap in local space size. + + + + + Orientation of the tiles in the Tilemap. + + + + + Orientation Matrix of the orientation of the tiles in the Tilemap. + + + + + The origin of the Tilemap in cell position. + + + + + The size of the Tilemap in cells. + + + + + Gets the anchor point of tiles in the Tilemap. + + + + + Adds the TileFlags onto the Tile at the given position. + + Position of the Tile on the Tilemap. + TileFlags to add (with bitwise or) onto the flags provided by Tile.TileBase. + + + + Does a box fill with the given. Starts from given coordinates and fills the limits from start to end (inclusive). + + Position of the Tile on the Tilemap. + to place. + The minimum X coordinate limit to fill to. + The minimum Y coordinate limit to fill to. + The maximum X coordinate limit to fill to. + The maximum Y coordinate limit to fill to. + + + + Clears all tiles that are placed in the Tilemap. + + + + + Compresses the origin and size of the Tilemap to bounds where tiles exist. + + + + + Returns true if the Tilemap contains the given. Returns false if not. + + Tile to check. + + Whether the Tilemap contains the tile. + + + + + Does a flood fill with the given starting from the given coordinates. + + Start position of the flood fill on the Tilemap. + to place. + + + + Get the logical center coordinate of a grid cell in local space. + + Grid cell position. + + Center of the cell transformed into local space coordinates. + + + + + Get the logical center coordinate of a grid cell in world space. + + Grid cell position. + + Center of the cell transformed into world space coordinates. + + + + + Gets the collider type of a. + + Position of the Tile on the Tilemap. + + Collider type of the at the XY coordinate. + + + + + Gets the color of a. + + Position of the Tile on the Tilemap. + + Color of the at the XY coordinate. + + + + + Gets the. + + Position of the Tile on the Tilemap. + + GameObject instantiated by the Tile at the position. + + + + + Gets the. + + Position of the Tile on the Tilemap. + + Sprite at the XY coordinate. + + + + + Gets the. + + Position of the Tile on the Tilemap. + + Tilemaps.TileBase placed at the cell. + + + + + Gets the. + + Position of the Tile on the Tilemap. + + placed at the cell. + + + + + Gets the TileFlags of the Tile at the given position. + + Position of the Tile on the Tilemap. + + TileFlags from the Tile. + + + + + Retrieves an array of tiles with the given bounds. + + Bounds to retrieve from. + + An array of at the given bounds. + + + + + Gets the transform matrix of a. + + Position of the Tile on the Tilemap. + + The transform matrix. + + + + + Get the total number of different. + + + The total number of different. + + + + + Fills the given array with the total number of different and returns the number of tiles filled. + + The array to be filled. + + The number of tiles filled. + + + + + Returns whether there is a tile at the position. + + Position to check. + + True if there is a tile at the position. False if not. + + + + + Determines the orientation of. + + + + + Use a custom orientation to all tiles in the tile map. + + + + + Orients tiles in the XY plane. + + + + + Orients tiles in the XZ plane. + + + + + Orients tiles in the YX plane. + + + + + Orients tiles in the YZ plane. + + + + + Orients tiles in the ZX plane. + + + + + Orients tiles in the ZY plane. + + + + + Refreshes all. The tile map will retrieve the rendering data, animation data and other data for all tiles and update all relevant components. + + + + + Refreshes a. + + Position of the Tile on the Tilemap. + + + + Removes the TileFlags onto the Tile at the given position. + + Position of the Tile on the Tilemap. + TileFlags to remove from the Tile. + + + + Resizes tiles in the Tilemap to bounds defined by origin and size. + + + + + Sets the collider type of a. + + Position of the Tile on the Tilemap. + Collider type to set the to at the XYZ coordinate. + + + + Sets the color of a. + + Position of the Tile on the Tilemap. + Color to set the to at the XY coordinate. + + + + Sets a. + + Position of the Tile on the Tilemap. + to be placed the cell. + + + + Sets the TileFlags onto the Tile at the given position. + + Position of the Tile on the Tilemap. + TileFlags to add onto the Tile. + + + + Sets an array of. + + An array of positions of Tiles on the Tilemap. + An array of to be placed. + + + + Fills bounds with array of tiles. + + Bounds to be filled. + An array of to be placed. + + + + Sets the transform matrix of a tile given the XYZ coordinates of a cell in the. + + Position of the Tile on the Tilemap. + The transform matrix. + + + + Swaps all existing tiles of changeTile to newTile and refreshes all the swapped tiles. + + Tile to swap. + Tile to swap to. + + + + Collider for 2D physics representing shapes defined by the corresponding Tilemap. + + + + + The tile map renderer is used to render the tile map marked out by a component. + + + + + Size in number of tiles of each chunk created by the TilemapRenderer. + + + + + Specifies how the Tilemap interacts with the masks. + + + + + Maximum number of chunks the TilemapRenderer caches in memory. + + + + + Maximum number of frames the TilemapRenderer keeps unused chunks in memory. + + + + + Active sort order for the TilemapRenderer. + + + + + Sort order for all tiles rendered by the TilemapRenderer. + + + + + Sorts tiles for rendering starting from the tile with the lowest X and the lowest Y cell positions. + + + + + Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions. + + + + + Sorts tiles for rendering starting from the tile with the lowest X and the highest Y cell positions. + + + + + Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.Timeline.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.Timeline.dll new file mode 100644 index 0000000..a721af7 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.Timeline.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UI.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UI.dll new file mode 100644 index 0000000..b6bfcc2 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UI.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UIElementsModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UIElementsModule.dll new file mode 100644 index 0000000..fb46e74 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UIElementsModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UIElementsModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UIElementsModule.xml new file mode 100644 index 0000000..71604e2 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UIElementsModule.xml @@ -0,0 +1,2663 @@ + + + + + UnityEngine.UIElementsModule + + + + Event sent after an element is added to an element that is a descendent of a panel. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Event sent immediately after an element has lost focus. Capturable, does not bubbles, non-cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Interface for classes capable of having callbacks to handle events. + + + + + Handle an event, most often by executing the callbacks associated with the event. + + The event to handle. + + + + Return true if event handlers for the event propagation bubble up phase have been attached on this object. + + + True if object has event handlers for the bubble up phase. + + + + + Return true if event handlers for the event propagation capture phase have been attached on this object. + + + True if object has event handlers for the capture phase. + + + + + Called when the element loses the capture. Will be removed in a future version. + + + + + 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. + + The event handler to add. + By default the callback will be called during the bubbling phase. Pass Capture.Capture to have the callback called during the capture phase instead. + Data to pass to the callback. + + + + 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. + + The event handler to add. + By default the callback will be called during the bubbling phase. Pass Capture.Capture to have the callback called during the capture phase instead. + Data to pass to the callback. + + + + Remove callback from the instance. + + The callback to remove. + Select wether the callback should be removed from the capture or the bubbling phase. + + + + Remove callback from the instance. + + The callback to remove. + Select wether the callback should be removed from the capture or the bubbling phase. + + + + Used to specify the phases where an event handler should be executed. + + + + + The event handler should be executed during the capture and the target phases. + + + + + The event handler should be executed during the target and bubble up phases. + + + + + All change types have been flagged. + + + + + Persistence key or parent has changed on the current VisualElement. + + + + + Persistence key or parent has changed on some child of the current VisualElement. + + + + + This class is used during UXML template instantiation. + + + + + Event sent just before an element is detach from its parent, if the parent is the descendant of a panel. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + The base class for all UIElements events. + + + + + Returns whether this event type bubbles up in the event propagation path. + + + + + Return whether this event is sent down the event propagation path during the capture phase. + + + + + The current target of the event. The current target is the element in the propagation path for which event handlers are currently being executed. + + + + + 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. + + + + + The IMGUIEvent at the source of this event. This can be null as not all events are generated by IMGUI. + + + + + Return true if the default actions should not be executed for this event. + + + + + Return true if StopImmediatePropagation() has been called for this event. + + + + + Return true if StopPropagation() has been called for this event. + + + + + The current propagation phase. + + + + + 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. + + + + + The time at which the event was created. + + + + + Flags to describe the characteristics of an event. + + + + + Event will bubble up the propagation path (i.e. from the target parent up to the visual tree root). + + + + + Execution of default behavior for this event can be cancelled. + + + + + Event will be sent down the propagation path during the capture phase (i.e. from the visual tree root down to the target parent). + + + + + Empty value. + + + + + Get the type id for this event instance. + + + The type ID. + + + + + Reset the event members to their initial value. + + + + + Call this function to prevent the execution of the default actions for this event. + + + + + Register an event class to the event type system. + + + The type ID. + + + + + 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. + + + + + 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. + + + + + Generic base class for events, implementing event pooling and automatic registration to the event type system. + + + + + Get the type id for this event instance. + + + The type ID. + + + + + Get an event from the event pool. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + + An event. + + + + + Release an event obtained from GetPooled(). + + The event to release. + + + + Get the type id for this event instance. + + + The event instance type id. + + + + + Base class for objects that can get the focus. + + + + + Return true if the element can be focused. + + + + + Return the focus controller for this element. + + + + + An integer used to sort focusables in the focus ring. A negative value means that the element can not be focused. + + + + + Tell the element to release the focus. + + + + + Attempt to give the focus to this element. + + + + + Base class for defining in which direction the focus moves in a focus ring. + + + + + Last value for the direction defined by this class. + + + + + The null direction. This is usually used when the focus stays on the same element. + + + + + Focus came from an unspecified direction, for example after a mouse down. + + + + + The underlying integer value for this direction. + + + + + + Class in charge of managing the focus inside a Panel. + + + + + The currently focused element. + + + + + Constructor. + + + + + + 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. + + + + + + Event sent immediately after an element has gained focus. Capturable, does not bubbles, non-cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Base class for focus related events. + + + + + Direction of the focus change. + + + + + For FocusOut and Blur events, the element gaining the focus. For FocusIn and Focus events, the element losing the focus. + + + + + Get an event from the event pool and initialize it with the given values. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + The event target. + The related target. + The direction of the focus change. + + An event. + + + + + Reset the event members to their initial value. + + + + + Event sent immediately before an element gains focus. Capturable, bubbles, non-cancellable. + + + + + Constructor. + + + + + Reset the event members to their initial value. + + + + + Event sent immediately before an element loses focus. Capturable, bubbles, non-cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Reset the event members to their initial value. + + + + + Interface for event dispatchers. + + + + + The element capturing the mouse, if any. + + + + + Dispatch an event to the panel. + + The event to dispatch. + The panel where the event will be dispatched. + + + + Release the capture. + + + + + + Release capture and notify capturing element. + + + + + Take the capture. + + The element that takes the capture. + + + + Interface for class capable of handling events. + + + + + Handle an event. + + The event to handle. + + + + Return true if event handlers for the event propagation bubble up phase have been attached on this object. + + + True if object has event handlers for the bubble up phase. + + + + + Return true if event handlers for the event propagation capture phase have been attached on this object. + + + True if object has event handlers for the capture phase. + + + + + Callback executed when the event handler loses the capture. + + + + + Interface for focus events. + + + + + Direction of the focus change. + + + + + Related target. See implementation for specific meaning. + + + + + Interface for classes implementing focus rings. + + + + + Get the direction of the focus change for the given event. For example, when the Tab key is pressed, focus should be given to the element to the right. + + + + + + + Get the next element in the given direction. + + + + + + + Interface for keyboard events. + + + + + Return true if the Alt key is pressed. + + + + + The character. + + + + + Return true if the Windows/Command key is pressed. + + + + + Return true if the Control key is pressed. + + + + + The key code. + + + + + Flag set holding the pressed modifier keys (Alt, Control, Shift, Windows/Command). + + + + + Return true if the Shift key is pressed. + + + + + Class used to dispatch IMGUI event types that have no equivalent in UIElements events. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Get an event from the event pool and initialize it with the given values. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + The IMGUI event used to initialize the event. + + An event. + + + + + Reset the event members to their initial value. + + + + + Interface for mouse events. + + + + + Return true if the Alt key is pressed. + + + + + Integer representing the pressed mouse button: 0 is left, 1 is right, 2 is center. + + + + + Number of clicks. + + + + + Return true if the Windows/Command key is pressed. + + + + + Return true if the Control key is pressed. + + + + + The mouse position in the current target coordinate system. + + + + + Flag set holding the pressed modifier keys (Alt, Control, Shift, Windows/Command). + + + + + Mouse position difference between the last mouse event and this one. + + + + + The mouse position in the panel coordinate system. + + + + + Return true if the Shift key is pressed. + + + + + Interface for classes implementing UI panels. + + + + + Return the focus controller for this panel. + + + + + A reference to a scheduled action. + + + + + A scheduler allows you to register actions to be executed at a later point. + + + + + Add this item to the list of scheduled tasks. + + The item to register. + + + + 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. + + Action to be executed. + The minimum delay in milliseconds before executing the action. + The minimum interval in milliseconds between each execution. + The total duration in milliseconds where this item will be active. + + Internal reference to the scheduled action. + + + + + Schedule this action to be executed later. After the execution, the item will be automatically unscheduled. + + Action to be executed. + The minimum delay in milliseconds before executing the action. + + Internal reference to the scheduled action. + + + + + Schedule this action to be executed later. Item will be unscheduled when condition is met. + + Action to be executed. + The minimum delay in milliseconds before executing the action. + The minimum interval in milliseconds bettwen each execution. + When condition returns true, the item will be unscheduled. + + Internal reference to the scheduled action. + + + + + Manually unschedules a previously scheduled action. + + The item to be removed from this scheduler. + + + + This interface provides access to a VisualElement style data. + + + + + Alignment of the whole area of children on the cross axis if they span over multiple lines in this container. + + + + + Alignment of children on the cross axis of this container. + + + + + Similar to align-items, but only for this specific element. + + + + + Background color to paint in the element's box. + + + + + Background image to paint in the element's box. + + + + + Background image scaling in the element's box. + + + + + Space reserved for the bottom edge of the border during the layout phase. + + + + + This is the radius of the bottom-left corner when a rounded rectangle is drawn in the element's box. + + + + + This is the radius of the bottom-right corner when a rounded rectangle is drawn in the element's box. + + + + + Space reserved for the bottom edge of the border during the layout phase. + + + + + Color of the border to paint inside the element's box. + + + + + Space reserved for the left edge of the border during the layout phase. + + + + + Space reserved for the left edge of the border during the layout phase. + + + + + This is the radius of every corner when a rounded rectangle is drawn in the element's box. + + + + + Space reserved for the right edge of the border during the layout phase. + + + + + Space reserved for the right edge of the border during the layout phase. + + + + + Space reserved for the top edge of the border during the layout phase. + + + + + This is the radius of the top-left corner when a rounded rectangle is drawn in the element's box. + + + + + This is the radius of the top-right corner when a rounded rectangle is drawn in the element's box. + + + + + Space reserved for the top edge of the border during the layout phase. + + + + + Ration of this element in its parent during the layout phase. + + + + + Direction of the main axis to layout children in a container. + + + + + Placement of children over multiple lines if not enough space is available in this container. + + + + + Font to draw the element's text. + + + + + Font size to draw the element's text. + + + + + Font style to draw the element's text. + + + + + Fixed height of an element for the layout. + + + + + Justification of children on the main axis of this container. + + + + + Space reserved for the bottom edge of the margin during the layout phase. + + + + + Space reserved for the left edge of the margin during the layout phase. + + + + + Space reserved for the right edge of the margin during the layout phase. + + + + + Space reserved for the top edge of the margin during the layout phase. + + + + + Maximum height for an element, when it is flexible or measures its own size. + + + + + Maximum width for an element, when it is flexible or measures its own size. + + + + + Minimum height for an element, when it is flexible or measures its own size. + + + + + Minimum height for an element, when it is flexible or measures its own size. + + + + + Space reserved for the bottom edge of the padding during the layout phase. + + + + + Space reserved for the left edge of the padding during the layout phase. + + + + + Space reserved for the right edge of the padding during the layout phase. + + + + + Space reserved for the top edge of the padding during the layout phase. + + + + + Bottom distance from the element's box during layout. + + + + + Left distance from the element's box during layout. + + + + + Right distance from the element's box during layout. + + + + + Top distance from the element's box during layout. + + + + + Element's positioning in its parent container. + + + + + Size of the 9-slice's bottom edge when painting an element's background image. + + + + + Size of the 9-slice's left edge when painting an element's background image. + + + + + Size of the 9-slice's right edge when painting an element's background image. + + + + + Size of the 9-slice's top edge when painting an element's background image. + + + + + Text alignment in the element's box. + + + + + Clipping if the text does not fit in the element's box. + + + + + Color to use when drawing the text of an element. + + + + + Fixed width of an element for the layout. + + + + + Word wrapping over multiple lines if not enough space is available to draw the text of an element. + + + + + This interface provides access to a VisualElement transform data. + + + + + Transformation matrix calculated from the position, rotation and scale of the transform (Read Only). + + + + + The position of the VisualElement's transform. + + + + + The rotation of the VisualElement's transform stored as a Quaternion. + + + + + The scale of the VisualElement's transform. + + + + + Interface allowing access to this elements datawatch. + + + + + Starts watching an object. When watched, all changes on an object will trigger the callback to be invoked. + + The object to watch. + Callback. + + A reference to this datawatch request. Disposing it will ensure any native resources will also be released. + + + + + Unregisters a previously watched request. + + The registered request. + + + + An internal reference to a data watch request. + + + + + This type allows UXML attribute value retrieval during the VisualElement instantiation. An instance will be provided to the factory method - see UXMLFactoryAttribute. + + + + + + + Attribute name. + Default value if the property is not found. + + The attribute value or the default value if not found. + + + + + + + Attribute name. + Default value if the property is not found. + + The attribute value or the default value if not found. + + + + + + + Attribute name. + Default value if the property is not found. + + The attribute value or the default value if not found. + + + + + + + Attribute name. + Default value if the property is not found. + + The attribute value or the default value if not found. + + + + + + + Attribute name. + Default value if the property is not found. + + The attribute value or the default value if not found. + + + + + + + Attribute name. + Default value if the property is not found. + + The attribute value or the default value if not found. + + + + + + + Attribute name. + + The raw value or null if not found. + + + + + Represents a scheduled task created with a VisualElement's schedule interface. + + + + + Returns the VisualElement this object is associated with. + + + + + Will be true when this item is scheduled. Note that an item's callback will only be executed when it's VisualElement is attached to a panel. + + + + + Repeats this action after a specified time. + + Minimum amount of time in milliseconds between each action execution. + + This ScheduledItem. + + + + + Cancels any previously scheduled execution of this item and re-schedules the item. + + Minimum time in milliseconds before this item will be executed. + + + + After specified duration, the item will be automatically unscheduled. + + The total duration in milliseconds where this item will be active. + + This ScheduledItem. + + + + + Removes this item from its VisualElement's scheduler. + + + + + If not already active, will schedule this item on its VisualElement's scheduler. + + + + + Adds a delay to the first invokation. + + The minimum number of milliseconds after activation where this item's action will be executed. + + This ScheduledItem. + + + + + Item will be unscheduled automatically when specified condition is met. + + When condition returns true, the item will be unscheduled. + + This ScheduledItem. + + + + + A scheduler allows you to register actions to be executed at a later point. + + + + + Schedule this action to be executed later. + + The action to be executed. + The action to be executed. + + Reference to the scheduled action. + + + + + Schedule this action to be executed later. + + The action to be executed. + The action to be executed. + + Reference to the scheduled action. + + + + + Base class for keyboard events. + + + + + Return true if the Alt key is pressed. + + + + + The character. + + + + + Return true if the Windows/Command key is pressed. + + + + + Return true if the Control key is pressed. + + + + + The key code. + + + + + Flag set holding the pressed modifier keys (Alt, Control, Shift, Windows/Command). + + + + + Return true if the Shift key is pressed. + + + + + Get an event from the event pool and initialize it with the given values. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + The character for this event. + The keyCode for this event. + Event modifier keys that are active for this event. + A keyboard IMGUI event. + + A keyboard event. + + + + + Get an event from the event pool and initialize it with the given values. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + The character for this event. + The keyCode for this event. + Event modifier keys that are active for this event. + A keyboard IMGUI event. + + A keyboard event. + + + + + Reset the event members to their initial value. + + + + + Event sent when a key is pressed on the keyboard. Capturable, bubbles, cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Event sent when a key is released on the keyboard. Capturable, bubbles, cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Mouse down event. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Event sent when the mouse pointer enters an element or one of its descendent elements. Capturable, does not bubbles, non-cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Reset the event members to their initial value. + + + + + The base class for mouse events. + + + + + Return true if the Alt key is pressed. + + + + + Integer representing the pressed mouse button: 0 is left, 1 is right, 2 is center. + + + + + Number of clicks. + + + + + Return true if the Windows/Command key is pressed. + + + + + Return true if the Control key is pressed. + + + + + The current target of the event. The current target is the element in the propagation path for which event handlers are currently being executed. + + + + + The mouse position in the current target coordinate system. + + + + + Flag set holding the pressed modifier keys (Alt, Control, Shift, Windows/Command). + + + + + Mouse position difference between the last mouse event and this one. + + + + + The mouse position in the screen coordinate system. + + + + + Return true if the Shift key is pressed. + + + + + Get an event from the event pool and initialize it with the given values. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + A mouse IMGUI event. + A mouse event that is the cause of this new event. + + A mouse event. + + + + + Get an event from the event pool and initialize it with the given values. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + A mouse IMGUI event. + A mouse event that is the cause of this new event. + + A mouse event. + + + + + Reset the event members to their initial value. + + + + + Event sent when the mouse pointer exits an element and all its descendent elements. Capturable, does not bubbles, non-cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Reset the event members to their initial value. + + + + + Mouse move event. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Event sent when the mouse pointer exits an element. Capturable, bubbles, cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Event sent when the mouse pointer enters an element. Capturable, bubbles, cancellable. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Mouse up event. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Event sent after the layout is done in a tree. Non-capturable, does not bubble, non-cancellable. + + + + + True if the layout of the element has changed. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Get an event from the event pool and initialize it with the given values. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + Whether the target layout changed. + + An event. + + + + + Reset the event members to their initial value. + + + + + The propagation phases of an event. + + + + + The event is being sent to the event target. + + + + + The event is being sent to the event target parent element up to the root element. + + + + + The event is being sent to the root element down to the event target parent element. + + + + + 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. + + + + + The event is not being propagated. + + + + + Called when the persistent data is accessible and/or when the data or persistence key have changed (VisualElement is properly parented). + + + + + This enumeration contains values to control how an element is aligned in its parent during the layout phase. + + + + + Default value (currently FlexStart). + + + + + Items are centered on the cross axis. + + + + + Items are aligned at the end on the cross axis. + + + + + Items are aligned at the beginning on the cross axis. + + + + + Stretches items on the cross axis. + + + + + This enumeration defines values used to control in which direction a container will place its children during layout. + + + + + Vertical layout. + + + + + Vertical layout in reverse order. + + + + + Horizontal layout. + + + + + Horizontal layout in reverse order. + + + + + This enumeration contains values to control how children are justified during layout. + + + + + Items are centered. + + + + + Items are justified towards the end of the layout direction. + + + + + Items are justified towards the beginning of the main axis. + + + + + Items are evenly distributed in the line with extra space on each end of the line. + + + + + Items are evenly distributed in the line; first item is at the beginning of the line, last item is at the end. + + + + + This enumeration contains values to control how an element is positioned in its parent container. + + + + + The element is positioned in relation to its parent box and does not contribute to the layout anymore. + + + + + The element is positioned in relation to its default box as calculated by layout. + + + + + This enumeration contains values to control how elements are placed in a container if not enough space is available. + + + + + All elements are placed on the same line. + + + + + Elements are placed over multiple lines. + + + + + This interface exposes methods to read custom style properties applied from USS files to visual elements. + + + + + Read a style property value into the specified StyleValue<T>. + + Name of the property in USS. + Target StyleValue<T> field or variable to write to. + + + + Read a style property value into the specified StyleValue<T>. + + Name of the property in USS. + Target StyleValue<T> field or variable to write to. + + + + Read a style property value into the specified StyleValue<T>. + + Name of the property in USS. + Target StyleValue<T> field or variable to write to. + + + + Read a style property value into the specified StyleValue<T>. + + Name of the property in USS. + Target StyleValue<T> field or variable to write to. + + + + Read a style property value into the specified StyleValue<T>. + + Name of the property in USS. + Target StyleValue<T> field or variable to write to. + + + + Read a style property value into the specified StyleValue<T>. + + Name of the property in USS. + Target StyleValue<T> field or variable to write to. + + + + This generic structure encodes a value type that can come from USS or be specified programmatically. + + + + + This represents the default value for a StyleValue<T> of the according generic type. + + + + + The actual value of the StyleValue<T>. + + + + + Creates a StyleValue of the according generic type directly from a value. + + Value to be used as inline style. + + The result StyleValue<T> + + + + + This constructor can be used to specified an alternate default value but it is recommended to use StyleValue<T>.nil. + + Default starting value. + + + + Utility function to be used when reading custom styles values and provide a default value in one step. + + Default value to be returned if no value is set. + + The value to be used for the custom style. + + + + + A textfield is a rectangular area where the user can edit a string. + + + + + The color of the cursor. + + + + + Set this to true to allow double-clicks to select the word under the mouse and false if otherwise. + + + + + Returns true if the textfield has the focus and false if otherwise. + + + + + Set this to true to mask the characters and false if otherwise. + + + + + The character used for masking in a password field. + + + + + The maximum number of characters this textfield can hold. If 0, there is no limit. + + + + + Set this to true to allow multiple lines in the textfield and false if otherwise. + + + + + The color of the text selection. + + + + + Set this to true to allow triple-clicks to select the line under the mouse and false if otherwise. + + + + + Creates a new textfield. + + The maximum number of characters this textfield can hold. If 0, there is no limit. + Set this to true to allow multiple lines in the textfield and false if otherwise. + Set this to true to mask the characters and false if otherwise. + The character used for masking in a password field. + + + + Creates a new textfield. + + The maximum number of characters this textfield can hold. If 0, there is no limit. + Set this to true to allow multiple lines in the textfield and false if otherwise. + Set this to true to mask the characters and false if otherwise. + The character used for masking in a password field. + + + + Called when the persistent data is accessible and/or when the data or persistence key have changed (VisualElement is properly parented). + + + + + Action that is called whenever the text changes in the textfield. + + + + + Action that is called when the user validates the text in the textfield. + + + + + Sets the event callback for this toggle button. + + The action to be called when this Toggle is clicked. + + + + UQuery is a set of extension methods allowing you to select individual or collection of visualElements inside a complex hierarchy. + + + + + Utility Object that contructs a set of selection rules to be ran on a root visual element. + + + + + Selects all elements that are active. + + + A QueryBuilder with the selection rules. + + + + + Convenience overload, shorthand for Build().AtIndex(). + + + + + + Compiles the selection rules into a QueryState object. + + + + + Selects all elements that are checked. + + + + + Selects all direct child elements of elements matching the previous rules. + + + + + + + + Selects all direct child elements of elements matching the previous rules. + + + + + + + + Selects all elements with the given class. Not to be confused with Type (see OfType<>()). + + + + + + Initializes a QueryBuilder. + + The root element on which to condfuct the search query. + + + + Selects all elements that are descendants of currently matching ancestors. + + + + + + + + Selects all elements that are descendants of currently matching ancestors. + + + + + + + + Selects all elements that are enabled. + + + + + Convenience overload, shorthand for Build().First(). + + + The first element matching all the criteria, or null if none was found. + + + + + Selects all elements that are enabled. + + + + + Convenience overload, shorthand for Build().ForEach(). + + The function to be invoked with each matching element. + + + + Convenience overload, shorthand for Build().ForEach(). + + The function to be invoked with each matching element. + Each return value will be added to this list. + + + + Convenience overload, shorthand for Build().ForEach(). + + The function to be invoked with each matching element. + + Returns a list of all the results of the function calls. + + + + + Selects all elements that are hovered. + + + + + Convenience overload, shorthand for Build().Last(). + + + The last element matching all the criteria, or null if none was found. + + + + + Selects element with this name. + + + + + + Selects all elements that are not active. + + + + + Selects all elements that npot checked. + + + + + Selects all elements that are not enabled. + + + + + Selects all elements that don't currently own the focus. + + + + + Selects all elements that are not hovered. + + + + + Selects all elements that are not selected. + + + + + Selects all elements that are not visible. + + + + + Selects all elements of the specified Type (eg: Label, Button, ScrollView, etc). + + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + Selects all elements of the specified Type (eg: Label, Button, ScrollView, etc). + + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + Selects all elements that are selected. + + + + + Convenience method. shorthand for Build().ToList. + + + Returns a list containing elements satisfying selection rules. + + + + + Convenience method. Shorthand gor Build().ToList(). + + Adds all elements satisfying selection rules to the list. + + + + Selects all elements that are visible. + + + + + Selects all elements satifying the predicate. + + Predicate that must return true for selected elements. + + QueryBuilder configured with the associated selection rules. + + + + + Query object containing all the selection rules. Can be saved and rerun later without re-allocating memory. + + + + + Selects the n th element matching all the criteria, or null if not enough elements were found. + + The index of the matched element. + + The match element at the specified index. + + + + + The first element matching all the criteria, or null if none was found. + + + The first element matching all the criteria, or null if none was found. + + + + + Invokes function on all elements matching the query. + + The action to be invoked with each matching element. + + + + Invokes function on all elements matching the query. + + Each return value will be added to this list. + The function to be invoked with each matching element. + + + + Invokes function on all elements matching the query. Overloaded for convenience. + + The function to be invoked with each matching element. + + Returns a list of all the results of the function calls. + + + + + The last element matching all the criteria, or null if none was found. + + + The last element matching all the criteria, or null if none was found. + + + + + Creates a new QueryState with the same selection rules, applied on another VisualElement. + + The element on which to apply the selection rules. + + A new QueryState with the same selection rules, applied on this element. + + + + + Returns a list containing elements satisfying selection rules. + + + Returns a list containing elements satisfying selection rules. + + + + + Adds all elements satisfying selection rules to the list. + + Adds all elements satisfying selection rules to the list. + + + + UQuery is a set of extension methods allowing you to select individual or collection of visualElements inside a complex hierarchy. + + + + + Convenience overload, shorthand for Query<T>.Build().First(). + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + If specified, will select elements with the given class (not to be confused with Type). + + The first element matching all the criteria, or null if none was found. + + + + + Convenience overload, shorthand for Query<T>.Build().First(). + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + If specified, will select elements with the given class (not to be confused with Type). + + The first element matching all the criteria, or null if none was found. + + + + + Initializes a QueryBuilder with the specified selection rules. + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + Initializes a QueryBuilder with the specified selection rules. + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + Initializes a QueryBuilder with the specified selection rules. Template parameter specifies the type of elements the selector applies to (ie: Label, Button, etc). + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + Initializes a QueryBuilder with the specified selection rules. Template parameter specifies the type of elements the selector applies to (ie: Label, Button, etc). + + Root VisualElement on which the selector will be applied. + If specified, will select elements with this name. + If specified, will select elements with the given class (not to be confused with Type). + If specified, will select elements with the given class (not to be confused with Type). + + QueryBuilder configured with the associated selection rules. + + + + + Initializes an empty QueryBuilder on a specified root element. + + Root VisualElement on which the selector will be applied. + + An empty QueryBuilder on a specified root element. + + + + + Base class for all user-defined UXML Element factories. + + + + + This method is meant to be overriden by the user. It must create an element of the expected type, using the creation context and available properties. + + Read access to the UXML attributes. + Context of the current instantiation. + + An instance of the target type. + + + + + Base class for objects that are part of the UIElements visual tree. + + + + + Number of child elements in this object's contentContainer + + + + + + Should this element clip painting to its boundaries. + + + + + child elements are added to this element, usually this + + + + + + Access to this element data watch interface. + + + + + Returns true if the VisualElement is enabled in its own hierarchy. + + + + + Returns true if the VisualElement is enabled locally. + + + + + Used for view data persistence (ie. tree expanded states, scroll position, zoom level). + + + + + Retrieves this VisualElement's IVisualElementScheduler + + + + + Access to this element physical hierarchy + + + + + + Reference to the style object of this element. + + + + + This property can be used to associate application-specific user data with this VisualElement. + + + + + Add an element to this element's contentContainer + + + + + + Adds this stylesheet file to this element list of applied styles + + + + + + Checks if any of the ChangeTypes have been marked dirty. + + The ChangeType(s) to check. + + True if at least one of the checked ChangeTypes have been marked dirty. + + + + + Returns the elements from its contentContainer + + + + + Remove all child elements from this element's contentContainer + + + + + Options to select clipping strategy. + + + + + Enables clipping and renders contents to a cache texture. + + + + + Will enable clipping. This VisualElement and its children's content will be limited to this element's bounds. + + + + + Will disable clipping and let children VisualElements paint outside its bounds. + + + + + Returns true if the element is a direct child of this VisualElement + + + + + + Retrieves the child element at position + + + + + + Searchs up the hierachy of this VisualElement and retrieves stored userData, if any is found. + + + + + Allows to iterate into this elements children + + + + + Walks up the hierarchy, starting from this element's parent, and returns the first VisualElement of this type + + + + + Walks up the hierarchy, starting from this element, and returns the first VisualElement of this type + + + + + Combine this VisualElement's VisualElement.persistenceKey with those of its parents to create a more unique key for use with VisualElement.GetOrCreatePersistentData. + + + Full hierarchical persistence key. + + + + + Takes a reference to an existing persisted object and a key and returns the object either filled with the persisted state or as-is. + + 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. + The key for the current VisualElement to be used with the persistence store on the EditorWindow. + + The same object being passed in (or a new one if null was passed in), but possibly with its persistent state restored. + + + + + Takes a reference to an existing persisted object and a key and returns the object either filled with the persisted state or as-is. + + 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. + The key for the current VisualElement to be used with the persistence store on the EditorWindow. + + The same object being passed in (or a new one if null was passed in), but possibly with its persistent state restored. + + + + + Checks if this stylesheet file is in this element list of applied styles + + + + + Hierarchy is a sctuct allowing access to the shadow hierarchy of visual elements + + + + + Number of child elements in this object's contentContainer + + + + + + Access the physical parent of this element in the hierarchy + + + + + + Add an element to this element's contentContainer + + + + + + Returns the elements from its contentContainer + + + + + Remove all child elements from this element's contentContainer + + + + + Retrieves the child element at position + + + + + + Insert an element into this element's contentContainer + + + + + Removes this child from the hierarchy + + + + + + Remove the child element located at this position from this element's contentContainer + + + + + + Reorders child elements from this VisualElement contentContainer. + + Sorting criteria. + + + + Access to this element physical hierarchy + + + + + + Insert an element into this element's contentContainer + + + + + Called when the persistent data is accessible and/or when the data or persistence key have changed (VisualElement is properly parented). + + + + + Callback when the styles of an object have changed. + + + + + + Overwrite object from the persistent data store. + + The key for the current VisualElement to be used with the persistence store on the EditorWindow. + Object to overwrite. + + + + Removes this child from the hierarchy + + + + + + Remove the child element located at this position from this element's contentContainer + + + + + + Removes this element from its parent hierarchy + + + + + Removes this stylesheet file from this element list of applied styles + + + + + + Write persistence data to file. + + + + + Changes the VisualElement enabled state. A disabled VisualElement does not receive most events. + + New enabled state + + + + Reorders child elements from this VisualElement contentContainer. + + Sorting criteria. + + + + Access to this element physical hierarchy + + + + + + VisualElementExtensions is a set of extension methods useful for VisualElement. + + + + + Add a manipulator associated to a VisualElement. + + VisualElement associated to the manipulator. + Manipulator to be added to the VisualElement. + + + + Remove a manipulator associated to a VisualElement. + + VisualElement associated to the manipulator. + Manipulator to be removed from the VisualElement. + + + + Define focus change directions for the VisualElementFocusRing. + + + + + Last value for the direction defined by this class. + + + + + The focus is moving to the left. + + + + + The focus is moving to the right. + + + + + Implementation of a linear focus ring. Elements are sorted according to their focusIndex. + + + + + The focus order for elements having 0 has a focusIndex. + + + + + Constructor. + + The root of the element tree for which we want to build a focus ring. + Default ordering of the elements in the ring. + + + + Ordering of elements in the focus ring. + + + + + Order elements using a depth-first pre-order traversal of the element tree. + + + + + Order elements according to their position, first by X, then by Y. + + + + + Order elements according to their position, first by Y, then by X. + + + + + Get the direction of the focus change for the given event. For example, when the Tab key is pressed, focus should be given to the element to the right in the focus ring. + + + + + + + Get the next element in the given direction. + + + + + + + Mouse wheel event. + + + + + The amount of scrolling applied on the mouse wheel. + + + + + Constructor. Avoid newing events. Instead, use GetPooled() to get an event from a pool of reusable events. + + + + + Get an event from the event pool and initialize it with the given values. Use this function instead of newing events. Events obtained from this function should be released back to the pool using ReleaseEvent(). + + A wheel IMGUI event. + + A wheel event. + + + + + Reset the event members to their initial value. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UIModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UIModule.dll new file mode 100644 index 0000000..35b22d6 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UIModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UIModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UIModule.xml new file mode 100644 index 0000000..44613ae --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UIModule.xml @@ -0,0 +1,530 @@ + + + + + UnityEngine.UIModule + + + + Enum mask of possible shader channel properties that can also be included when the Canvas mesh is created. + + + + + No additional shader parameters are needed. + + + + + Include the normals on the mesh vertices. + + + + + Include the Tangent on the mesh vertices. + + + + + Include UV1 on the mesh vertices. + + + + + Include UV2 on the mesh vertices. + + + + + Include UV3 on the mesh vertices. + + + + + Element that can be used for screen rendering. + + + + + Get or set the mask of additional shader channels to be used when creating the Canvas mesh. + + + + + Cached calculated value based upon SortingLayerID. + + + + + Is this the root Canvas? + + + + + The normalized grid size that the canvas will split the renderable area into. + + + + + Allows for nested canvases to override pixelPerfect settings inherited from parent canvases. + + + + + Override the sorting of canvas. + + + + + Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space. + + + + + Get the render rect for the Canvas. + + + + + How far away from the camera is the Canvas generated. + + + + + The number of pixels per unit that is considered the default. + + + + + Is the Canvas in World or Overlay mode? + + + + + The render order in which the canvas is being emitted to the scene. + + + + + Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself. + + + + + Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space. + + + + + The normalized grid size that the canvas will split the renderable area into. + + + + + Unique ID of the Canvas' sorting layer. + + + + + Name of the Canvas' sorting layer. + + + + + Canvas' order within a sorting layer. + + + + + For Overlay mode, display index on which the UI canvas will appear. + + + + + Event that is called just before Canvas rendering happens. + + + + + + Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas]. + + + + + Force all canvases to update their content. + + + + + Returns the default material that can be used for rendering normal elements on the Canvas. + + + + + Returns the default material that can be used for rendering text elements on the Canvas. + + + + + Gets or generates the ETC1 Material. + + + The generated ETC1 Material from the Canvas. + + + + + A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state. + + + + + Set the alpha of the group. + + + + + Does this group block raycasting (allow collision). + + + + + Should the group ignore parent groups? + + + + + Is the group interactable (are the elements beneath the group enabled). + + + + + Returns true if the Group allows raycasts. + + + + + + + A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application. + + + + + Depth of the renderer relative to the root canvas. + + + + + Indicates whether geometry emitted by this renderer is ignored. + + + + + True if any change has occured that would invalidate the positions of generated geometry. + + + + + Enable 'render stack' pop draw call. + + + + + True if rect clipping has been enabled on this renderer. +See Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping. + + + + + Is the UIRenderer a mask component. + + + + + The number of materials usable by this renderer. + + + + + The number of materials usable by this renderer. Used internally for masking. + + + + + Depth of the renderer realative to the parent canvas. + + + + + Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents). + + The UIVertex list to split. + The destination list for the verts positions. + The destination list for the verts colors. + The destination list for the verts uv0s. + The destination list for the verts uv1s. + The destination list for the verts normals. + The destination list for the verts tangents. + + + + Remove all cached vertices. + + + + + Convert a set of vertex components into a stream of UIVertex. + + + + + + + + + + + + + Disables rectangle clipping for this CanvasRenderer. + + + + + Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered). + + + + + + Get the current alpha of the renderer. + + + + + Get the current color of the renderer. + + + + + Gets the current Material assigned to the CanvasRenderer. + + The material index to retrieve (0 if this parameter is omitted). + + Result. + + + + + Gets the current Material assigned to the CanvasRenderer. + + The material index to retrieve (0 if this parameter is omitted). + + Result. + + + + + Gets the current Material assigned to the CanvasRenderer. Used internally for masking. + + + + + + Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha. + + Alpha. + + + + The Alpha Texture that will be passed to the Shader under the _AlphaTex property. + + The Texture to be passed. + + + + Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color. + + Renderer multiply color. + + + + Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. +See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + + Material for rendering. + Material texture overide. + Material index. + + + + Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. +See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + + Material for rendering. + Material texture overide. + Material index. + + + + Sets the Mesh used by this renderer. + + + + + + Set the material for the canvas renderer. Used internally for masking. + + + + + + + Sets the texture used by this renderer's material. + + + + + + Set the vertices for the UIRenderer. + + Array of vertices to set. + Number of vertices to set. + + + + Set the vertices for the UIRenderer. + + Array of vertices to set. + Number of vertices to set. + + + + Given a list of UIVertex, split the stream into it's component types. + + + + + + + + + + + + + This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid. + + + + + Given a point and a camera is the raycast valid. + + Screen position. + Raycast camera. + + Valid. + + + + + Utility class containing helper methods for working with RectTransform. + + + + + Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well. + + The RectTransform to flip. + Flips around the pivot if true. Flips within the parent rect if false. + Flip the children as well? + + + + Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well. + + The RectTransform to flip. + Flips around the pivot if true. Flips within the parent rect if false. + Flip the children as well? + The axis to flip along. 0 is horizontal and 1 is vertical. + + + + Convert a given point in screen space into a pixel correct point. + + + + + + Pixel adjusted point. + + + + + Given a rect transform, return the corner points in pixel accurate coordinates. + + + + + Pixel adjusted rect. + + + + + Does the RectTransform contain the screen point as seen from the given camera? + + The RectTransform to test with. + The screen point to test. + The camera from which the test is performed from. (Optional) + + True if the point is inside the rectangle. + + + + + Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle. + + The RectTransform to find a point inside. + The camera associated with the screen space position. + Screen space position. + Point in local space of the rect transform. + + Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. + + + + + Transform a screen space point to a position in world space that is on the plane of the given RectTransform. + + The RectTransform to find a point inside. + The camera associated with the screen space position. + Screen space position. + Point in world space. + + Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. + + + + + RenderMode for the Canvas. + + + + + Render using the Camera configured on the Canvas. + + + + + Render at the end of the scene using a 2D Canvas. + + + + + Render using any Camera in the scene that can render the layer. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UNETModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UNETModule.dll new file mode 100644 index 0000000..9d627e8 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UNETModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UNETModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UNETModule.xml new file mode 100644 index 0000000..840b892 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UNETModule.xml @@ -0,0 +1,1677 @@ + + + + + UnityEngine.UNETModule + + + + Defines parameters of channels. + + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + UnderlyingModel.MemDoc.MemDocModel. + + Requested type of quality of service (default Unreliable). + Copy constructor. + + + + Channel quality of service. + + + + + Defines size of the buffer holding reliable messages, before they will be acknowledged. + + + + + Ack buffer can hold 128 messages. + + + + + Ack buffer can hold 32 messages. + + + + + Ack buffer can hold 64 messages. + + + + + Ack buffer can hold 96 messages. + + + + + This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration. + + + + + Defines the duration in milliseconds that the receiver waits for before it sends an acknowledgement back without waiting for any data payload. Default value = 33. + +Network clients that send data to a server may do so using many different quality of service (QOS) modes, some of which (reliable modes) expect the server to send back acknowledgement of receipt of data sent. + +Servers must periodically acknowledge data packets received over channels with reliable QOS modes by sending packets containing acknowledgement data (also known as "acks") back to the client. If the server were to send an acknowledgement immediately after receiving each packet from the client there would be significant overhead (the acknowledgement is a 32 or 64 bit integer, which is very small compared to the whole size of the packet which also contains the IP and the UDP header). AckDelay allows the server some time to accumulate a list of received reliable data packets to acknowledge, and decreases traffic overhead by combining many acknowledgements into a single packet. + + + + + Determines the size of the buffer used to store reliable messages that are waiting for acknowledgement. It can be set to Acks32, Acks64, Acks96, or Acks128. Depends of this setting buffer can hold 32, 64, 96, or 128 messages. Default value = Ack32. + +Messages sent on reliable quality of service channels are stored in a special buffer while they wait for acknowledgement from the peer. This buffer can be either 32, 64, 96 or 128 positions long. It is recommended to begin with this value set to Ack32, which defines a buffer up to 32 messages in size. If you receive NoResources errors often when you send reliable messages, change this value to the next possible size. + + + + + Adds a new channel to the configuration and returns the unique id of that channel. + +Channels are logical delimiters of traffic between peers. Every time you send data to a peer, you should use two ids: connection id and channel id. Channels are not only logically separate traffic but could each be configured with a different quality of service (QOS). In the example below, a configuration is created containing two channels with Unreliable and Reliable QOS types. This configuration is then used for sending data. + + Add new channel to configuration. + + Channel id, user can use this id to send message via this channel. + + + + + Defines the timeout in milliseconds after which messages sent via the AllCost channel will be re-sent without waiting for acknowledgement. Default value = 20 ms. + +AllCost delivery quality of service (QOS) is a special QOS for delivering game-critical information, such as when the game starts, or when bullets are shot. + +Due to packets dropping, sometimes reliable messages cannot be delivered and need to be re-sent. Reliable messages will re-sent after RTT+Delta time, (RTT is round trip time) where RTT is a dynamic value and can reach couple of hundred milliseconds. For the AllCost delivery channel this timeout can be user-defined to force game critical information to be re-sent. + + + + + Defines, when multiplied internally by InitialBandwidth, the maximum bandwidth that can be used under burst conditions. + + + + + (Read Only) The number of channels in the current configuration. + + + + + The list of channels belonging to the current configuration. + +Note: any ConnectionConfig passed as a parameter to a function in Unity Multiplayer is deep copied (that is, an entirely new copy is made, with no references to the original). + + + + + Timeout in ms which library will wait before it will send another connection request. + + + + + Will create default connection config or will copy them from another. + + Connection config. + + + + Will create default connection config or will copy them from another. + + Connection config. + + + + Defines the timeout in milliseconds before a connection is considered to have been disconnected. Default value = 2000. + +Unity Multiplayer defines conditions under which a connection is considered as disconnected. Disconnection can happen for the following reasons: + +(1) A disconnection request was received. + +(2) The connection has not received any traffic at all for a time longer than DisconnectTimeout (Note that live connections receive regular keep-alive packets, so in this case "no traffic" means not only no user traffic but also absence of any keep-alive traffic as well). + +(3) Flow control determines that the time between sending packets is longer than DisconnectTimeout. Keep-alive packets are regularly delivered from peers and contain statistical information. This information includes values of packet loss due to network and peer overflow conditions. Setting NetworkDropThreshold and OverflowDropThreshold defines thresholds for flow control which can decrease packet frequency. When the time before sending the next packet is longer than DisconnectTimeout, the connection will be considered as disconnected and a disconnect event is received. + + + + + Defines the fragment size for fragmented messages (for QOS: ReliableFragmented and UnreliableFragmented). Default value = 500. + +Under fragmented quality of service modes, the original message is split into fragments (up to 64) of up to FragmentSize bytes each. The fragment size depends on the frequency and size of reliable messages sent. Each reliable message potentially could be re-sent, so you need to choose a fragment size less than the remaining free space in a UDP packet after retransmitted reliable messages are added to the packet. For example, if Networking.ConnectionConfig.PacketSize is 1440 bytes, and a reliable message's average size is 200 bytes, it would be wise to set this parameter to 900 – 1000 bytes. + + + + + Return the QoS set for the given channel or throw an out of range exception. + + Index in array. + + Channel QoS. + + + + + 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 1500MB/sec (1,536,000 bytes per second). The default value is intentionally a large number to allow all traffic to pass without delay. + + + + + Defines the maximum number of small reliable messages that can be included in one combined message. Default value = 10. + +Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize. + + + + + Defines the maximum size in bytes of a reliable message which is considered small enough to include in a combined message. Default value = 100. + +Since each message sent to a server contains IP information and a UDP header, duplicating this information for every message sent can be inefficient in the case where there are many small messages being sent frequently. Many small reliable messages can be combined into one longer reliable message, saving space in the waiting buffer. Unity Multiplayer will automatically combine up to MaxCombinedReliableMessageCount small messages into one message. To qualify as a small message, the data payload of the message should not be greater than MaxCombinedReliableMessageSize. + + + + + Defines the maximum number of times Unity Multiplayer will attempt to send a connection request without receiving a response before it reports that it cannot establish a connection. Default value = 10. + + + + + Defines maximum number of messages that can be held in the queue for sending. Default value = 128. + +This buffer serves to smooth spikes in traffic and decreases network jitter. If the queue is full, a NoResources error will result from any calls to Send(). Setting this value greater than around 300 is likely to cause significant delaying of message delivering and can make game unplayable. + + + + + Defines minimum time in milliseconds between sending packets. This duration may be automatically increased if required by flow control. Default value = 10. + +When Send() is called, Unity Multiplayer won’t send the message immediately. Instead, once every SendTimeout milliseconds each connection is checked to see if it has something to send. While initial and minimal send timeouts can be set, these may be increased internally due to network conditions or buffer overflows. + + + + + Defines the percentage (from 0 to 100) of packets that need to be dropped due to network conditions before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5. + +To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values: + +(1) Packets lost due to network conditions. + +(2) Packets lost because the receiver does not have free space in its incoming buffers. + +Like OverflowDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout. + +Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%. + + + + + Defines the percentage (from 0 to 100) of packets that need to be dropped due to lack of space in internal buffers before the SendUpdate timeout is automatically increased (and send rate is automatically decreased). Default value = 5. + +To avoid receiver overflow, Unity Multiplayer supports flow control. Each ping packet sent between connected peers contains two values: + +(1) Packets lost due to network conditions. + +(2) Packets lost because the receiver does not have free space in its incoming buffers. + +Like NetworkDropThreshold, both values are reported in percent. Use NetworkDropThreshold and OverflowDropThreshold to set thresholds for these values. If a value reported in the ping packet exceeds the corresponding threshold, Unity Multiplayer increases the sending timeout for packets up to a maximum value of DisconnectTimeout. + +Note: wireless networks usually exhibit 5% or greater packet loss. For wireless networks it is advisable to use a NetworkDropThreshold of 40-50%. + + + + + Defines maximum packet size (in bytes) (including payload and all header). Packet can contain multiple messages inside. Default value = 1500. + +Note that this default value is suitable for local testing only. Usually you should change this value; a recommended setting for PC or mobile is 1470. For games consoles this value should probably be less than ~1100. Wrong size definition can cause packet dropping. + + + + + Defines the duration in milliseconds between keep-alive packets, also known as pings. Default value = 500. + +The ping frequency should be long enough to accumulate good statistics and short enough to compare with DisconnectTimeout. A good guideline is to have more than 3 pings per disconnect timeout, and more than 5 messages per ping. For example, with a DisconnectTimeout of 2000ms, a PingTimeout of 500ms works well. + + + + + Defines the maximum wait time in milliseconds before the "not acknowledged" message is re-sent. Default value = 1200. + +It does not make a lot of sense to wait for acknowledgement forever. This parameter sets an upper time limit at which point reliable messages are re-sent. + + + + + Gets or sets the delay in milliseconds after a call to Send() before packets are sent. During this time, new messages may be combined in queued packets. Default value: 10ms. + + + + + Defines the path to the file containing the certification authority (CA) certificate for WebSocket via SSL communication. + + + + + Defines path to SSL certificate file, for WebSocket via SSL communication. + + + + + Defines the path to the file containing the private key for WebSocket via SSL communication. + + + + + Defines the size in bytes of the receiving buffer for UDP sockets. It is useful to set this parameter equal to the maximum size of a fragmented message. Default value is OS specific (usually 8kb). + + + + + When starting a server use protocols that make use of platform specific optimisations where appropriate rather than cross-platform protocols. (Sony consoles only). + + + + + Validate parameters of connection config. Will throw exceptions if parameters are incorrect. + + + + + + WebSocket only. Defines the buffer size in bytes for received frames on a WebSocket host. If this value is 0 (the default), a 4 kilobyte buffer is used. Any other value results in a buffer of that size, in bytes. + +WebSocket message fragments are called "frames". A WebSocket host has a buffer to store incoming message frames. Therefore this buffer should be set to the largest legal frame size supported. If an incoming frame exceeds the buffer size, no error is reported. However, the buffer will invoke the user callback in order to create space for the overflow. + + + + + Create configuration for network simulator; You can use this class in editor and developer build only. + + + + + Will create object describing network simulation parameters. + + Minimal simulation delay for outgoing traffic in ms. + Average simulation delay for outgoing traffic in ms. + Minimal simulation delay for incoming traffic in ms. + Average simulation delay for incoming traffic in ms. + Probability of packet loss 0 <= p <= 1. + + + + Destructor. + + + + + Defines global paramters for network library. + + + + + Create new global config object. + + + + + Defines how many hosts you can use. Default Value = 16. Max value = 128. + + + + + Deprecated. Defines maximum delay for network simulator. See Also: MaxTimerTimeout. + + + + + Defines maximum possible packet size in bytes for all network connections. + + + + + Defines the maximum timeout in milliseconds for any configuration. The default value is 12 seconds (12000ms). + + + + + Deprecated. Defines the minimal timeout for network simulator. You cannot set up any delay less than this value. See Also: MinTimerTimeout. + + + + + Defines the minimum timeout in milliseconds recognised by the system. The default value is 1 ms. + + + + + This property determines the initial size of the queue that holds messages received by Unity Multiplayer before they are processed. + + + + + Defines the initial size of the send queue. Messages are placed in this queue ready to be sent in packets to their destination. + + + + + Defines reactor model for the network library. + + + + + Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages. + + + + + Defines how many worker threads are available to handle incoming and outgoing messages. + + + + + Class defines network topology for host (socket opened by Networking.NetworkTransport.AddHost function). This topology defines: (1) how many connection with default config will be supported and (2) what will be special connections (connections with config different from default). + + + + + Add special connection to topology (for example if you need to keep connection to standalone chat server you will need to use this function). Returned id should be use as one of parameters (with ip and port) to establish connection to this server. + + Connection config for special connection. + + Id of this connection. You should use this id when you call Networking.NetworkTransport.Connect. + + + + + Create topology. + + Default config. + Maximum default connections. + + + + Defines config for default connections in the topology. + + + + + Return reference to special connection config. Parameters of this config can be changed. + + Config id. + + Connection config. + + + + + Defines how many connection with default config be permitted. + + + + + Defines the maximum number of messages that each host can hold in its pool of received messages. The default size is 128. + + + + + Defines the maximum number of messages that each host can hold in its pool of messages waiting to be sent. The default size is 128. + + + + + List of special connection configs. + + + + + Returns count of special connection added to topology. + + + + + Details about a UNET MatchMaker match. + + + + + The binary access token this client uses to authenticate its session for future commands. + + + + + IP address of the host of the match,. + + + + + The numeric domain for the match. + + + + + The unique ID of this match. + + + + + NodeID for this member client in the match. + + + + + Port of the host of the match. + + + + + This flag indicates whether or not the match is using a Relay server. + + + + + A class describing the match information as a snapshot at the time the request was processed on the MatchMaker. + + + + + The average Elo score of the match. + + + + + The current number of players in the match. + + + + + The collection of direct connect info classes describing direct connection information supplied to the MatchMaker. + + + + + The NodeID of the host for this match. + + + + + Describes if the match is private. Private matches are unlisted in ListMatch results. + + + + + The collection of match attributes on this match. + + + + + The maximum number of players this match can grow to. + + + + + The text name for this match. + + + + + The network ID for this match. + + + + + A class describing one member of a match and what direct connect information other clients have supplied. + + + + + The host priority for this direct connect info. Host priority describes the order in which this match member occurs in the list of clients attached to a match. + + + + + NodeID of the match member this info refers to. + + + + + The private network address supplied for this direct connect info. + + + + + The public network address supplied for this direct connect info. + + + + + A component for communicating with the Unity Multiplayer Matchmaking service. + + + + + The base URI of the MatchMaker that this NetworkMatch will communicate with. + + + + + A delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen). + + Indicates if the request succeeded. + A text description of the failure if success is false. + + + + Use this function to create a new match. The client which calls this function becomes the host of the match. + + The text string describing the name for this match. + When creating a match, the matchmaker will use either this value, or the maximum size you have configured online at https:multiplayer.unity3d.com, whichever is lower. This way you can specify different match sizes for a particular game, but still maintain an overall size limit in the online control panel. + A bool indicating if this match should be available in NetworkMatch.ListMatches results. + A text string indicating if this match is password protected. If it is, all clients trying to join this match must supply the correct match password. + The optional public client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly over the internet. This value will only be present if a publicly available address is known, and direct connection is supported by the matchmaker. + The optional private client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly on a local area network. This value will only be present if direct connection is supported by the matchmaker. This may be an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The Elo score for the client hosting the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be called when this function completes. This will be called regardless of whether the function succeeds or fails. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself. + + Indicates if the request succeeded. + If success is false, this will contain a text string indicating the reason. + The generic passed in containing data required by the callback. This typically contains data returned from a call to the service backend. + + + + This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected. + + The NetworkID of the match to terminate. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be called when the request completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + A function to allow an individual client to be dropped from a match. + + The NetworkID of the match the client to drop belongs to. + The NodeID of the client to drop inside the specified match. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to invoke when the request completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + The function used to tell MatchMaker the current client wishes to join a specific match. + + The NetworkID of the match to join. This is found through calling NetworkMatch.ListMatches and picking a result from the returned list of matches. + The password of the match. Leave empty if there is no password for the match, and supply the text string password if the match was configured to have one of the NetworkMatch.CreateMatch request. + The optional public client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over the internet. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The optional private client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over a Local Area Network. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The Elo score for the client joining the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be invoked when this call completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + The function to list ongoing matches in the MatchMaker. + + The current page to list in the return results. + The size of the page requested. This determines the maximum number of matches contained in the list of matches passed into the callback. + The text string name filter. This is a partial wildcard search against match names that are currently active, and can be thought of as matching equivalent to *<matchNameFilter>* where any result containing the entire string supplied here will be in the result set. + Boolean that indicates if the response should contain matches that are private (meaning matches that are password protected). + The Elo score target for the match list results to be grouped around. If used, this should be set to the Elo level of the client listing the matches so results will more closely match that player's skill level. If not used this can be set to 0 along with all other Elo refereces in funcitons like NetworkMatch.CreateMatch or NetworkMatch.JoinMatch. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback invoked when this call completes on the MatchMaker. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + This function allows the caller to change attributes on a match in progress. + + The NetworkID of the match to set attributes on. + A bool indicating whether the match should be listed in NetworkMatch.ListMatches results after this call is complete. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback invoked after the call has completed, indicating if it was successful or not. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + + + + + This method is deprecated. Please instead log in through the editor services panel and setup the project under the Unity Multiplayer section. This will populate the required infomation from the cloud site automatically. + + Deprecated, see description. + + + + Possible Networking.NetworkTransport errors. + + + + + Not a data message. + + + + + The Networking.ConnectionConfig does not match the other endpoint. + + + + + The address supplied to connect to was invalid or could not be resolved. + + + + + The message is too long to fit the buffer. + + + + + Not enough resources are available to process this request. + + + + + The operation completed successfully. + + + + + Connection timed out. + + + + + This error will occur if any function is called with inappropriate parameter values. + + + + + The protocol versions are not compatible. Check your library versions. + + + + + The specified channel doesn't exist. + + + + + The specified connectionId doesn't exist. + + + + + The specified host not available. + + + + + Operation is not supported. + + + + + Event that is returned when calling the Networking.NetworkTransport.Receive and Networking.NetworkTransport.ReceiveFromHost functions. + + + + + Broadcast discovery event received. +To obtain sender connection info and possible complimentary message from them, call Networking.NetworkTransport.GetBroadcastConnectionInfo() and Networking.NetworkTransport.GetBroadcastConnectionMessage() functions. + + + + + Connection event received. Indicating that a new connection was established. + + + + + Data event received. Indicating that data was received. + + + + + Disconnection event received. + + + + + No new event was received. + + + + + Transport Layer API. + + + + + Creates a host based on Networking.HostTopology. + + The Networking.HostTopology associated with the host. + Port to bind to (when 0 is selected, the OS will choose a port at random). + IP address to bind to. + + Returns the ID of the host that was created. + + + + + Create a host and configure them to simulate Internet latency (works on Editor and development build only). + + The Networking.HostTopology associated with the host. + Minimum simulated delay in milliseconds. + Maximum simulated delay in milliseconds. + Port to bind to (when 0 is selected, the OS will choose a port at random). + IP address to bind to. + + Returns host ID just created. + + + + + Created web socket host. + + Port to bind to. + The Networking.HostTopology associated with the host. + IP address to bind to. + + Web socket host id. + + + + + Created web socket host. + + Port to bind to. + The Networking.HostTopology associated with the host. + IP address to bind to. + + Web socket host id. + + + + + Tries to establish a connection to another peer. + + Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the other peer. + Port of the other peer. + Set to 0 in the case of a default connection. + Error (can be cast to Networking.NetworkError for more information). + + + A unique connection identifier on success (otherwise zero). + + + + + Create dedicated connection to Relay server. + + Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the relay. + Port of the relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be cast to Networking.NetworkError for more information). + Slot ID for this user, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.nodeId. + + + + Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint. + + Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + Error (can be cast to Networking.NetworkError for more information). + A valid System.EndPoint. + Set to 0 in the case of a default connection. + + + A unique connection identifier on success (otherwise zero). + + + + + Create a connection to another peer in the Relay group. + + Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address. + Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port. + Set to 0 in the case of a default connection. + ID of the remote peer in relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be cast to Networking.NetworkError for more information). + Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId. + Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. + Average bandwidth (bandwidth will be throttled on this level). + + A unique connection identifier on success (otherwise zero). + + + + + Create a connection to another peer in the Relay group. + + Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address. + Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port. + Set to 0 in the case of a default connection. + ID of the remote peer in relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be cast to Networking.NetworkError for more information). + Slot ID reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId. + Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. + Average bandwidth (bandwidth will be throttled on this level). + + A unique connection identifier on success (otherwise zero). + + + + + Connect with simulated latency. + + Host ID associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the other peer. + Port of the other peer. + Set to 0 in the case of a default connection. + Error (can be cast to Networking.NetworkError for more information). + A Networking.ConnectionSimulatorConfig defined for this connection. + + A unique connection identifier on success (otherwise zero). + + + + + Send a disconnect signal to the connected peer and close the connection. Poll Networking.NetworkTransport.Receive() to be notified that the connection is closed. This signal is only sent once (best effort delivery). If this packet is dropped for some reason, the peer closes the connection by timeout. + + Host ID associated with this connection. + The connection ID of the connection you want to close. + Error (can be cast to Networking.NetworkError for more information). + + + + This will disconnect the host and disband the group. +DisconnectNetworkHost can only be called by the group owner on the relay server. + + Host ID associated with this connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Finalizes sending of a message to a group of connections. Only one multicast message at a time is allowed per host. + + Host ID associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + Error (can be cast to Networking.NetworkError for more information). + + + + Returns size of reliable buffer. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Size of ack buffer. + + + + + The Unity Multiplayer spawning system uses assetIds to identify what remote objects to spawn. This function allows you to get the assetId for the prefab associated with an object. + + Target GameObject to get assetId for. + + The assetId of the game object's prefab. + + + + + After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function will return the connection information of the broadcast sender. This information can then be used for connecting to the broadcast sender. + + ID of the broadcast receiver. + IPv4 address of broadcast sender. + Port of broadcast sender. + Error (can be cast to Networking.NetworkError for more information). + + + + After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function returns a complimentary message from the broadcast sender. + + ID of broadcast receiver. + Message buffer provided by caller. + Buffer size. + Received size (if received size > bufferSize, corresponding error will be set). + Error (can be cast to Networking.NetworkError for more information). + + + + Returns the connection parameters for the specified connectionId. These parameters can be sent to other users to establish a direct connection to this peer. If this peer is connected to the host via Relay, the Relay-related parameters are set. + + Host ID associated with this connection. + ID of connection. + IP address. + Port. + Relay network guid. + Error (can be cast to Networking.NetworkError for more information). + Destination slot id. + + + + Returns the number of unread messages in the read-queue. + + + + + Returns the total number of messages still in the write-queue. + + + + + Return the round trip time for the given connectionId. + + Error (can be cast to Networking.NetworkError for more information). + Host ID associated with this connection. + ID of the connection. + + Current round trip time in ms. + + + + + Returns the number of received messages waiting in the queue for processing. + + Host ID associated with this queue. + Error code. Cast this value to Networking.NetworkError for more information. + + The number of messages in the queue. + + + + + Returns how many packets have been received from start for connection. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + The absolute number of packets received since the connection was established. + + + + + Returns how many packets have been received from start. (from Networking.NetworkTransport.Init call). + + + Packets count received from start for all hosts. + + + + + How many packets have been dropped due lack space in incoming queue (absolute value, countinf from start). + + + Dropping packet count. + + + + + Returns how many incoming packets have been lost due transmitting (dropped by network). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + The absolute number of packets that have been lost since the connection was established. + + + + + Gets the currently-allowed network bandwidth in bytes per second. The value returned can vary because bandwidth can be throttled by flow control. If the bandwidth is throttled to zero, the connection is disconnected.ted. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Currently-allowed bandwidth in bytes per second. + + + + + Function returns time spent on network I/O operations in microseconds. + + + Time in micro seconds. + + + + + Return the total number of packets that has been lost. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Get a network timestamp. Can be used in your messages to investigate network delays together with Networking.GetRemoteDelayTimeMS. + + + Timestamp. + + + + + Returns how much raw data (in bytes) have been sent from start for all hosts (from Networking.NetworkTransport.Init call). + + + Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for all hosts. + + + + + Returns how much raw data (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for connection. + + + + + Returns how much raw data (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Total data (user payload, protocol specific data, ip and udp headers) (in bytes) sent from start for the host. + + + + + Returns how many messages have been sent from start (from Networking.NetworkTransport.Init call). + + + Messages count sent from start (from call Networking.NetworkTransport.Init) for all hosts. + + + + + Returns how many packets have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Messages count sending from start for connection. + + + + + Returns how many messages have been sent from start for host (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Messages count sending from start for the host. + + + + + Returns the number of messages waiting in the outgoing message queue to be sent. + + Host ID associated with this queue. + Error code. Cast this value to Networking.NetworkError for more information. + + The number of messages waiting in the outgoing message queue to be sent. + + + + + Returns how many packets have been sent from start (from call Networking.NetworkTransport.Init) for all hosts. + + + Packets count sent from networking library start (from call Networking.NetworkTransport.Init) for all hosts. + + + + + Returns how many packets have been sent for connection from it start (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Packets count sent for connection from it start. + + + + + Returns how many packets have been sent for host from it start (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Count packets have been sent from host start. + + + + + Returns the value in percent of the number of sent packets that were dropped by the network and not received by the peer. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + The number of packets dropped by the network in the last ping timeout period expressed as an integer percentage from 0 to 100. + + + + + Returns the value in percent of the number of sent packets that were dropped by the peer. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + The number of packets dropped by the peer in the last ping timeout period expressed as an integer percentage from 0 to 100. + + + + + Returns how much user payload and protocol system headers (in bytes) have been sent from start (from Networking.NetworkTransport.Init call). + + + Total payload and protocol system headers (in bytes) sent from start for all hosts. + + + + + Returns how much payload and protocol system headers (in bytes) have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Total user payload and protocol system headers (in bytes) sent from start for connection. + + + + + Returns how much payload and protocol system headers (in bytes) have been sent from start for the host (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Total user payload and protocol system headers (in bytes) sent from start for the host. + + + + + Returns how much payload (user) bytes have been sent from start (from Networking.NetworkTransport.Init call). + + + Total payload (in bytes) sent from start for all hosts. + + + + + Returns how much payload (user) bytes have been sent from start for connection (from call Networking.NetworkTransport.Connect for active connect or from connection request receiving for passive connect). + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + Total payload (in bytes) sent from start for connection. + + + + + Returns how much payload (user) bytes have been sent from start for the host (from call Networking.NetworkTransport.AddHost). + + ID of the host. + Error (can be cast to Networking.NetworkError for more information). + + Total payload (in bytes) sent from start for the host. + + + + + Return the current receive rate in bytes per second. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Return the current send rate in bytes per second. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Returns the delay for the timestamp received. + + Host ID associated with this connection. + ID of the connection. + Timestamp delivered from peer. + Error (can be cast to Networking.NetworkError for more information). + + + + Deprecated. Use Networking.NetworkTransport.GetNetworkLostPacketNum() instead. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Initializes the NetworkTransport. Should be called before any other operations on the NetworkTransport are done. + + + + + Check if the broadcast discovery sender is running. + + + True if it is running. False if it is not running. + + + + + Deprecated. + + + + + Function is queueing but not sending messages. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + The channel ID to send on. + Buffer containing the data to send. + Size of the buffer. + + True if success. + + + + + Called to poll the underlying system for events. + + Host ID associated with the event. + The connectionID that received the event. + The channel ID associated with the event. + The buffer that will hold the data received. + Size of the buffer supplied. + The actual receive size of the data. + Error (can be cast to Networking.NetworkError for more information). + + Type of event returned. + + + + + Similar to Networking.NetworkTransport.Receive but will only poll for the provided hostId. + + The host ID to check for events. + The connection ID that received the event. + The channel ID associated with the event. + The buffer that will hold the data received. + Size of the buffer supplied. + The actual receive size of the data. + Error (can be cast to Networking.NetworkError for more information). + + Type of event returned. + + + + + Polls the host for the following events: Networking.NetworkEventType.ConnectEvent and Networking.NetworkEventType.DisconnectEvent. +Can only be called by the relay group owner. + + The host ID to check for events. + Error (can be cast to Networking.NetworkError for more information). + + Type of event returned. + + + + + Closes the opened socket, and closes all connections belonging to that socket. + + Host ID to remove. + + + + Send data to peer. + + Host ID associated with this connection. + ID of the connection. + The channel ID to send on. + Buffer containing the data to send. + Size of the buffer. + Error (can be cast to Networking.NetworkError for more information). + + + + Add a connection for the multicast send. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + + + Sends messages, previously queued by NetworkTransport.QueueMessageForSending function. + + Host ID associated with this connection. + ID of the connection. + Error (can be cast to Networking.NetworkError for more information). + + True if hostId and connectioId are valid. + + + + + Sets the credentials required for receiving broadcast messages. Should any credentials of a received broadcast message not match, the broadcast discovery message is dropped. + + Host ID associated with this broadcast. + Key part of the credentials associated with this broadcast. + Version part of the credentials associated with this broadcast. + Subversion part of the credentials associated with this broadcast. + Error (can be cast to Networking.NetworkError for more information). + + + + Used to inform the profiler of network packet statistics. + + The ID of the message being reported. + Number of message being reported. + Number of bytes used by reported messages. + + + + Shut down the NetworkTransport. + + + + + Starts sending a broadcasting message in all local subnets. + + Host ID which should be reported via broadcast (broadcast receivers will connect to this host). + Port used for the broadcast message. + Key part of the credentials associated with this broadcast. + Version part of the credentials associated with this broadcast. + Subversion part of the credentials associated with this broadcast. + Complimentary message. This message will delivered to the receiver with the broadcast event. + Size of message. + Specifies how often the broadcast message should be sent in milliseconds. + Error (can be cast to Networking.NetworkError for more information). + + Return true if broadcasting request has been submitted. + + + + + Start to multicast send. + + Host ID associated with this connection. + The channel ID. + Buffer containing the data to send. + Size of the buffer. + Error (can be cast to Networking.NetworkError for more information). + + + + Stop sending the broadcast discovery message. + + + + + Enumeration of all supported quality of service channel modes. + + + + + A reliable message that will be re-sent with a high frequency until it is acknowledged. + + + + + Each message is guaranteed to be delivered but not guaranteed to be in order. + + + + + Each message is guaranteed to be delivered, also allowing fragmented messages with up to 32 fragments per message. + + + + + Each message is guaranteed to be delivered in order, also allowing fragmented messages with up to 32 fragments per message. + + + + + Each message is guaranteed to be delivered and in order. + + + + + A reliable message. Note: Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered. + + + + + An unreliable message. Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered. + + + + + There is no guarantee of delivery or ordering. + + + + + There is no guarantee of delivery or ordering, but allowing fragmented messages with up to 32 fragments per message. + + + + + There is garantee of ordering, no guarantee of delivery, but allowing fragmented messages with up to 32 fragments per message. + + + + + There is no guarantee of delivery and all unordered messages will be dropped. Example: VoIP. + + + + + Define how unet will handle network io operation. + + + + + Network thread will sleep up to threadawake timeout, after that it will try receive up to maxpoolsize amount of messages and then will try perform send operation for connection whihc ready to send. + + + + + Network thread will sleep up to threadawake timeout, or up to receive event on socket will happened. Awaked thread will try to read up to maxpoolsize packets from socket and will try update connections ready to send (with fixing awaketimeout rate). + + + + + The AppID identifies the application on the Unity Cloud or UNET servers. + + + + + Invalid AppID. + + + + + An Enum representing the priority of a client in a match, starting at 0 and increasing. + + + + + The Invalid case for a HostPriority. An Invalid host priority is not a valid host. + + + + + Describes the access levels granted to this client. + + + + + Administration access level, generally describing clearence to perform game altering actions against anyone inside a particular match. + + + + + Invalid access level, signifying no access level has been granted/specified. + + + + + Access level Owner, generally granting access for operations key to the peer host server performing it's work. + + + + + User access level. This means you can do operations which affect yourself only, like disconnect yourself from the match. + + + + + Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client. + + + + + Binary field for the actual token. + + + + + Accessor to get an encoded string from the m_array data. + + + + + Checks if the token is a valid set of data with respect to default values (returns true if the values are not default, does not validate the token is a current legitimate token with respect to the server's auth framework). + + + + + Network ID, used for match making. + + + + + Invalid NetworkID. + + + + + The NodeID is the ID used in Relay matches to track nodes in a network. + + + + + The invalid case of a NodeID. + + + + + Identifies a specific game instance. + + + + + Invalid SourceID. + + + + + Networking Utility. + + + + + This property is deprecated and does not need to be set or referenced. + + + + + Utility function to get this client's access token for a particular network, if it has been set. + + + + + + Utility function to fetch the program's ID for UNET Cloud interfacing. + + + + + Utility function to get the client's SourceID for unique identification. + + + + + Utility function that accepts the access token for a network after it's received from the server. + + + + + + + Deprecated; Setting the AppID is no longer necessary. Please log in through the editor and set up the project there. + + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityAnalyticsModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityAnalyticsModule.dll new file mode 100644 index 0000000..1c23a09 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityAnalyticsModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityAnalyticsModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityAnalyticsModule.xml new file mode 100644 index 0000000..8b4b505 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityAnalyticsModule.xml @@ -0,0 +1,169 @@ + + + + + UnityEngine.UnityAnalyticsModule + + + + Unity Analytics provides insight into your game users e.g. DAU, MAU. + + + + + Controls whether the sending of device stats at runtime is enabled. + + + + + Controls whether the Analytics service is enabled at runtime. + + + + + Controls whether to limit user tracking at runtime. + + + + + Custom Events (optional). + + Name of custom event. Name cannot include the prefix "unity." - This is a reserved keyword. + Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix "unity." - This is a reserved keyword. + + + + Custom Events (optional). + + + + + + Custom Events (optional). + + + + + + + Attempts to flush immediately all queued analytics events to the network and filesystem cache if possible (optional). + + + + + User Demographics (optional). + + Birth year of user. Must be 4-digit year format, only. + + + + User Demographics (optional). + + Gender of user can be "Female", "Male", or "Unknown". + + + + User Demographics (optional). + + User id. + + + + Tracking Monetization (optional). + + The id of the purchased item. + The price of the item. + Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. + Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. + Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. + Set to true when using UnityIAP. + + + + Tracking Monetization (optional). + + The id of the purchased item. + The price of the item. + Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. + Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. + Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. + Set to true when using UnityIAP. + + + + Tracking Monetization (optional). + + The id of the purchased item. + The price of the item. + Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. + Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. + Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. + Set to true when using UnityIAP. + + + + Analytics API result. + + + + + Analytics API result: Analytics is disabled. + + + + + Analytics API result: Invalid argument value. + + + + + Analytics API result: Analytics not initialized. + + + + + Analytics API result: Success. + + + + + Analytics API result: Argument size limit. + + + + + Analytics API result: Too many parameters. + + + + + Analytics API result: Too many requests. + + + + + Analytics API result: This platform doesn't support Analytics. + + + + + User Demographics: Gender of a user. + + + + + User Demographics: Female Gender of a user. + + + + + User Demographics: Male Gender of a user. + + + + + User Demographics: Unknown Gender of a user. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityConnectModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityConnectModule.dll new file mode 100644 index 0000000..34efed6 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityConnectModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityConnectModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityConnectModule.xml new file mode 100644 index 0000000..f2008b4 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityConnectModule.xml @@ -0,0 +1,166 @@ + + + + + UnityEngine.UnityConnectModule + + + + Accesses for Analytics session information (common for all game instances). + + + + + Session time since the begining of player game session. + + + + + Session id is used for tracking player game session. + + + + + Session state. + + + + + This event occurs when a Analytics session state changes. + + + + + + UserId is random GUID to track a player and is persisted across game session. + + + + + This event occurs when a Analytics session state changes. + + Current session state. + Current session id. + Game player current session time. + Set to true when sessionId has changed. + + + + Session tracking states. + + + + + Session tracking has paused. + + + + + Session tracking has resumed. + + + + + Session tracking has started. + + + + + Session tracking has stopped. + + + + + Accesses remote settings (common for all game instances). + + + + + Forces the game to download the newest settings from the server and update its values. + + + + + Returns the value corresponding to key in the remote settings if it exists. + + + + + + + Returns the value corresponding to key in the remote settings if it exists. + + + + + + + Returns number of keys in remote settings. + + + + + Returns the value corresponding to key in the remote settings if it exists. + + + + + + + Returns the value corresponding to key in the remote settings if it exists. + + + + + + + Returns the value corresponding to key in the remote settings if it exists. + + + + + + + Returns the value corresponding to key in the remote settings if it exists. + + + + + + + Returns all the keys in remote settings. + + + + + Returns the value corresponding to key in the remote settings if it exists. + + + + + + + Returns the value corresponding to key in the remote settings if it exists. + + + + + + + Returns true if key exists in the remote settings. + + + + + + This event occurs when a new RemoteSettings is fetched and successfully parsed from the server. + + + + + + This event occurs when a new RemoteSettings is fetched and successfully parsed from the server. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestAudioModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestAudioModule.dll new file mode 100644 index 0000000..234c73e Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestAudioModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestAudioModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestAudioModule.xml new file mode 100644 index 0000000..772f355 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestAudioModule.xml @@ -0,0 +1,98 @@ + + + + + UnityEngine.UnityWebRequestAudioModule + + + + A DownloadHandler subclass specialized for downloading audio data for use as AudioClip objects. + + + + + Returns the downloaded AudioClip, or null. (Read Only) + + + + + Constructor, specifies what kind of audio data is going to be downloaded. + + The nominal (pre-redirect) URL at which the audio clip is located. + Value to set for AudioClip type. + + + + Returns the downloaded AudioClip, or null. + + A finished UnityWebRequest object with DownloadHandlerAudioClip attached. + + The same as DownloadHandlerAudioClip.audioClip + + + + + Called by DownloadHandler.data. Returns a copy of the downloaded clip data as raw bytes. + + + A copy of the downloaded data. + + + + + A specialized DownloadHandler for creating MovieTexture out of downloaded bytes. + + + + + A MovieTexture created out of downloaded bytes. + + + + + Create new DownloadHandlerMovieTexture. + + + + + A convenience (helper) method for casting DownloadHandler to DownloadHandlerMovieTexture and accessing its movieTexture property. + + A UnityWebRequest with attached DownloadHandlerMovieTexture. + + A MovieTexture created out of downloaded bytes. + + + + + Raw downloaded data. + + + Raw downloaded bytes. + + + + + Helpers for downloading multimedia files using UnityWebRequest. + + + + + Create a UnityWebRequest to download an audio clip via HTTP GET and create an AudioClip based on the retrieved data. + + The URI of the audio clip to download. + The type of audio encoding for the downloaded audio clip. See AudioType. + + A UnityWebRequest properly configured to download an audio clip and convert it to an AudioClip. + + + + + Create a UnityWebRequest intended to download a movie clip via HTTP GET and create an MovieTexture based on the retrieved data. + + The URI of the movie clip to download. + + A UnityWebRequest properly configured to download a movie clip and convert it to a MovieTexture. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestModule.dll new file mode 100644 index 0000000..4804f28 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestModule.xml new file mode 100644 index 0000000..92c2828 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestModule.xml @@ -0,0 +1,975 @@ + + + + + UnityEngine.UnityWebRequestModule + + + + Manage and process HTTP response body data received from a remote server. + + + + + Returns the raw bytes downloaded from the remote server, or null. (Read Only) + + + + + 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) + + + + + Convenience property. Returns the bytes from data interpreted as a UTF8 string. (Read Only) + + + + + Callback, invoked when all data has been received from the remote server. + + + + + Signals that this [DownloadHandler] is no longer being used, and should clean up any resources it is using. + + + + + Callback, invoked when the data property is accessed. + + + Byte array to return as the value of the data property. + + + + + Callback, invoked when UnityWebRequest.downloadProgress is accessed. + + + The return value for UnityWebRequest.downloadProgress. + + + + + Callback, invoked when the text property is accessed. + + + String to return as the return value of the text property. + + + + + Callback, invoked with a Content-Length header is received. + + The value of the received Content-Length header. + + + + Callback, invoked as data is received from the remote server. + + A buffer containing unprocessed data, received from the remote server. + The number of bytes in data which are new. + + True if the download should continue, false to abort. + + + + + A DownloadHandler subclass specialized for downloading AssetBundles. + + + + + Returns the downloaded AssetBundle, or null. (Read Only) + + + + + Standard constructor for non-cached asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + + + + Simple versioned constructor. Caches downloaded asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + Current version number of the asset bundle at url. Increment to redownload. + + + + Versioned constructor. Caches downloaded asset bundles. + + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + A hash object defining the version of the asset bundle. + + + + Returns the downloaded AssetBundle, or null. + + A finished UnityWebRequest object with DownloadHandlerAssetBundle attached. + + The same as DownloadHandlerAssetBundle.assetBundle + + + + + Not implemented. Throws <a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + + + Not implemented. + + + + + Not implemented. Throws <a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + + + Not implemented. + + + + + A general-purpose DownloadHandler implementation which stores received data in a native byte buffer. + + + + + Default constructor. + + + + + Returns a copy of the native-memory buffer interpreted as a UTF8 string. + + A finished UnityWebRequest object with DownloadHandlerBuffer attached. + + The same as DownloadHandlerBuffer.text + + + + + Returns a copy of the contents of the native-memory data buffer as a byte array. + + + A copy of the data which has been downloaded. + + + + + Download handler for saving the downloaded data to file. + + + + + Should the created file be removed if download is aborted (manually or due to an error). Default: false. + + + + + Creates a new instance and a file on disk where downloaded data will be written to. + + Path to file to be written. + + + + An abstract base class for user-created scripting-driven DownloadHandler implementations. + + + + + Create a DownloadHandlerScript which allocates new buffers when passing data to callbacks. + + + + + Create a DownloadHandlerScript which reuses a preallocated buffer to pass data to callbacks. + + A byte buffer into which data will be copied, for use by DownloadHandler.ReceiveData. + + + + An interface for composition of data into multipart forms. + + + + + Returns the value to use in the Content-Type header for this form section. + + + The value to use in the Content-Type header, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Must not return null or a zero-length array. + + + The raw binary data contained in this section. Must not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + A helper object for form sections containing generic, non-file data. + + + + + Returns the value to use in this section's Content-Type header. + + + The Content-Type header for this section, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Will not return null or a zero-length array. + + + The raw binary data contained in this section. Will not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + Raw data section, unnamed and no Content-Type header. + + Data payload of this section. + + + + Raw data section with a section name, no Content-Type header. + + Section name. + Data payload of this section. + + + + A raw data section with a section name and a Content-Type header. + + Section name. + Data payload of this section. + The value for this section's Content-Type header. + + + + A named raw data section whose payload is derived from a string, with a Content-Type header. + + Section name. + String data payload for this section. + The value for this section's Content-Type header. + An encoding to marshal data to or from raw bytes. + + + + A named raw data section whose payload is derived from a UTF8 string, with a Content-Type header. + + Section name. + String data payload for this section. + C. + + + + A names raw data section whose payload is derived from a UTF8 string, with a default Content-Type. + + Section name. + String data payload for this section. + + + + An anonymous raw data section whose payload is derived from a UTF8 string, with a default Content-Type. + + String data payload for this section. + + + + A helper object for adding file uploads to multipart forms via the [IMultipartFormSection] API. + + + + + Returns the value of the section's Content-Type header. + + + The Content-Type header for this section, or null. + + + + + Returns a string denoting the desired filename of this section on the destination server. + + + The desired file name of this section, or null if this is not a file section. + + + + + Returns the raw binary data contained in this section. Will not return null or a zero-length array. + + + The raw binary data contained in this section. Will not be null or empty. + + + + + Returns the name of this section, if any. + + + The section's name, or null. + + + + + Contains a named file section based on the raw bytes from data, with a custom Content-Type and file name. + + Name of this form section. + Raw contents of the file to upload. + Name of the file uploaded by this form section. + The value for this section's Content-Type header. + + + + Contains an anonymous file section based on the raw bytes from data, assigns a default Content-Type and file name. + + Raw contents of the file to upload. + + + + Contains an anonymous file section based on the raw bytes from data with a specific file name. Assigns a default Content-Type. + + Raw contents of the file to upload. + Name of the file uploaded by this form section. + + + + Contains a named file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. + + Name of this form section. + Contents of the file to upload. + A string encoding. + Name of the file uploaded by this form section. + + + + An anonymous file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. + + Contents of the file to upload. + A string encoding. + Name of the file uploaded by this form section. + + + + An anonymous file section with data drawn from the UTF8 string data. Assigns a specific file name from fileName and a default Content-Type. + + Contents of the file to upload. + Name of the file uploaded by this form section. + + + + The UnityWebRequest object is used to communicate with web servers. + + + + + Indicates whether the UnityWebRequest system should employ the HTTP/1.1 chunked-transfer encoding method. + + + + + If true, any DownloadHandler attached to this UnityWebRequest will have DownloadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + + + + + If true, any UploadHandler attached to this UnityWebRequest will have UploadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + + + + + Returns the number of bytes of body data the system has downloaded from the remote server. (Read Only) + + + + + Holds a reference to a DownloadHandler object, which manages body data received from the remote server by this UnityWebRequest. + + + + + Returns a floating-point value between 0.0 and 1.0, indicating the progress of downloading body data from the server. (Read Only) + + + + + A human-readable string describing any system errors encountered by this UnityWebRequest object while handling HTTP requests or responses. (Read Only) + + + + + Returns true after the UnityWebRequest has finished communicating with the remote server. (Read Only) + + + + + Returns true after this UnityWebRequest receives an HTTP response code indicating an error. (Read Only) + + + + + Returns true while a UnityWebRequest’s configuration properties can be altered. (Read Only) + + + + + Returns true after this UnityWebRequest encounters a system error. (Read Only) + + + + + The string "CREATE", commonly used as the verb for an HTTP CREATE request. + + + + + The string "DELETE", commonly used as the verb for an HTTP DELETE request. + + + + + The string "GET", commonly used as the verb for an HTTP GET request. + + + + + The string "HEAD", commonly used as the verb for an HTTP HEAD request. + + + + + The string "POST", commonly used as the verb for an HTTP POST request. + + + + + The string "PUT", commonly used as the verb for an HTTP PUT request. + + + + + Defines the HTTP verb used by this UnityWebRequest, such as GET or POST. + + + + + Indicates the number of redirects which this UnityWebRequest will follow before halting with a “Redirect Limit Exceeded” system error. + + + + + The numeric HTTP response code returned by the server, such as 200, 404 or 500. (Read Only) + + + + + Sets UnityWebRequest to attempt to abort after the number of seconds in timeout have passed. + + + + + Returns the number of bytes of body data the system has uploaded to the remote server. (Read Only) + + + + + Holds a reference to the UploadHandler object which manages body data to be uploaded to the remote server. + + + + + Returns a floating-point value between 0.0 and 1.0, indicating the progress of uploading body data to the server. + + + + + Defines the target URL for the UnityWebRequest to communicate with. + + + + + Determines whether this UnityWebRequest will include Expect: 100-Continue in its outgoing request headers. (Default: true). + + + + + If in progress, halts the UnityWebRequest as soon as possible. + + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + + + + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + + + + Creates a UnityWebRequest configured for HTTP DELETE. + + The URI to which a DELETE request should be sent. + + A UnityWebRequest configured to send an HTTP DELETE request. + + + + + Signals that this [UnityWebRequest] is no longer being used, and should clean up any resources it is using. + + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Generate a random 40-byte array for use as a multipart form boundary. + + + 40 random bytes, guaranteed to contain only printable ASCII values. + + + + + Creates a UnityWebRequest configured for HTTP GET. + + The URI of the resource to retrieve via HTTP GET. + + A UnityWebRequest object configured to retrieve data from uri. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + A structure used to download a given version of AssetBundle to a customized cache path. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + + + + + OBSOLETE. Use UnityWebRequestMultimedia.GetAudioClip(). + + + + + + + Retrieves the value of a custom request header. + + Name of the custom request header. Case-insensitive. + + The value of the custom request header. If no custom header with a matching name has been set, returns an empty string. + + + + + Retrieves the value of a response header from the latest HTTP response received. + + The name of the HTTP header to retrieve. Case-insensitive. + + The value of the HTTP header from the latest HTTP response. If no header with a matching name has been received, or no responses have been received, returns null. + + + + + Retrieves a dictionary containing all the response headers received by this UnityWebRequest in the latest HTTP response. + + + A dictionary containing all the response headers received in the latest HTTP response. If no responses have been received, returns null. + + + + + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + Creates a UnityWebRequest configured to send a HTTP HEAD request. + + The URI to which to send a HTTP HEAD request. + + A UnityWebRequest configured to transmit a HTTP HEAD request. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Form body data. Will be URLEncoded prior to transmission. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Form fields or files encapsulated in a WWWForm object, for formatting and transmission to the remote server. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + A list of form fields or files to be formatted and transmitted to the remote server. + A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + A list of form fields or files to be formatted and transmitted to the remote server. + A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + + The target URI to which form data will be transmitted. + Strings indicating the keys and values of form fields. Will be automatically formatted into a URL-encoded form body. + + A UnityWebRequest configured to send form data to uri via POST. + + + + + Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + + The URI to which the data will be sent. + The data to transmit to the remote server. + +If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. + + A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. + + + + + Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + + The URI to which the data will be sent. + The data to transmit to the remote server. + +If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. + + A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. + + + + + Begin communicating with the remote server. + + + An AsyncOperation indicating the progress/completion state of the UnityWebRequest. Yield this object to wait until the UnityWebRequest is done. + + + + + Begin communicating with the remote server. + +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. + + + + + Converts a List of IMultipartFormSection objects into a byte array containing raw multipart form data. + + A List of IMultipartFormSection objects. + A unique boundary string to separate the form sections. + + A byte array of raw multipart form data. + + + + + Serialize a dictionary of strings into a byte array containing URL-encoded UTF8 characters. + + A dictionary containing the form keys and values to serialize. + + A byte array containing the serialized form. The form's keys and values have been URL-encoded. + + + + + Set a HTTP request header to a custom value. + + The key of the header to be set. Case-sensitive. + The header's intended value. + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + + Asynchronous operation object returned from UnityWebRequest.SendWebRequest(). + +You can yield until it continues, register an event handler with AsyncOperation.completed, or manually check whether it's done (AsyncOperation.isDone) or progress (AsyncOperation.progress). + + + + + Returns the associated UnityWebRequest that created the operation. + + + + + Helper object for UnityWebRequests. Manages the buffering and transmission of body data during HTTP requests. + + + + + Determines the default Content-Type header which will be transmitted with the outbound HTTP request. + + + + + The raw data which will be transmitted to the remote server as body data. (Read Only) + + + + + Returns the proportion of data uploaded to the remote server compared to the total amount of data to upload. (Read Only) + + + + + Signals that this [UploadHandler] is no longer being used, and should clean up any resources it is using. + + + + + A general-purpose UploadHandler subclass, using a native-code memory buffer. + + + + + General constructor. Contents of the input argument are copied into a native buffer. + + Raw data to transmit to the remote server. + + + + Helper class to generate form data to post to web servers using the UnityWebRequest or WWW classes. + + + + + (Read Only) The raw data to pass as the POST request body when sending the form. + + + + + (Read Only) Returns the correct request headers for posting the form using the WWW class. + + + + + Add binary data to the form. + + + + + + + + + Add binary data to the form. + + + + + + + + + Add binary data to the form. + + + + + + + + + Add a simple field to the form. + + + + + + + + Add a simple field to the form. + + + + + + + + Adds a simple field to the form. + + + + + + + Creates an empty WWWForm object. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestTextureModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestTextureModule.dll new file mode 100644 index 0000000..15c75f3 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestTextureModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestTextureModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestTextureModule.xml new file mode 100644 index 0000000..3c2ed69 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestTextureModule.xml @@ -0,0 +1,71 @@ + + + + + UnityEngine.UnityWebRequestTextureModule + + + + A DownloadHandler subclass specialized for downloading images for use as Texture objects. + + + + + Returns the downloaded Texture, or null. (Read Only) + + + + + Default constructor. + + + + + Constructor, allows TextureImporter.isReadable property to be set. + + Value to set for TextureImporter.isReadable. + + + + Returns the downloaded Texture, or null. + + A finished UnityWebRequest object with DownloadHandlerTexture attached. + + The same as DownloadHandlerTexture.texture + + + + + Called by DownloadHandler.data. Returns a copy of the downloaded image data as raw bytes. + + + A copy of the downloaded data. + + + + + Helpers for downloading image files into Textures using UnityWebRequest. + + + + + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestWWWModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestWWWModule.dll new file mode 100644 index 0000000..1b196da Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestWWWModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestWWWModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestWWWModule.xml new file mode 100644 index 0000000..5af1a14 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.UnityWebRequestWWWModule.xml @@ -0,0 +1,313 @@ + + + + + UnityEngine.UnityWebRequestWWWModule + + + + Simple access to web pages. + + + + + Streams an AssetBundle that can contain any kind of asset from the project folder. + + + + + Returns a AudioClip generated from the downloaded data (Read Only). + + + + + Returns the contents of the fetched web page as a byte array (Read Only). + + + + + The number of bytes downloaded by this WWW query (read only). + + + + + Returns an error message if there was an error during the download (Read Only). + + + + + Is the download already finished? (Read Only) + + + + + Returns a MovieTexture generated from the downloaded data (Read Only). + + + + + How far has the download progressed (Read Only). + + + + + Dictionary of headers returned by the request. + + + + + Returns the contents of the fetched web page as a string (Read Only). + + + + + Returns a Texture2D generated from the downloaded data (Read Only). + + + + + Returns a non-readable Texture2D generated from the downloaded data (Read Only). + + + + + Obsolete, has no effect. + + + + + How far has the upload progressed (Read Only). + + + + + The URL of this WWW request (Read Only). + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A WWWForm instance containing the form data to post. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + A hash table of custom headers to send with the request. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Creates a WWW request with the given URL. + + The url to download. Must be '%' escaped. + A byte array of data to be posted to the url. + A dictionary that contains the header keys and values to pass to the server. + + A new WWW object. When it has been downloaded, the results can be fetched from the returned object. + + + + + Disposes of an existing WWW object. + + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Escapes characters in a string to ensure they are URL-friendly. + + A string with characters to be escaped. + The text encoding to use. + + + + Returns an AudioClip generated from the downloaded data (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip +the .audioClip property defaults to 3D. + Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). +The latter will disable seeking on the clip (with .time and/or .timeSamples). + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip +the .audioClip property defaults to 3D. + Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). +The latter will disable seeking on the clip (with .time and/or .timeSamples). + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip +the .audioClip property defaults to 3D. + Sets whether the clip should be completely downloaded before it's ready to play (false) or the stream can be played even if only part of the clip is downloaded (true). +The latter will disable seeking on the clip (with .time and/or .timeSamples). + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip. + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip. + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). + + Use this to specify whether the clip should be a 2D or 3D clip. + The AudioType of the content your downloading. If this is not set Unity will try to determine the type from URL. + + The returned AudioClip. + + + + + Returns a MovieTexture generated from the downloaded data (Read Only). + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + Hash128 which is used as the version of the AssetBundle. + A structure used to download a given version of AssetBundle to a customized cache path. + +Analogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.</param> + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + Hash128 which is used as the version of the AssetBundle. + A structure used to download a given version of AssetBundle to a customized cache path. + +Analogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.</param> + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + Hash128 which is used as the version of the AssetBundle. + A structure used to download a given version of AssetBundle to a customized cache path. + +Analogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.</param> + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. + + The URL to download the AssetBundle from, if it is not present in the cache. Must be '%' escaped. + Version of the AssetBundle. The file will only be loaded from the disk cache if it has previously been downloaded with the same version parameter. By incrementing the version number requested by your application, you can force Caching to download a new copy of the AssetBundle from url. + Hash128 which is used as the version of the AssetBundle. + A structure used to download a given version of AssetBundle to a customized cache path. + +Analogous to the cachedAssetBundle parameter for UnityWebRequest.GetAssetBundle.</param> + An optional CRC-32 Checksum of the uncompressed contents. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. You can use this to avoid data corruption from bad downloads or users tampering with the cached files on disk. If the CRC does not match, Unity will try to redownload the data, and if the CRC on the server does not match it will fail with an error. Look at the error string returned to see the correct CRC value to use for an AssetBundle. + + A WWW instance, which can be used to access the data once the load/download operation is completed. + + + + + Replaces the contents of an existing Texture2D with an image from the downloaded data. + + An existing texture object to be overwritten with the image data. + + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + + Converts URL-friendly escape sequences back to normal text. + + A string containing escaped characters. + The text encoding to use. + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.VRModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.VRModule.dll new file mode 100644 index 0000000..aad61e5 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.VRModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.VRModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.VRModule.xml new file mode 100644 index 0000000..3aa033f --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.VRModule.xml @@ -0,0 +1,498 @@ + + + + + UnityEngine.VRModule + + + + A collection of methods and properties for interacting with the XR tracking system. + + + + + Disables positional tracking in XR. This takes effect the next time the head pose is sampled. If set to true the camera only tracks headset rotation state. + + + + + Called when a tracked node is added to the underlying XR system. + + Describes the node that has been added. + + + + + Called when a tracked node is removed from the underlying XR system. + + Describes the node that has been removed. + + + + + Called when a tracked node begins reporting tracking information. + + Describes the node that has begun being tracked. + + + + + Called when a tracked node stops reporting tracking information. + + Describes the node that has lost tracking. + + + + + Gets the position of a specific node. + + Specifies which node's position should be returned. + + The position of the node in its local tracking space. + + + + + Gets the rotation of a specific node. + + Specifies which node's rotation should be returned. + + The rotation of the node in its local tracking space. + + + + + Accepts the unique identifier for a tracked node and returns a friendly name for it. + + The unique identifier for the Node index. + + The name of the tracked node if the given 64-bit identifier maps to a currently tracked node. Empty string otherwise. + + + + + Describes all presently connected XR nodes and provides available tracking state. + + A list that is populated with XR.XRNodeState objects. + + + + Center tracking to the current position and orientation of the HMD. + + + + + Represents the size of physical space available for XR. + + + + + Represents a space large enough for free movement. + + + + + Represents a small space where movement may be constrained or positional tracking is unavailable. + + + + + Represents the current user presence state detected by the device. + + + + + The device does not detect that the user is present. + + + + + The device detects that the user is present. + + + + + The device is currently in a state where it cannot determine user presence. + + + + + The device does not support detecting user presence. + + + + + Indicates the lifecycle state of the device's spatial location system. + + + + + The device is reporting its orientation and is preparing to locate its position in the user's surroundings. + + + + + The device is reporting its orientation and position in the user's surroundings. + + + + + The device is reporting its orientation but cannot locate its position in the user's surroundings due to external factors like poor lighting conditions. + + + + + The device is reporting its orientation and has not been asked to report its position in the user's surroundings. + + + + + The device's spatial location system is not available. + + + + + This class represents the state of the real world tracking system. + + + + + Contains all functionality related to a XR device. + + + + + The name of the family of the loaded XR device. + + + + + Zooms the XR projection. + + + + + Successfully detected a XR device in working order. + + + + + Specific model of loaded XR device. + + + + + Refresh rate of the display in Hertz. + + + + + Indicates whether the user is present and interacting with the device. + + + + + Sets whether the camera passed in the first parameter is controlled implicitly by the XR Device + + The camera that we wish to change behavior on + True if the camera's transform is set externally. False if the camera is to be driven implicitly by XRDevice, + + Nothing. + + + + + This method returns an IntPtr representing the native pointer to the XR device if one is available, otherwise the value will be IntPtr.Zero. + + + The native pointer to the XR device. + + + + + Returns the device's current TrackingSpaceType. This value determines how the camera is positioned relative to its starting position. For more, see the section "Understanding the camera" in. + + + The device's current TrackingSpaceType. + + + + + Sets the device's current TrackingSpaceType. Returns true on success. Returns false if the given TrackingSpaceType is not supported or the device fails to switch. + + The TrackingSpaceType the device should switch to. + + + True on success. False if the given TrackingSpaceType is not supported or the device fails to switch. + + + + + Enumeration of tracked XR nodes which can be updated by XR input. + + + + + Node representing a point between the left and right eyes. + + + + + Represents a tracked game Controller not associated with a specific hand. + + + + + Represents a physical device that provides tracking data for objects to which it is attached. + + + + + Node representing the user's head. + + + + + Node representing the left eye. + + + + + Node representing the left hand. + + + + + Node representing the right eye. + + + + + Node representing the right hand. + + + + + Represents a stationary physical device that can be used as a point of reference in the tracked area. + + + + + Sets the vector representing the current acceleration of the tracked node. + + + + + Sets the vector representing the current angular acceleration of the tracked node. + + + + + Sets the vector representing the current angular velocity of the tracked node. + + + + + The type of the tracked node as specified in XR.XRNode. + + + + + Sets the vector representing the current position of the tracked node. + + + + + Sets the quaternion representing the current rotation of the tracked node. + + + + + + Set to true if the node is presently being tracked by the underlying XR system, +and false if the node is not presently being tracked by the underlying XR system. + + + + + The unique identifier of the tracked node. + + + + + Sets the vector representing the current velocity of the tracked node. + + + + + Attempt to retrieve a vector representing the current acceleration of the tracked node. + + + True if the acceleration was set in the output parameter. False if the acceleration is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a Vector3 representing the current angular acceleration of the tracked node. + + + + True if the angular acceleration was set in the output parameter. False if the angular acceleration is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a Vector3 representing the current angular velocity of the tracked node. + + + + True if the angular velocity was set in the output parameter. False if the angular velocity is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a vector representing the current position of the tracked node. + + + True if the position was set in the output parameter. False if the position is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a quaternion representing the current rotation of the tracked node. + + + True if the rotation was set in the output parameter. False if the rotation is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Attempt to retrieve a vector representing the current velocity of the tracked node. + + + True if the velocity was set in the output parameter. False if the velocity is not available due to limitations of the underlying platform or if the node is not presently tracked. + + + + + Global XR related settings. + + + + + Globally enables or disables XR for the application. + + + + + Fetch the eye texture RenderTextureDescriptor from the active stereo device. + + + + + The current height of an eye texture for the loaded device. + + + + + Controls the actual size of eye textures as a multiplier of the device's default resolution. + + + + + The current width of an eye texture for the loaded device. + + + + + Read-only value that can be used to determine if the XR device is active. + + + + + Type of XR device that is currently loaded. + + + + + A scale applied to the standard occulsion mask for each platform. + + + + + This field has been deprecated. Use XRSettings.eyeTextureResolutionScale instead. + + + + + Controls how much of the allocated eye texture should be used for rendering. + + + + + Mirror what is shown on the device to the main display, if possible. + + + + + Returns a list of supported XR devices that were included at build time. + + + + + Specifies whether or not the occlusion mesh should be used when rendering. Enabled by default. + + + + + Loads the requested device at the beginning of the next frame. + + Name of the device from XRSettings.supportedDevices. + Prioritized list of device names from XRSettings.supportedDevices. + + + + Loads the requested device at the beginning of the next frame. + + Name of the device from XRSettings.supportedDevices. + Prioritized list of device names from XRSettings.supportedDevices. + + + + Timing and other statistics from the XR subsystem. + + + + + Total GPU time utilized last frame as measured by the XR subsystem. + + + + + Retrieves the number of dropped frames reported by the XR SDK. + + Outputs the number of frames dropped since the last update. + + True if the dropped frame count is available, false otherwise. + + + + + Retrieves the number of times the current frame has been drawn to the device as reported by the XR SDK. + + Outputs the number of times the current frame has been presented. + + True if the frame present count is available, false otherwise. + + + + + Retrieves the time spent by the GPU last frame, in seconds, as reported by the XR SDK. + + Outputs the time spent by the GPU last frame. + + True if the GPU time spent last frame is available, false otherwise. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.VehiclesModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.VehiclesModule.dll new file mode 100644 index 0000000..59ef09b Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.VehiclesModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.VehiclesModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.VehiclesModule.xml new file mode 100644 index 0000000..9a68e99 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.VehiclesModule.xml @@ -0,0 +1,154 @@ + + + + + UnityEngine.VehiclesModule + + + + A special collider for vehicle wheels. + + + + + Brake torque expressed in Newton metres. + + + + + The center of the wheel, measured in the object's local space. + + + + + Application point of the suspension and tire forces measured from the base of the resting wheel. + + + + + Properties of tire friction in the direction the wheel is pointing in. + + + + + Indicates whether the wheel currently collides with something (Read Only). + + + + + The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80). + + + + + Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction. + + + + + The radius of the wheel, measured in local space. + + + + + Current wheel axle rotation speed, in rotations per minute (Read Only). + + + + + Properties of tire friction in the sideways direction. + + + + + The mass supported by this WheelCollider. + + + + + Steering angle in degrees, always around the local y-axis. + + + + + Maximum extension distance of wheel suspension, measured in local space. + + + + + The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force. + + + + + The damping rate of the wheel. Must be larger than zero. + + + + + Configure vehicle sub-stepping parameters. + + The speed threshold of the sub-stepping algorithm. + Amount of simulation sub-steps when vehicle's speed is below speedThreshold. + Amount of simulation sub-steps when vehicle's speed is above speedThreshold. + + + + Gets ground collision data for the wheel. + + + + + + Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees). + + Position of the wheel in world space. + Rotation of the wheel in world space. + + + + Contact information for the wheel, reported by WheelCollider. + + + + + The other Collider the wheel is hitting. + + + + + The magnitude of the force being applied for the contact. + + + + + The direction the wheel is pointing in. + + + + + Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive. + + + + + The normal at the point of contact. + + + + + The point of contact between the wheel and the ground. + + + + + The sideways direction of the wheel. + + + + + Tire slip in the sideways direction. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.VideoModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.VideoModule.dll new file mode 100644 index 0000000..1d26040 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.VideoModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.VideoModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.VideoModule.xml new file mode 100644 index 0000000..2dad6f1 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.VideoModule.xml @@ -0,0 +1,627 @@ + + + + + UnityEngine.VideoModule + + + + An implementation of IPlayable that controls playback of a VideoClip. + + + + + Creates a VideoClipPlayable in the PlayableGraph. + + The PlayableGraph object that will own the VideoClipPlayable. + Indicates if VideoClip loops when it reaches the end. + VideoClip used to produce textures in the PlayableGraph. + + A VideoClipPlayable linked to the PlayableGraph. + + + + + Types of 3D content layout within a video. + + + + + Video does not have any 3D content. + + + + + Video contains 3D content where the left eye occupies the upper half and right eye occupies the lower half of video frames. + + + + + Video contains 3D content where the left eye occupies the left half and right eye occupies the right half of video frames. + + + + + Methods used to fit a video in the target area. + + + + + Resize proportionally so that width fits the target area, cropping or adding black bars above and below if needed. + + + + + Resize proportionally so that content fits the target area, adding black bars if needed. + + + + + Resize proportionally so that content fits the target area, cropping if needed. + + + + + Resize proportionally so that height fits the target area, cropping or adding black bars on each side if needed. + + + + + Preserve the pixel size without adjusting for target area. + + + + + Resize non-proportionally to fit the target area. + + + + + Places where the audio embedded in a video can be sent. + + + + + Send the embedded audio into a specified AudioSource. + + + + + Send the embedded audio direct to the platform's audio hardware. + + + + + Disable the embedded audio. + + + + + A container for video data. + + + + + Number of audio tracks in the clip. + + + + + The length of the VideoClip in frames. (Read Only). + + + + + The frame rate of the clip in frames/second. (Read Only). + + + + + The height of the images in the video clip in pixels. (Read Only). + + + + + The length of the video clip in seconds. (Read Only). + + + + + The video clip path in the project's assets. (Read Only). + + + + + Denominator of the pixel aspect ratio (num:den). (Read Only). + + + + + Numerator of the pixel aspect ratio (num:den). (Read Only). + + + + + The width of the images in the video clip in pixels. (Read Only). + + + + + The number of channels in the audio track. E.g. 2 for a stereo track. + + Index of the audio queried audio track. + + The number of channels. + + + + + Get the audio track language. Can be unknown. + + Index of the audio queried audio track. + + The abbreviated name of the language. + + + + + Get the audio track sampling rate in Hertz. + + Index of the audio queried audio track. + + The sampling rate in Hertz. + + + + + Plays video content onto a target. + + + + + Defines how the video content will be stretched to fill the target area. + + + + + Destination for the audio embedded in the video. + + + + + Number of audio tracks found in the data source currently configured. + + + + + Whether direct-output volume controls are supported for the current platform and video format. (Read Only) + + + + + Whether the playback speed can be changed. (Read Only) + + + + + Determines whether the VideoPlayer skips frames to catch up with current time. (Read Only) + + + + + Whether current time can be changed using the time or timeFrames property. (Read Only) + + + + + Whether the time source followed by the VideoPlayer can be changed. (Read Only) + + + + + Returns true if the VideoPlayer can step forward through the video content. (Read Only) + + + + + The clip being played by the VideoPlayer. + + + + + Invoked when the VideoPlayer's clock is synced back to its Video.VideoTimeReference. + + + + + + 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. + + + + + Maximum number of audio tracks that can be controlled. + + + + + Errors such as HTTP connection problems are reported through this callback. + + + + + + Reference time of the external clock the Video.VideoPlayer uses to correct its drift. + + + + + The frame index currently being displayed by the VideoPlayer. + + + + + Number of frames in the current video content. + + + + + [NOT YET IMPLEMENTED] Invoked when the video decoder does not produce a frame as per the time source during playback. + + + + + + The frame rate of the clip or URL in frames/second. (Read Only). + + + + + Invoked when a new frame is ready. + + + + + + Determines whether the VideoPlayer restarts from the beginning when it reaches the end of the clip. + + + + + Whether content is being played. (Read Only) + + + + + Whether the VideoPlayer has successfully prepared the content to be played. (Read Only) + + + + + Invoked when the VideoPlayer reaches the end of the content to play. + + + + + + Factor by which the basic playback rate will be multiplied. + + + + + Whether the content will start playing back as soon as the component awakes. + + + + + Invoked when the VideoPlayer preparation is complete. + + + + + + Where the video content will be drawn. + + + + + Invoke after a seek operation completes. + + + + + + Enables the frameReady events. + + + + + Whether the VideoPlayer is allowed to skip frames to catch up with current time. + + + + + The source that the VideoPlayer uses for playback. + + + + + Invoked immediately after Play is called. + + + + + + Camera component to draw to when Video.VideoPlayer.renderMode is set to either Video.VideoTarget.CameraFarPlane or Video.VideoTarget.CameraNearPlane. + + + + + Type of 3D content contained in the source video media. + + + + + Overall transparency level of the target camera plane video. + + + + + Material texture property which is targeted when Video.VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride. + + + + + Renderer which is targeted when Video.VideoPlayer.renderMode is set to Video.VideoTarget.MaterialOverride + + + + + RenderTexture to draw to when Video.VideoPlayer.renderMode is set to Video.VideoTarget.RenderTexture. + + + + + Internal texture in which video content is placed. + + + + + The VideoPlayer current time in seconds. + + + + + The clock that the Video.VideoPlayer observes to detect and correct drift. + + + + + [NOT YET IMPLEMENTED] The source used used by the VideoPlayer to derive its current time. + + + + + The file or HTTP URL that the VideoPlayer will read content from. + + + + + Determines whether the VideoPlayer will wait for the first frame to be loaded into the texture before starting playback when Video.VideoPlayer.playOnAwake is on. + + + + + Enable/disable audio track decoding. Only effective when the VideoPlayer is not currently playing. + + Index of the audio track to enable/disable. + True for enabling the track. False for disabling the track. + + + + Delegate type for VideoPlayer events that contain an error message. + + The VideoPlayer that is emitting the event. + Message describing the error just encountered. + + + + Delegate type for all parameter-less events emitted by VideoPlayers. + + The VideoPlayer that is emitting the event. + + + + Delegate type for VideoPlayer events that carry a frame number. + + The VideoPlayer that is emitting the event. + The frame the VideoPlayer is now at. + + + + + The number of audio channels in the specified audio track. + + Index for the audio track being queried. + + Number of audio channels. + + + + + Returns the language code, if any, for the specified track. + + Index of the audio track to query. + + Language code. + + + + + Get the direct-output audio mute status for the specified track. + + + + + + Return the direct-output volume for specified track. + + Track index for which the volume is queried. + + Volume, between 0 and 1. + + + + + Gets the AudioSource that will receive audio samples for the specified track if Video.VideoPlayer.audioOutputMode is set to Video.VideoAudioOutputMode.AudioSource. + + Index of the audio track for which the AudioSource is wanted. + + The source associated with the audio track. + + + + + Returns whether decoding for the specified audio track is enabled. See Video.VideoPlayer.EnableAudioTrack for distinction with mute. + + Index of the audio track being queried. + + True if decoding for the specified audio track is enabled. + + + + + Pauses the playback and leaves the current time intact. + + + + + Starts playback. + + + + + Initiates playback engine prepration. + + + + + Set the direct-output audio mute status for the specified track. + + Track index for which the mute is set. + Mute on/off. + + + + Set the direct-output audio volume for the specified track. + + Track index for which the volume is set. + New volume, between 0 and 1. + + + + Sets the AudioSource that will receive audio samples for the specified track if this audio target is selected with Video.VideoPlayer.audioOutputMode. + + Index of the audio track to associate with the specified AudioSource. + AudioSource to associate with the audio track. + + + + Advances the current time by one frame immediately. + + + + + Pauses the playback and sets the current time to 0. + + + + + Delegate type for VideoPlayer events that carry a time position. + + The VideoPlayer that is emitting the event. + Time position. + + + + Type of destination for the images read by a VideoPlayer. + + + + + Don't draw the video content anywhere, but still make it available via the VideoPlayer's texture property in the API. + + + + + Draw video content behind a camera's scene. + + + + + Draw video content in front of a camera's scene. + + + + + Draw the video content into a user-specified property of the current GameObject's material. + + + + + Draw video content into a RenderTexture. + + + + + Source of the video content for a VideoPlayer. + + + + + Use the current URL as the video content source. + + + + + Use the current clip as the video content source. + + + + + The clock that the Video.VideoPlayer observes to detect and correct drift. + + + + + External reference clock the Video.VideoPlayer observes to detect and correct drift. + + + + + Disables the drift detection. + + + + + Internal reference clock the Video.VideoPlayer observes to detect and correct drift. + + + + + Time source followed by the Video.VideoPlayer when reading content. + + + + + The audio hardware clock. + + + + + The unscaled game time as defined by Time.realtimeSinceStartup. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.WebModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.WebModule.dll new file mode 100644 index 0000000..692dde3 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.WebModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.WebModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.WebModule.xml new file mode 100644 index 0000000..f1e9ff6 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.WebModule.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine.WebModule + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.WindModule.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.WindModule.dll new file mode 100644 index 0000000..a7ab4ba Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.WindModule.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.WindModule.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.WindModule.xml new file mode 100644 index 0000000..7a2078b --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.WindModule.xml @@ -0,0 +1,63 @@ + + + + + UnityEngine.WindModule + + + + Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind. + + + + + Defines the type of wind zone to be used (Spherical or Directional). + + + + + Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical). + + + + + The primary wind force. + + + + + Defines the frequency of the wind changes. + + + + + Defines ow much the wind changes over time. + + + + + The turbulence wind force. + + + + + The constructor. + + + + + Modes a Wind Zone can have, either Spherical or Directional. + + + + + Wind zone affects the entire scene in one direction. + + + + + Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge. + + + + diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.dll b/SFL-FirebaseTest_Data/Managed/UnityEngine.dll new file mode 100644 index 0000000..122dd74 Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/UnityEngine.dll differ diff --git a/SFL-FirebaseTest_Data/Managed/UnityEngine.xml b/SFL-FirebaseTest_Data/Managed/UnityEngine.xml new file mode 100644 index 0000000..a465812 --- /dev/null +++ b/SFL-FirebaseTest_Data/Managed/UnityEngine.xml @@ -0,0 +1,8 @@ + + + + + UnityEngine + + + diff --git a/SFL-FirebaseTest_Data/Managed/mscorlib.dll b/SFL-FirebaseTest_Data/Managed/mscorlib.dll new file mode 100644 index 0000000..b64fdab Binary files /dev/null and b/SFL-FirebaseTest_Data/Managed/mscorlib.dll differ diff --git a/SFL-FirebaseTest_Data/Mono/etc/mono/1.0/DefaultWsdlHelpGenerator.aspx b/SFL-FirebaseTest_Data/Mono/etc/mono/1.0/DefaultWsdlHelpGenerator.aspx new file mode 100644 index 0000000..9236559 --- /dev/null +++ b/SFL-FirebaseTest_Data/Mono/etc/mono/1.0/DefaultWsdlHelpGenerator.aspx @@ -0,0 +1,1820 @@ +<%-- +// +// DefaultWsdlHelpGenerator.aspx: +// +// Author: +// Lluis Sanchez Gual (lluis@ximian.com) +// +// (C) 2003 Ximian, Inc. http://www.ximian.com +// +--%> + +<%@ Import Namespace="System.Collections" %> +<%@ Import Namespace="System.IO" %> +<%@ Import Namespace="System.Xml.Serialization" %> +<%@ Import Namespace="System.Xml" %> +<%@ Import Namespace="System.Xml.Schema" %> +<%@ Import Namespace="System.Web.Services.Description" %> +<%@ Import Namespace="System" %> +<%@ Import Namespace="System.Net" %> +<%@ Import Namespace="System.Globalization" %> +<%@ Import Namespace="System.Resources" %> +<%@ Import Namespace="System.Diagnostics" %> +<%@ Import Namespace="System.CodeDom" %> +<%@ Import Namespace="System.CodeDom.Compiler" %> +<%@ Import Namespace="Microsoft.CSharp" %> +<%@ Import Namespace="Microsoft.VisualBasic" %> +<%@ Import Namespace="System.Text" %> +<%@ Import Namespace="System.Text.RegularExpressions" %> +<%@ Import Namespace="System.Security.Cryptography.X509Certificates" %> +<%@ Assembly name="System.Web.Services" %> +<%@ Page debug="true" %> + + + + + + + + <%=WebServiceName%> Web Service + + + + + + + +
+Web Service
+<%=WebServiceName%> +
+ + + + + + + + +
+
+Overview
+
+Service Description +
+Client proxy +

+ + + <%#FormatBindingName(DataBinder.Eval(Container.DataItem, "Name").ToString())%> + + + op=<%#GetOpName(Container.DataItem)%>&bnd=<%#DataBinder.Eval(Container.DataItem, "Binding.Name")%>"><%#GetOpName(Container.DataItem)%> +
+
+
+
+
+
+ +
+ +<% if (CurrentPage == "main") {%> + + + +

Web Service Overview

+ <%=WebServiceDescription%> + +<%} if (DefaultBinding == null) {%> +This service does not contain any public web method. +<%} else if (CurrentPage == "op") {%> + + + + <%=CurrentOperationName%> +

+ <% WriteTabs (); %> +


+ + <% if (CurrentTab == "main") { %> + Input Parameters +
+ <% if (InParams.Count == 0) { %> + No input parameters
+ <% } else { %> + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+ <% } %> +
+ + <% if (OutParams.Count > 0) { %> + Output Parameters +
+ + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+
+ <% } %> + + Remarks +
+ <%=OperationDocumentation%> +

+ Technical information +
+ Format: <%=CurrentOperationFormat%> +
Supported protocols: <%=CurrentOperationProtocols%> + <% } %> + + + + <% if (CurrentTab == "test") { + if (CurrentOperationSupportsTest) {%> + Enter values for the parameters and click the 'Invoke' button to test this method:

+
+ + + + + + + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%>: ">
 
+
+
"> + The web service returned the following result:

+
<%=GetTestResult()%>
+
+ <% } else {%> + The test form is not available for this operation because it has parameters with a complex structure. + <% } %> + <% } %> + + + + <% if (CurrentTab == "msg") { %> + + The following are sample SOAP requests and responses for each protocol supported by this method: +

+ + <% if (IsOperationSupported ("Soap")) { %> + Soap +

+
<%=GenerateOperationMessages ("Soap", true)%>
+
+
<%=GenerateOperationMessages ("Soap", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpGet")) { %> + HTTP Get +

+
<%=GenerateOperationMessages ("HttpGet", true)%>
+
+
<%=GenerateOperationMessages ("HttpGet", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpPost")) { %> + HTTP Post +

+
<%=GenerateOperationMessages ("HttpPost", true)%>
+
+
<%=GenerateOperationMessages ("HttpPost", false)%>
+
+ <% } %> + + <% } %> +<%} else if (CurrentPage == "proxy") {%> + +
+ Select the language for which you want to generate a proxy +   + +    +
+
+ <%=CurrentProxytName%>    + Download +

+
+
<%=GetProxyCode ()%>
+
+<%} else if (CurrentPage == "wsdl") {%> + + <% if (descriptions.Count > 1 || schemas.Count > 1) {%> + The description of this web service is composed by several documents. Click on the document you want to see: + + + + <%} else {%> + <%}%> +
+ <%=CurrentDocumentName%>    + Download +

+
+
<%=GenerateDocument ()%>
+
+ +<%}%> + +














+
+ + diff --git a/SFL-FirebaseTest_Data/Mono/etc/mono/1.0/machine.config b/SFL-FirebaseTest_Data/Mono/etc/mono/1.0/machine.config new file mode 100644 index 0000000..c63314c --- /dev/null +++ b/SFL-FirebaseTest_Data/Mono/etc/mono/1.0/machine.config @@ -0,0 +1,243 @@ + + + + + +
+
+
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+ +
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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/Browsers/Compat.browser b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/Browsers/Compat.browser new file mode 100644 index 0000000..dcedf7f --- /dev/null +++ b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/Browsers/Compat.browser @@ -0,0 +1,42 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/DefaultWsdlHelpGenerator.aspx b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/DefaultWsdlHelpGenerator.aspx new file mode 100644 index 0000000..4750b01 --- /dev/null +++ b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/DefaultWsdlHelpGenerator.aspx @@ -0,0 +1,1896 @@ +<%-- +// +// DefaultWsdlHelpGenerator.aspx: +// +// Author: +// Lluis Sanchez Gual (lluis@ximian.com) +// +// (C) 2003 Ximian, Inc. http://www.ximian.com +// +--%> + +<%@ Import Namespace="System.Collections" %> +<%@ Import Namespace="System.Collections.Generic" %> +<%@ Import Namespace="System.IO" %> +<%@ Import Namespace="System.Xml.Serialization" %> +<%@ Import Namespace="System.Xml" %> +<%@ Import Namespace="System.Xml.Schema" %> +<%@ Import Namespace="System.Web.Services" %> +<%@ Import Namespace="System.Web.Services.Description" %> +<%@ Import Namespace="System.Web.Services.Configuration" %> +<%@ Import Namespace="System.Web.Configuration" %> +<%@ Import Namespace="System" %> +<%@ Import Namespace="System.Net" %> +<%@ Import Namespace="System.Globalization" %> +<%@ Import Namespace="System.Resources" %> +<%@ Import Namespace="System.Diagnostics" %> +<%@ Import Namespace="System.CodeDom" %> +<%@ Import Namespace="System.CodeDom.Compiler" %> +<%@ Import Namespace="Microsoft.CSharp" %> +<%@ Import Namespace="Microsoft.VisualBasic" %> +<%@ Import Namespace="System.Text" %> +<%@ Import Namespace="System.Text.RegularExpressions" %> +<%@ Import Namespace="System.Security.Cryptography.X509Certificates" %> +<%@ Assembly name="System.Web.Services" %> +<%@ Page debug="true" %> + + + + + + <% + Response.Write (""); + %> + <%=WebServiceName%> Web Service + + + + + + + +
+Web Service
+<%=WebServiceName%> +
+ + + + + + + + +
+
+Overview
+
+Service Description +
+Client proxy +

+ + + <%#FormatBindingName(DataBinder.Eval(Container.DataItem, "Name").ToString())%> + + + op=<%#GetOpName(Container.DataItem)%>&bnd=<%#DataBinder.Eval(Container.DataItem, "Binding.Name")%>"><%#GetOpName(Container.DataItem)%> +
+
+
+
+
+
+ +
+ +<% if (CurrentPage == "main") {%> + + + +

Web Service Overview

+ <%=WebServiceDescription%> +

+ <% if (ProfileViolations != null && ProfileViolations.Count > 0) { %> +

Basic Profile Conformance

+ This web service does not conform to WS-I Basic Profile v1.1 + <% + Response.Write ("
    "); + foreach (BasicProfileViolation vio in ProfileViolations) { + Response.Write ("
  • " + vio.NormativeStatement + ": " + vio.Details); + Response.Write ("
      "); + foreach (string ele in vio.Elements) + Response.Write ("
    • " + ele + "
    • "); + Response.Write ("
    "); + Response.Write ("
  • "); + } + Response.Write ("
"); + }%> + +<%} if (DefaultBinding == null) {%> +This service does not contain any public web method. +<%} else if (CurrentPage == "op") {%> + + + + <%=CurrentOperationName%> +

+ <% WriteTabs (); %> +


+ + <% if (CurrentTab == "main") { %> + Input Parameters +
+ <% if (InParams.Count == 0) { %> + No input parameters
+ <% } else { %> + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+ <% } %> +
+ + <% if (OutParams.Count > 0) { %> + Output Parameters +
+ + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+
+ <% } %> + + Remarks +
+ <%=OperationDocumentation%> +

+ Technical information +
+ Format: <%=CurrentOperationFormat%> +
Supported protocols: <%=CurrentOperationProtocols%> + <% } %> + + + + <% if (CurrentTab == "test") { + if (CurrentOperationSupportsTest) {%> + Enter values for the parameters and click the 'Invoke' button to test this method:

+
+ + + + + + + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%>: ">
 
+
+
"> + The web service returned the following result:

+
+
+ +
+ <% } else {%> + The test form is not available for this operation because it has parameters with a complex structure. + <% } %> + <% } %> + + + + <% if (CurrentTab == "msg") { %> + + The following are sample SOAP requests and responses for each protocol supported by this method: +

+ + <% if (IsOperationSupported ("Soap")) { %> + Soap +

+
<%=GenerateOperationMessages ("Soap", true)%>
+
+
<%=GenerateOperationMessages ("Soap", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpGet")) { %> + HTTP Get +

+
<%=GenerateOperationMessages ("HttpGet", true)%>
+
+
<%=GenerateOperationMessages ("HttpGet", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpPost")) { %> + HTTP Post +

+
<%=GenerateOperationMessages ("HttpPost", true)%>
+
+
<%=GenerateOperationMessages ("HttpPost", false)%>
+
+ <% } %> + + <% } %> +<%} else if (CurrentPage == "proxy") {%> + +
+ Select the language for which you want to generate a proxy +   + +    +
+
+ <%=CurrentProxytName%>    + Download +

+
+
<%=GetProxyCode ()%>
+
+<%} else if (CurrentPage == "wsdl") {%> + + <% if (descriptions.Count > 1 || schemas.Count > 1) {%> + The description of this web service is composed by several documents. Click on the document you want to see: + + + + <%} else {%> + <%}%> +
+ <%=CurrentDocumentName%>    + Download +

+
+
<%=GenerateDocument ()%>
+
+ +<%}%> + +














+
+ + diff --git a/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/machine.config b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/machine.config new file mode 100644 index 0000000..7b83526 --- /dev/null +++ b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/machine.config @@ -0,0 +1,273 @@ + + + + + +
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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/settings.map b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/settings.map new file mode 100644 index 0000000..0685d74 --- /dev/null +++ b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/settings.map @@ -0,0 +1,48 @@ + + + + + + + + + + + + + + + + + + + + diff --git a/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/web.config b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/web.config new file mode 100644 index 0000000..e1428f8 --- /dev/null +++ b/SFL-FirebaseTest_Data/Mono/etc/mono/2.0/web.config @@ -0,0 +1,154 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/SFL-FirebaseTest_Data/Mono/etc/mono/browscap.ini b/SFL-FirebaseTest_Data/Mono/etc/mono/browscap.ini new file mode 100644 index 0000000..1267e1d --- /dev/null +++ b/SFL-FirebaseTest_Data/Mono/etc/mono/browscap.ini @@ -0,0 +1,16979 @@ +;;; Provided courtesy of http://browsers.garykeith.com +;;; Created on Wednesday, June 17, 2009 at 6:30 AM GMT + +[GJK_Browscap_Version] +Version=4476 +Released=Wed, 17 Jun 2009 06:30:21 -0000 + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DefaultProperties + +[DefaultProperties] +Browser=DefaultProperties +Version=0 +MajorVer=0 +MinorVer=0 +Platform=unknown +Alpha=false +Beta=false +Win16=false +Win32=false +Win64=false +Frames=false +IFrames=false +Tables=false +Cookies=false +BackgroundSounds=false +CDF=false +VBScript=false +JavaApplets=false +JavaScript=false +ActiveXControls=false +isBanned=false +isMobileDevice=false +isSyndicationReader=false +Crawler=false +CssVersion=0 +supportsCSS=false +AOL=false +aolVersion=0 +ECMAScriptVersion=0.0 +W3CDOMVersion=0.0 + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Ask + +[Ask] +Parent=DefaultProperties +Browser=Ask +Frames=true +Tables=true +Crawler=true + +[Mozilla/?.0 (compatible; Ask Jeeves/Teoma*)] +Parent=Ask +Browser=Teoma + +[Mozilla/2.0 (compatible; Ask Jeeves)] +Parent=Ask +Browser=AskJeeves + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Baidu + +[Baidu] +Parent=DefaultProperties +Browser=Baidu +Frames=true +Tables=true +Crawler=true + +[BaiduImageSpider*] +Parent=Baidu +Browser=BaiduImageSpider + +[Baiduspider*] +Parent=Baidu +Browser=BaiDu + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Google + +[Google] +Parent=DefaultProperties +Browser=Google +Frames=true +IFrames=true +Tables=true +JavaScript=true +Crawler=true + +[* (compatible; Googlebot-Mobile/2.1; *http://www.google.com/bot.html)] +Parent=Google +Browser=Googlebot-Mobile +Frames=false +IFrames=false +Tables=false + +[*Google Wireless Transcoder*] +Parent=Google +Browser=Google Wireless Transcoder + +[AdsBot-Google (?http://www.google.com/adsbot.html)] +Parent=Google +Browser=AdsBot-Google + +[Feedfetcher-Google-iGoogleGadgets;*] +Parent=Google +Browser=iGoogleGadgets +isBanned=true +isSyndicationReader=true + +[Feedfetcher-Google;*] +Parent=Google +Browser=Feedfetcher-Google +isBanned=true +isSyndicationReader=true + +[Google OpenSocial agent (http://www.google.com/feedfetcher.html)] +Parent=Google +Browser=Google OpenSocial + +[Google-Site-Verification/1.0] +Parent=Google +Browser=Google-Site-Verification + +[Google-Sitemaps/*] +Parent=Google +Browser=Google-Sitemaps + +[Googlebot-Image/*] +Parent=Google +Browser=Googlebot-Image +CDF=true + +[googlebot-urlconsole] +Parent=Google +Browser=googlebot-urlconsole + +[Googlebot-Video/1.0] +Parent=Google +Browser=Google-Video + +[Googlebot/2.1 (?http://www.google.com/bot.html)] +Parent=Google +Browser=Googlebot + +[Googlebot/2.1 (?http://www.googlebot.com/bot.html)] +Parent=Google +Browser=Googlebot + +[Googlebot/Test*] +Parent=Google +Browser=Googlebot/Test + +[gsa-crawler*] +Parent=Google +Browser=Google Search Appliance +isBanned=true + +[Mediapartners-Google*] +Parent=Google +Browser=Mediapartners-Google + +[Mozilla/4.0 (compatible; Google Desktop)] +Parent=Google +Browser=Google Desktop + +[Mozilla/4.0 (compatible; GoogleToolbar*)] +Parent=Google +Browser=Google Toolbar +isBanned=true + +[Mozilla/5.0 (compatible; Google Keyword Tool;*)] +Parent=Google +Browser=Google Keyword Tool + +[Mozilla/5.0 (compatible; Googlebot/2.1; ?http://www.google.com/bot.html)] +Parent=Google +Browser=Google Webmaster Tools + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Inktomi + +[Inktomi] +Parent=DefaultProperties +Browser=Inktomi +Frames=true +Tables=true +Crawler=true + +[* (compatible;YahooSeeker/M1A1-R2D2; *)] +Parent=Inktomi +Browser=YahooSeeker-Mobile +Frames=false +Tables=false + +[Mozilla/4.0] +Parent=Inktomi + +[Mozilla/4.0 (compatible; MSIE 5.0; Windows NT)] +Parent=Inktomi +Win32=true + +[Mozilla/4.0 (compatible; Yahoo Japan; for robot study; kasugiya)] +Parent=Inktomi +Browser=Yahoo! 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