diff --git a/Pause Menu Assetstore/.vs/Pause Menu Assetstore/v14/.suo b/Pause Menu Assetstore/.vs/Pause Menu Assetstore/v14/.suo
index f226407..4bb9e29 100644
Binary files a/Pause Menu Assetstore/.vs/Pause Menu Assetstore/v14/.suo and b/Pause Menu Assetstore/.vs/Pause Menu Assetstore/v14/.suo differ
diff --git a/Pause Menu Assetstore/Assets/Pause Menu Assets/Pausemenu.unity b/Pause Menu Assetstore/Assets/Pause Menu Assets/Pausemenu.unity
index 0473443..86e8f42 100644
Binary files a/Pause Menu Assetstore/Assets/Pause Menu Assets/Pausemenu.unity and b/Pause Menu Assetstore/Assets/Pause Menu Assets/Pausemenu.unity differ
diff --git a/Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs b/Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs
index 1e6459c..00ecb8c 100644
--- a/Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs
+++ b/Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs
@@ -126,10 +126,6 @@ public class PauseManager : MonoBehaviour
/// QualitySettings.vSyncCount = 1;
///
///
- /// //This will set the game to have two VSync per frame
- /// QualitySettings.vSyncCount = 2;
- ///
- ///
/// //This will disable vsync
/// QualitySettings.vSyncCount = 0;
///
@@ -153,6 +149,18 @@ public class PauseManager : MonoBehaviour
public UnityEngine.UI.Slider audioMasterSlider;
public UnityEngine.UI.Slider audioMusicSlider;
public UnityEngine.UI.Slider audioEffectsSlider;
+ public UnityEngine.UI.Toggle vSyncToggle;
+ public UnityEngine.UI.Toggle aoToggle;
+ public UnityEngine.UI.Toggle dofToggle;
+ public UnityEngine.UI.Toggle fullscreenToggle;
+ ///
+ /// The preset text label.
+ ///
+ public Text presetLabel;
+ ///
+ /// Resolution text label.
+ ///
+ public Text resolutionLabel;
///
/// Lod bias float array. You should manually assign these based on the quality level.
///
@@ -174,14 +182,6 @@ public class PauseManager : MonoBehaviour
///
public GameObject[] otherUIElements;
///
- /// The preset text label.
- ///
- public Text presetLabel;
- ///
- /// Resolution text label.
- ///
- public Text resolutionLabel;
- ///
/// Editor boolean for hardcoding certain video settings. It will allow you to use the values defined in LOD Bias and Shadow Distance
///
public Boolean hardCodeSomeVideoSettings;
@@ -209,7 +209,8 @@ public class PauseManager : MonoBehaviour
private Boolean isFullscreen;
//current resoultion
private Resolution currentRes;
-
+ private Boolean aoBool;
+ private Boolean dofBool;
/*
//Color fade duration value
//public float crossFadeDuration;
@@ -247,8 +248,10 @@ public void Start()
Debug.Log("ini res" + currentRes);
resolutionLabel.text = Screen.currentResolution.width.ToString() + " x " + Screen.currentResolution.height.ToString();
isFullscreen = Screen.fullScreen;
- //get all ini values
+ //get all specified audio source volumes
_beforeEffectVol = new float[_audioEffectAmt];
+ _beforeMaster = AudioListener.volume;
+ //get all ini values
aaQualINI = QualitySettings.antiAliasing;
renderDistINI = mainCam.farClipPlane;
shadowDistINI = QualitySettings.shadowDistance;
@@ -431,15 +434,16 @@ public void Audio()
public void audioIn()
{
audioPanelAnimator.Play("Audio Panel In");
- for (int i = 0; i < effects.Length; i++)
- {
- audioEffectsSlider.value = effects[i].volume;
- }
+ audioMasterSlider.value = AudioListener.volume;
for (int i = 0; i < music.Length; i++)
{
audioMusicSlider.value = effects[i].volume;
}
- audioMasterSlider.value = AudioListener.volume;
+ for (int i = 0; i < effects.Length; i++)
+ {
+ audioEffectsSlider.value = effects[i].volume;
+ }
+
}
///
/// Audio Option Methods
@@ -447,7 +451,7 @@ public void audioIn()
///
public void updateMasterVol(float f)
{
- _beforeMaster = AudioListener.volume;
+
//Controls volume of all audio listeners
AudioListener.volume = f;
}
@@ -498,7 +502,7 @@ protected IEnumerator applyAudioMain()
mainPanel.SetActive(true);
vidPanel.SetActive(false);
audioPanel.SetActive(false);
-
+ _beforeMaster = AudioListener.volume;
}
///
/// Cancel the audio setting changes
@@ -517,17 +521,16 @@ protected IEnumerator cancelAudioMain()
audioPanelAnimator.Play("Audio Panel Out");
// Debug.Log(audioPanelAnimator.GetCurrentAnimatorClipInfo(0).Length);
yield return StartCoroutine(CoroutineUtilities.WaitForRealTime((float)audioPanelAnimator.GetCurrentAnimatorClipInfo(0).Length));
- Debug.Log("Passed");
mainPanel.SetActive(true);
vidPanel.SetActive(false);
audioPanel.SetActive(false);
+ AudioListener.volume = _beforeMaster;
+ Debug.Log(_beforeMaster +AudioListener.volume);
for (_audioEffectAmt = 0; _audioEffectAmt < effects.Length; _audioEffectAmt++)
{
//get the values for all effects before the change
effects[_audioEffectAmt].volume = _beforeEffectVol[_audioEffectAmt];
-
}
- AudioListener.volume = _beforeMaster;
for (int _musicAmt = 0; _musicAmt < music.Length; _musicAmt++)
{
music[_musicAmt].volume = _beforeMusic;
@@ -588,6 +591,17 @@ public void videoIn()
modelQualSlider.value = QualitySettings.lodBias;
renderDistSlider.value = mainCam.farClipPlane;
shadowDistSlider.value = QualitySettings.shadowDistance;
+ fullscreenToggle.isOn = Screen.fullScreen;
+ aoToggle.isOn = aoBool;
+ dofToggle.isOn = dofBool;
+ if(QualitySettings.vSyncCount == 0)
+ {
+ vSyncToggle.isOn = false;
+ }
+ else
+ {
+ vSyncToggle.isOn = true;
+ }
try
{
if (useSimpleTerrain == true)
@@ -638,6 +652,7 @@ protected IEnumerator cancelVideoMain()
mainPanel.SetActive(true);
vidPanel.SetActive(false);
audioPanel.SetActive(false);
+ Screen.fullScreen = isFullscreen;
}
catch (Exception e)
{
@@ -666,7 +681,7 @@ public void apply()
}
///
- /// Use an IEnumerator to first play the animation and then change the video settings
+ /// Use an IEnumerator to first play the animation and then change the video settings.
///
///
protected IEnumerator applyVideo()
@@ -676,10 +691,10 @@ protected IEnumerator applyVideo()
mainPanel.SetActive(true);
vidPanel.SetActive(false);
audioPanel.SetActive(false);
-
renderDistINI = mainCam.farClipPlane;
shadowDistINI = QualitySettings.shadowDistance;
fovINI = mainCam.fieldOfView;
+ isFullscreen = Screen.fullScreen;
try {
if (useSimpleTerrain == true)
{
@@ -691,11 +706,6 @@ protected IEnumerator applyVideo()
}
}
catch(Exception e) { Debug.Log(e); }
-
-
-
-
-
}
///
/// Video Options
@@ -825,8 +835,6 @@ public void updateTerrainLod(float qual)
public void updateFOV(float fov)
{
mainCam.fieldOfView = fov;
-
-
}
///
/// Toggle on or off Depth of Field. This is meant to be used with a checkbox.
@@ -838,10 +846,12 @@ public void toggleDOF(Boolean b)
if (b == true)
{
tempScript.enabled = true;
+ dofBool = true;
}
else
{
tempScript.enabled = false;
+ dofBool = false;
}
}
@@ -855,10 +865,12 @@ public void toggleAO(Boolean b)
if (b == true)
{
tempScript.enabled = true;
+ aoBool = true;
}
else
{
tempScript.enabled = false;
+ aoBool = false;
}
}
diff --git a/Pause Menu Assetstore/Docs/Doxyfile b/Pause Menu Assetstore/Docs/Doxyfile
index 68b55e3..9bf718a 100644
--- a/Pause Menu Assetstore/Docs/Doxyfile
+++ b/Pause Menu Assetstore/Docs/Doxyfile
@@ -868,7 +868,7 @@ IGNORE_PREFIX =
# If the GENERATE_HTML tag is set to YES (the default) Doxygen will
# generate HTML output.
-GENERATE_HTML = YES
+GENERATE_HTML = NO
# The HTML_OUTPUT tag is used to specify where the HTML docs will be put.
# If a relative path is entered the value of OUTPUT_DIRECTORY will be
@@ -1222,7 +1222,7 @@ SERVER_BASED_SEARCH = NO
# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will
# generate Latex output.
-GENERATE_LATEX = NO
+GENERATE_LATEX = YES
# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put.
# If a relative path is entered the value of OUTPUT_DIRECTORY will be
diff --git a/Pause Menu Assetstore/Library/CurrentLayout.dwlt b/Pause Menu Assetstore/Library/CurrentLayout.dwlt
index 8ee54bb..99055c1 100644
Binary files a/Pause Menu Assetstore/Library/CurrentLayout.dwlt and b/Pause Menu Assetstore/Library/CurrentLayout.dwlt differ
diff --git a/Pause Menu Assetstore/Library/InspectorExpandedItems.asset b/Pause Menu Assetstore/Library/InspectorExpandedItems.asset
index eb0a1b7..eabd3bf 100644
Binary files a/Pause Menu Assetstore/Library/InspectorExpandedItems.asset and b/Pause Menu Assetstore/Library/InspectorExpandedItems.asset differ
diff --git a/Pause Menu Assetstore/Library/ScriptAssemblies/Assembly-CSharp.dll b/Pause Menu Assetstore/Library/ScriptAssemblies/Assembly-CSharp.dll
index 8e8f67d..b88ea1e 100644
Binary files a/Pause Menu Assetstore/Library/ScriptAssemblies/Assembly-CSharp.dll and b/Pause Menu Assetstore/Library/ScriptAssemblies/Assembly-CSharp.dll differ
diff --git a/Pause Menu Assetstore/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb b/Pause Menu Assetstore/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb
index 4b3f64c..df03554 100644
Binary files a/Pause Menu Assetstore/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb and b/Pause Menu Assetstore/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb differ
diff --git a/Pause Menu Assetstore/Library/UnityAssemblies/UnityEngine.xml b/Pause Menu Assetstore/Library/UnityAssemblies/UnityEngine.xml
deleted file mode 100644
index 2358bd2..0000000
--- a/Pause Menu Assetstore/Library/UnityAssemblies/UnityEngine.xml
+++ /dev/null
@@ -1,14756 +0,0 @@
-
-
-
- UnityEngine
-
-
-
- Asynchronous create request for an AssetBundle.
-
-
- Utility class for making new GUI controls.
-
-
- Describes status messages from the master server as returned in OnMasterServerEvent.
-
-
- Used by Animation.Play function.
-
-
- Control of an object's position through physics simulation.
-
-
- Interface into SamsungTV specific functionality.
-
-
- Asset object being loaded (Read Only).
-
-
- The velocity vector of the rigidbody.
-
-
- The type of input the remote's touch pad produces.
-
-
- Asynchronous load request from an AssetBundle.
-
-
- The controlID of the current hot control.
-
-
- Different types of synchronization for the NetworkView component.
-
-
- Changes the type of input the gesture camera produces.
-
-
- The angular velocity vector of the rigidbody.
-
-
- This enum controlls culling of Animation component.
-
-
- The controlID of the control that has keyboard focus.
-
-
- Asset object being loaded (Read Only).
-
-
- Returns true if there is an air mouse available.
-
-
- The drag of the object.
-
-
- Describes the status of the network interface peer type as returned by Network.peerType.
-
-
- Returns true if the camera sees a hand.
-
-
- The animation component is used to play back animations.
-
-
- Asset objects with sub assets being loaded. (Read Only)
-
-
- The angular drag of the object.
-
-
- Get access to the system-wide pasteboard.
-
-
- Makes a variable not show up in the inspector but be serialized.
-
-
- Describes different levels of log information the network layer supports.
-
-
- The default animation.
-
-
- Changes the type of input the gamepad produces.
-
-
- A global property, which is true if a ModalWindow is being displayed, false otherwise.
-
-
- Provide a custom documentation URL for a class.
-
-
- The NetworkPlayer is a data structure with which you can locate another player over the network.
-
-
- The mass of the rigidbody.
-
-
- Should the default animation clip (the Animation.clip property) automatically start playing on startup?
-
-
- Set the system language that is returned by Application.SystemLanguage.
-
-
- Get a unique ID for a control.
-
-
- The IP address of this player.
-
-
- Representation of RGBA colors.
-
-
- AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.
-
-
- Controls whether gravity affects this rigidbody.
-
-
- Get a unique ID for a control.
-
-
- Get a unique ID for a control.
-
-
- Types of input the remote's touchpad can produce.
-
-
- Get a unique ID for a control.
-
-
- The port of this player.
-
-
- Red component of the color.
-
-
- Get a unique ID for a control.
-
-
- Main asset that was supplied when building the asset bundle (Read Only).
-
-
- Maximum velocity of a rigidbody when moving out of penetrating state.
-
-
- Types of input the gesture camera can produce.
-
-
- The GUID for this player, used when connecting with NAT punchthrough.
-
-
- How should time beyond the playback range of the clip be treated?
-
-
- Get a state object from a controlID.
-
-
- Green component of the color.
-
-
- Controls whether physics affects the rigidbody.
-
-
- Asynchronously loads an AssetBundle from a file on disk.
-
-
- Returns the external IP address of the network interface.
-
-
- Asynchronously loads an AssetBundle from a file on disk.
-
-
- Types of input the gamepad can produce.
-
-
- Are we playing any animations?
-
-
- Blue component of the color.
-
-
- Get an existing state object from a controlID.
-
-
- Returns the external port of the network interface.
-
-
- Synchronously loads an AssetBundle from a file on disk.
-
-
- When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.
-
-
- Access to TV specific information.
-
-
- Alpha component of the color.
-
-
- Synchronously loads an AssetBundle from a file on disk.
-
-
- Convert a point from GUI position to screen space.
-
-
- Returns the index number for this network player.
-
-
- Controls whether physics will change the rotation of the object.
-
-
- When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user.
-
-
- Solid red. RGBA is (1, 0, 0, 1).
-
-
- Asynchronously create an AssetBundle from a memory region.
-
-
- BillboardAsset describes how a billboard is rendered.
-
-
- Convert a point from screen space to GUI position.
-
-
- Asynchronously create an AssetBundle from a memory region.
-
-
- Controls culling of this Animation component.
-
-
- Controls which degrees of freedom are allowed for the simulation of this Rigidbody.
-
-
- The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.
-
-
- Solid green. RGBA is (0, 1, 0, 1).
-
-
- Width of the billboard.
-
-
- AABB of this Animation animation component in local space.
-
-
- The Rigidbody's collision detection mode.
-
-
- Helper function to rotate the GUI around a point.
-
-
- Represents an invalid network view ID.
-
-
- Height of the billboard.
-
-
- The center of mass relative to the transform's origin.
-
-
- Solid blue. RGBA is (0, 0, 1, 1).
-
-
- Helper function to scale the GUI around a point.
-
-
- Synchronously create an AssetBundle from a memory region.
-
-
- Stops all playing animations that were started with this Animation.
-
-
- Get a unique ID for a control.
-
-
- Synchronously create an AssetBundle from a memory region.
-
-
- Height of the billboard that is below ground.
-
-
- Stops all playing animations that were started with this Animation.
-
-
- True if instantiated by me.
-
-
- The center of mass of the rigidbody in world space (Read Only).
-
-
- Solid white. RGBA is (1, 1, 1, 1).
-
-
- Number of pre-baked images that can be switched when the billboard is viewed from different angles.
-
-
- Check if an AssetBundle contains a specific object.
-
-
- The NetworkPlayer who owns the NetworkView. Could be the server.
-
-
- The rotation of the inertia tensor.
-
-
- Solid black. RGBA is (0, 0, 0, 1).
-
-
- Rewinds the animation named name.
-
-
- Rewinds the animation named name.
-
-
- Number of vertices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely.
-
-
- Allows to control for which display the OnGUI is called.
-
-
- The diagonal inertia tensor of mass relative to the center of mass.
-
-
- Loads asset with name from the bundle.
-
-
- Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!
-
-
- Samples animations at the current state.
-
-
- Loads asset with name from the bundle.
-
-
- Number of indices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely.
-
-
- Returns a formatted string with details on this NetworkViewID.
-
-
- Loads asset with name from the bundle.
-
-
- Should collision detection be enabled? (By default always enabled).
-
-
- Cyan. RGBA is (0, 1, 1, 1).
-
-
- The material used for rendering.
-
-
- Ping any given IP address (given in dot notation).
-
-
- Asynchronously loads asset with name from the bundle.
-
-
- Magenta. RGBA is (1, 0, 1, 1).
-
-
- Values to determine the type of input value to be expect from one entry of ClusterInput.
-
-
- Force cone friction to be used for this rigidbody.
-
-
- Asynchronously loads asset with name from the bundle.
-
-
- Asynchronously loads asset with name from the bundle.
-
-
- Has the ping function completed?
-
-
- Gray. RGBA is (0.5, 0.5, 0.5, 1).
-
-
- The position of the rigidbody.
-
-
- Renders a billboard.
-
-
- Is the animation named name playing?
-
-
- This property contains the ping time result after isDone returns true.
-
-
- English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).
-
-
- Loads asset and sub assets with name from the bundle.
-
-
- Interface for reading and writing inputs in a Unity Cluster.
-
-
- The rotation of the rigdibody.
-
-
- The BillboardAsset to render.
-
-
- Completely transparent. RGBA is (0, 0, 0, 0).
-
-
- The IP target of the ping.
-
-
- Loads asset and sub assets with name from the bundle.
-
-
- Returns the axis value as a continous float.
-
-
- Plays an animation without any blending.
-
-
- The grayscale value of the color. (Read Only)
-
-
- Loads asset and sub assets with name from the bundle.
-
-
- The network view is the binding material of multiplayer games.
-
-
- Plays an animation without any blending.
-
-
- Returns the binary value of a button.
-
-
- Modes a Wind Zone can have, either Spherical or Directional.
-
-
- A linear value of an sRGB color.
-
-
- Loads asset with sub assets with name from the bundle asynchronously.
-
-
- Plays an animation without any blending.
-
-
- Loads asset with sub assets with name from the bundle asynchronously.
-
-
- The component the network view is observing.
-
-
- Return the position of a tracker as a Vector3.
-
-
- A version of the color that has had the gamma curve applied.
-
-
- Loads asset with sub assets with name from the bundle asynchronously.
-
-
- Plays an animation without any blending.
-
-
- Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.
-
-
- The type of NetworkStateSynchronization set for this network view.
-
-
- Returns the rotation of a tracker as a Quaternion.
-
-
- Returns the maximum color component value: Max(r,g,b).
-
-
- Loads all assets contained in the asset bundle that inherit from type.
-
-
- Defines the type of wind zone to be used (Spherical or Directional).
-
-
- Fades the animation with name animation in over a period of time seconds and fades other animations out.
-
-
- The ViewID of this network view.
-
-
- Loads all assets contained in the asset bundle that inherit from type.
-
-
- Sets the axis value for this input. Only works for input typed Custom.
-
-
- Fades the animation with name animation in over a period of time seconds and fades other animations out.
-
-
- Loads all assets contained in the asset bundle that inherit from type.
-
-
- Returns a nicely formatted string of this color.
-
-
- Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.
-
-
- Fades the animation with name animation in over a period of time seconds and fades other animations out.
-
-
- The network group number of this network view.
-
-
- Returns a nicely formatted string of this color.
-
-
- Sets the button value for this input. Only works for input typed Custom.
-
-
- Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical).
-
-
- Blends the animation named animation towards targetWeight over the next time seconds.
-
-
- Loads all assets contained in the asset bundle asynchronously.
-
-
- Is the network view controlled by this object?
-
-
- The primary wind force.
-
-
- Blends the animation named animation towards targetWeight over the next time seconds.
-
-
- Loads all assets contained in the asset bundle asynchronously.
-
-
- Linearly interpolates between colors a and b by t.
-
-
- Sets the tracker position for this input. Only works for input typed Custom.
-
-
- Loads all assets contained in the asset bundle asynchronously.
-
-
- Blends the animation named animation towards targetWeight over the next time seconds.
-
-
- The NetworkPlayer who owns this network view.
-
-
- The turbulence wind force.
-
-
- Linearly interpolates between colors a and b by t.
-
-
- Sets the tracker rotation for this input. Only works for input typed Custom.
-
-
- Cross fades an animation after previous animations has finished playing.
-
-
- Unloads all assets in the bundle.
-
-
- Allows you to override the solver iteration count per rigidbody.
-
-
- Call a RPC function on all connected peers.
-
-
- Cross fades an animation after previous animations has finished playing.
-
-
- Defines ow much the wind changes over time.
-
-
- Call a RPC function on all connected peers.
-
-
- Add a new VRPN input entry.
-
-
- Return all asset names in the AssetBundle.
-
-
- The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.
-
-
- Defines the frequency of the wind changes.
-
-
- Calculates the hue, saturation and value of an RGB input color.
-
-
- Return all the scene asset paths (paths to *.unity assets) in the AssetBundle.
-
-
- Edit an input entry which added via ClusterInput.AddInput.
-
-
- Set the scope of the network view in relation to a specific network player.
-
-
- The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.
-
-
- Creates an RGB colour from HSV input.
-
-
- Cross fades an animation after previous animations has finished playing.
-
-
- Creates an RGB colour from HSV input.
-
-
- Cross fades an animation after previous animations has finished playing.
-
-
- Check the connection status of the device to the VRPN server it connected to.
-
-
- Allows to control the dynamic Global Illumination.
-
-
- Loads an asset bundle from a disk.
-
-
- The mass-normalized energy threshold, below which objects start going to sleep.
-
-
- Find a network view based on a NetworkViewID.
-
-
- A helper class that contains static method to inquire status of Unity Cluster.
-
-
- The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }.
-
-
- Asynchronously create an AssetBundle from a memory region.
-
-
- The network class is at the heart of the network implementation and provides the core functions.
-
-
- Allows for scaling the contribution coming from realtime & static lightmaps.
-
-
- Check whether the current instance is a master node in the cluster network.
-
-
- Synchronously create an AssetBundle from a memory region.
-
-
- Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.
-
-
- Plays an animation after previous animations has finished playing.
-
-
- Check whether the current instance is disconnected from the cluster network.
-
-
- Set the password for the server (for incoming connections).
-
-
- Sets the mass based on the attached colliders assuming a constant density.
-
-
- Threshold for limiting updates of realtime GI.
-
-
- Manifest for all the assetBundle in the build.
-
-
- Plays an animation after previous animations has finished playing.
-
-
- Plays an animation after previous animations has finished playing.
-
-
- To acquire or set the node index of the current machine from the cluster network.
-
-
- When enabled, new dynamic Global Illumination output is shown in each frame.
-
-
- Represents a display resolution.
-
-
- Set the log level for network messages (default is Off).
-
-
- Adds a clip to the animation with name newName.
-
-
- Adds a force to the rigidbody.
-
-
- All connected players.
-
-
- Adds a force to the rigidbody.
-
-
- Resolution width in pixels.
-
-
- Adds a clip to the animation with name newName.
-
-
- Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.
-
-
- Adds a force to the rigidbody.
-
-
- Utility functions for working with JSON data.
-
-
- Adds a clip to the animation with name newName.
-
-
- Adds a force to the rigidbody.
-
-
- Get the local NetworkPlayer instance.
-
-
- Resolution height in pixels.
-
-
- Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.
-
-
- Get all the AssetBundles in the manifest.
-
-
- Remove clip from the animation list.
-
-
- Adds a force to the rigidbody relative to its coordinate system.
-
-
- Generate a JSON representation of the public fields of an object.
-
-
- Remove clip from the animation list.
-
-
- Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.
-
-
- Resolution's vertical refresh rate in Hz.
-
-
- Get all the AssetBundles with variant in the manifest.
-
-
- Returns true if your peer type is client.
-
-
- Generate a JSON representation of the public fields of an object.
-
-
- Get the number of clips currently assigned to this animation.
-
-
- Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.
-
-
- Plays an animation without any blending.
-
-
- Returns true if your peer type is server.
-
-
- Returns a nicely formatted string of the resolution.
-
-
- Get the hash for the given AssetBundle.
-
-
- Plays an animation without any blending.
-
-
- Create an object from its JSON representation.
-
-
- Schedules an update of the environment texture.
-
-
- Create an object from its JSON representation.
-
-
- The status of the peer type, i.e. if it is disconnected, connecting, server or client.
-
-
- Get the direct dependent AssetBundles for the given AssetBundle.
-
-
- Adds a force to the rigidbody relative to its coordinate system.
-
-
- Color or depth buffer part of a RenderTexture.
-
-
- Adds a force to the rigidbody relative to its coordinate system.
-
-
- Adds a force to the rigidbody relative to its coordinate system.
-
-
- The rendering mode for particle systems (Shuriken).
-
-
- The AnimationState gives full control over animation blending.
-
-
- Get all the dependent AssetBundles for the given AssetBundle.
-
-
- The default send rate of network updates for all Network Views.
-
-
- 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.
-
-
- Adds a torque to the rigidbody.
-
-
- Adds a torque to the rigidbody.
-
-
- Options for how to send a message.
-
-
- Enable or disable the processing of network messages.
-
-
- Enables / disables the animation.
-
-
- Overwrite data in an object by reading from its JSON representation.
-
-
- The sorting mode for particle systems.
-
-
- Rendering path of a Camera.
-
-
- Adds a torque to the rigidbody.
-
-
- Adds a torque to the rigidbody.
-
-
- The various primitives that can be created using the GameObject.CreatePrimitive function.
-
-
- The weight of animation.
-
-
- Get the current network time (seconds).
-
-
- Transparent object sorting mode of a Camera.
-
-
- Quality of world collisions. Medium and low quality are approximate and may leak particles.
-
-
- Wrapping mode of the animation.
-
-
- Adds a torque to the rigidbody relative to its coordinate system.
-
-
- Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server.
-
-
- The coordinate space in which to operate.
-
-
- Adds a torque to the rigidbody relative to its coordinate system.
-
-
- Describes different types of camera.
-
-
- The current time of the animation.
-
-
- Adds a torque to the rigidbody relative to its coordinate system.
-
-
- How particles are aligned when rendered.
-
-
- The IP address of the NAT punchthrough facilitator.
-
-
- Adds a torque to the rigidbody relative to its coordinate system.
-
-
- The platform application is running. Returned by Application.platform.
-
-
- The normalized time of the animation.
-
-
-
-
-
- The port of the NAT punchthrough facilitator.
-
-
- The mode in which particles are emitted.
-
-
- Applies force at position. As a result this will apply a torque and force on the object.
-
-
- Applies force at position. As a result this will apply a torque and force on the object.
-
-
- The type of a Light.
-
-
- 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 IP address of the connection tester used in Network.TestConnection.
-
-
- The particle curve mode (Shuriken).
-
-
- Java interface implemented by the proxy.
-
-
- In the player on the Apple's tvOS.
-
-
- The port of the connection tester used in Network.TestConnection.
-
-
- The playback speed of the animation. 1 is normal playback speed.
-
-
- Applies a force to a rigidbody that simulates explosion effects.
-
-
- How the Light is rendered.
-
-
- Applies a force to a rigidbody that simulates explosion effects.
-
-
- The language the user's operating system is running in. Returned by Application.systemLanguage.
-
-
- The normalized playback speed.
-
-
- 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.
-
-
- Set the maximum amount of connections/players allowed.
-
-
- The particle gradient mode (Shuriken).
-
-
- 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.
-
-
- Applies a force to a rigidbody that simulates explosion effects.
-
-
- The length of the animation clip in seconds.
-
-
- The IP address of the proxy server.
-
-
- Information about what animation clips is played and its weight.
-
-
- The emission shape (Shuriken).
-
-
- The closest point to the bounding box of the attached colliders.
-
-
- The clip that is being played by this animation state.
-
-
- The port of the proxy server.
-
-
- Shadow casting options for a Light.
-
-
- Animation clip that is played.
-
-
- The name of the animation.
-
-
- The velocity relative to the rigidbody at the point relativePoint.
-
-
- Indicate if proxy support is needed, in which case traffic is relayed through the proxy server.
-
-
- The weight of the animation clip.
-
-
- The type of the log message in Debug.logger.Log or delegate registered with Application.RegisterLogCallback.
-
-
- Fog mode to use.
-
-
- Which blend mode should be used?
-
-
- The mesh emission type.
-
-
- Set the proxy server password.
-
-
- The velocity of the rigidbody at the point worldPoint in global space.
-
-
- Shadow projection type for Quality Settings.
-
-
- Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices.
-
-
- Initialize the server.
-
-
- The animation type.
-
-
- Initialize the server.
-
-
- Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.
-
-
- Moves the rigidbody to position.
-
-
- Access system and hardware information.
-
-
- Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.
-
-
- Values for Camera.clearFlags, determining what to clear when rendering a Camera.
-
-
- Initializes security layer.
-
-
- The type of collisions to use for a given particle system.
-
-
- Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.
-
-
- Rotates the rigidbody to rotation.
-
-
- Operating system name with version (Read Only).
-
-
- Removes a transform which should be animated.
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
- The RequireComponent attribute lets automatically add required component as a dependency.
-
-
- Forces a rigidbody to sleep at least one frame.
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
- Depth texture generation mode for Camera.
-
-
- Processor name (Read Only).
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
- Target.
-
-
- Is the rigidbody sleeping?
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
- The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu.
-
-
- Processor frequency in MHz (Read Only).
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
- Forces a rigidbody to wake up.
-
-
- Anisotropic filtering mode.
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
- Whether to use 2D or 3D colliders for particle collisions.
-
-
- Number of processors present (Read Only).
-
-
- IK Goal.
-
-
- The order of the component in the component menu (lower is higher to the top).
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
- Reset the center of mass of the rigidbody.
-
-
- Blend weights.
-
-
- Amount of system memory present (Read Only).
-
-
- The space to simulate particles in.
-
-
- IK Hint.
-
-
- 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.
-
-
- Reset the inertia tensor value and rotation.
-
-
- Connect to the specified host (ip or domain name) and server port.
-
-
- The type of the parameter.
-
-
- Amount of video memory present (Read Only).
-
-
- Topology of Mesh faces.
-
-
- Control how particle systems apply transform scale.
-
-
- The display name for this type shown in the Assets/Create menu.
-
-
- Tests if a rigidbody would collide with anything, if it was moved through the scene.
-
-
- The name of the graphics device (Read Only).
-
-
- Tests if a rigidbody would collide with anything, if it was moved through the scene.
-
-
- The mode of the Animator's recorder.
-
-
- Close all open connections and shuts down the network interface.
-
-
- The default file name used by newly created instances of this type.
-
-
- How to apply emitter velocity to particles.
-
-
- Close all open connections and shuts down the network interface.
-
-
- The maximum number of bones affecting a single vertex.
-
-
- The vendor of the graphics device (Read Only).
-
-
- Information about clip been played and blended by the Animator.
-
-
- The position of the menu item within the Assets/Create menu.
-
-
- Close the connection to another system.
-
-
- The identifier code of the graphics device (Read Only).
-
-
- Color space for player settings.
-
-
- Script interface for particle systems (Shuriken).
-
-
- Returns the animation clip played by the Animator.
-
-
- Query for the next available network view ID number and allocate it (reserve).
-
-
- Tests if a rigidbody would collide with anything, if it was moved through the scene.
-
-
- The ContextMenu attribute allows you to add commands to the context menu.
-
-
- The identifier code of the graphics device vendor (Read Only).
-
-
- Returns the blending weight used by the Animator to blend this clip.
-
-
- Start delay in seconds.
-
-
- Like Rigidbody.SweepTest, but returns all hits.
-
-
- Network instantiate a prefab.
-
-
- Describes screen orientation.
-
-
- The graphics API type used by the graphics device (Read Only).
-
-
- Like Rigidbody.SweepTest, but returns all hits.
-
-
- Like Rigidbody.SweepTest, but returns all hits.
-
-
- Culling mode for the Animator.
-
-
- Is the particle system playing right now ?
-
-
- Destroy the object associated with this view ID across the network.
-
-
- The graphics API type and driver version used by the graphics device (Read Only).
-
-
- Destroy the object associated with this view ID across the network.
-
-
- Filtering mode for textures. Corresponds to the settings in a texture inspector.
-
-
- Is the particle system stopped right now ?
-
-
- Joint is the base class for all joints.
-
-
- Graphics device shader capability level (Read Only).
-
-
- Makes a script execute in edit mode.
-
-
- The update mode of the Animator.
-
-
- Destroy all the objects based on view IDs belonging to this player.
-
-
- Wrap mode for textures.
-
-
- A reference to another rigidbody this joint connects to.
-
-
- Is the particle system paused right now ?
-
-
- Is graphics device using multi-threaded rendering (Read Only)?
-
-
- How the material should interact with lightmaps and lightprobes.
-
-
- Remove all RPC functions which belong to this player ID.
-
-
- Information about the current or next state.
-
-
- Remove all RPC functions which belong to this player ID.
-
-
- The Direction of the axis around which the body is constrained.
-
-
- Is the particle system looping?
-
-
- NPOT textures support.
-
-
- Remove all RPC functions which belong to this player ID.
-
-
- The full path hash for this state.
-
-
- The Position of the anchor around which the joints motion is constrained.
-
-
- Remove all RPC functions which belong to given group number.
-
-
- If set to true, the particle system will automatically start playing on startup.
-
-
- Format used when creating textures from scripts.
-
-
- The hashed name of the State.
-
-
- Position of the anchor relative to the connected Rigidbody.
-
-
- Are built-in shadows supported? (Read Only)
-
-
- Playback position in seconds.
-
-
- Set the level prefix which will then be prefixed to all network ViewID numbers.
-
-
- Should the connectedAnchor be calculated automatically?
-
-
- The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name.
-
-
- The duration of the particle system in seconds (Read Only).
-
-
- The last ping time to the given player in milliseconds.
-
-
- Is sampling raw depth from shadowmaps supported? (Read Only)
-
-
- The force that needs to be applied for this joint to break.
-
-
- Normalized time of the State.
-
-
- Generic access to the Social API.
-
-
- The playback speed of the particle system. 1 is normal playback speed.
-
-
- The last average ping time to the given player in milliseconds.
-
-
- Are render textures supported? (Read Only)
-
-
- The torque that needs to be applied for this joint to break.
-
-
- Current duration of the state.
-
-
- The current number of particles (Read Only).
-
-
- The local user (potentially not logged in).
-
-
- Are cubemap render textures supported? (Read Only)
-
-
- Enable or disables the reception of messages in a specific group number from a specific player.
-
-
-
-
-
- The playback speed of the animation. 1 is the normal playback speed.
-
-
- Enable collision between bodies connected with the joint.
-
-
- Are image effects supported? (Read Only)
-
-
- When set to false, the particle system will not emit particles.
-
-
- Enables or disables transmission of messages and RPC calls on a specific network group number.
-
-
- Toggle preprocessing for this joint.
-
-
- Load the user profiles accociated with the given array of user IDs.
-
-
- Enables or disables transmission of messages and RPC calls on a specific network group number.
-
-
- The rate of emission.
-
-
- Base class to derive custom property attributes from. Use this to create custom attributes for script variables.
-
-
- Format of a RenderTexture.
-
-
- Are 3D (volume) textures supported? (Read Only)
-
-
- Reports the progress of an achievement.
-
-
- Optional field to specify the order that multiple DecorationDrawers should be drawn in.
-
-
- The speed multiplier for this state.
-
-
- The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve.
-
-
- Are compute shaders supported? (Read Only)
-
-
- The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.
-
-
- Test this machines network connection.
-
-
- Loads the achievement descriptions accociated with this application.
-
-
- Test this machines network connection.
-
-
- The initial size of particles when emitted. When using curves, this values acts as a scale on the curve.
-
-
- Is GPU draw call instancing supported? (Read Only)
-
-
- The Tag of the State.
-
-
- Use this attribute to add a context menu to a field that calls a named method.
-
-
- Color space conversion mode of a RenderTexture.
-
-
- Test the connection specifically for NAT punch-through connectivity.
-
-
- The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.
-
-
- Test the connection specifically for NAT punch-through connectivity.
-
-
- Are sparse textures supported? (Read Only)
-
-
- The initial color of particles when emitted.
-
-
- The name of the context menu item.
-
-
- Is the state looping.
-
-
- Limit of angular rotation (in degrees) on the hinge joint.
-
-
- Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it.
-
-
- How many simultaneous render targets (MRTs) are supported? (Read Only)
-
-
- The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve.
-
-
- Load the achievements the logged in user has already achieved or reported progress on.
-
-
- The name of the function that should be called.
-
-
- Check if this machine has a public IP address.
-
-
- Does name match the name of the active state in the statemachine?
-
-
- Report a score to a specific leaderboard.
-
-
- The initial 3D rotation of particles when emitted. When using curves, this values acts as a scale on the curves.
-
-
- Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store.
-
-
- The spring attempts to reach a target angle by adding spring and damping forces.
-
-
- Specify a tooltip for a field.
-
-
- Does tag match the tag of the active state in the statemachine.
-
-
- Load a default set of scores from the given leaderboard.
-
-
- The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is create by the particle system.
-
-
- The BitStream class represents seralized variables, packed into a stream.
-
-
- The tooltip text.
-
-
- Enables the joint's motor. Disabled by default.
-
-
- Is the stencil buffer supported? (Read Only)
-
-
- Information about the current transition.
-
-
- Create an ILeaderboard instance.
-
-
- Attribute to make a string be edited with a multi-line textfield.
-
-
- Scale being applied to the gravity defined by Physics.gravity.
-
-
- Is the BitStream currently being read? (Read Only)
-
-
- Enables the joint's limits. Disabled by default.
-
-
- Use this PropertyAttribute to add some spacing in the Inspector.
-
-
- Create an IAchievement instance.
-
-
- The unique name of the Transition.
-
-
- What NPOT (non-power of two size) texture support does the GPU provide? (Read Only)
-
-
- The maximum number of particles to emit.
-
-
- Attribute to make a string be edited with a height-flexible and scrollable text area.
-
-
- The spacing in pixels.
-
-
- Enables the joint's spring. Disabled by default.
-
-
- Show a default/system view of the games achievements.
-
-
- This selects the space in which to simulate particles. It can be either world or local space.
-
-
- The simplified name of the Transition.
-
-
- A unique device identifier. It is guaranteed to be unique for every device (Read Only).
-
-
- The angular velocity of the joint in degrees per second.
-
-
- The minimum amount of lines the text area will use.
-
-
- Use this PropertyAttribute to add a header above some fields in the Inspector.
-
-
- Show a default/system view of the games leaderboards.
-
-
- Is the BitStream currently being written? (Read Only)
-
-
- The user defined name of the device (Read Only).
-
-
- The scaling mode applied to particle sizes and positions.
-
-
- The user-specidied name of the Transition.
-
-
- The maximum amount of lines the text area can show before it starts using a scrollbar.
-
-
- The header text.
-
-
- The current angle in degrees of the joint relative to its rest position. (Read Only)
-
-
- The model of the device (Read Only).
-
-
- Serializes different types of variables.
-
-
- Normalized time of the Transition.
-
-
- 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.
-
-
- Serializes different types of variables.
-
-
- Is an accelerometer available on the device?
-
-
- Attribute used to configure the usage of the ColorField and Color Picker for a color.
-
-
- Attribute used to make a float or int variable in a script be restricted to a specific range.
-
-
- Serializes different types of variables.
-
-
- Returns true if the transition is from an AnyState node, or from Animator.CrossFade().
-
-
- Serializes different types of variables.
-
-
- Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake.
-
-
- Version of Unity API.
-
-
- Serializes different types of variables.
-
-
- Is a gyroscope available on the device?
-
-
- The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.
-
-
- If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker.
-
-
- Does name match the name of the active Transition.
-
-
- Serializes different types of variables.
-
-
- Serializes different types of variables.
-
-
- Access the particle system emission module.
-
-
- The spring force used to keep the two objects together.
-
-
- Serializes different types of variables.
-
-
- Stack trace logging options.
-
-
- If set to true the Color is treated as a HDR color.
-
-
- Does userName match the name of the active Transition.
-
-
- Serializes different types of variables.
-
-
- Access the particle system shape module.
-
-
- Serializes different types of variables.
-
-
- Interface for custom logger implementation.
-
-
- Is the device capable of reporting its location?
-
-
- Minimum allowed HDR color component value when using the Color Picker.
-
-
- The damper force used to dampen the spring force.
-
-
- Serializes different types of variables.
-
-
- To specify position and rotation weight mask for Animator::MatchTarget.
-
-
- Access the particle system velocity over lifetime module.
-
-
- Serializes different types of variables.
-
-
- Is the device capable of providing the user haptic feedback by vibration?
-
-
- The minimum distance between the bodies relative to their initial distance.
-
-
- Maximum allowed HDR color component value when using the HDR Color Picker.
-
-
- Position XYZ weight.
-
-
- Access the particle system limit velocity over lifetime module.
-
-
- Returns the kind of device the application is running on (Read Only).
-
-
- Attribute for setting up RPC functions.
-
-
- The maximum distance between the bodies relative to their initial distance.
-
-
- Minimum exposure value allowed in the HDR Color Picker.
-
-
- AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object.
-
-
- Rotation weight.
-
-
- Access the particle system velocity inheritance module.
-
-
- Maximum texture size (Read Only).
-
-
- Set Logger.ILogHandler.
-
-
- The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance.
-
-
- Access the particle system force over lifetime module.
-
-
- This is the data structure for holding individual host information.
-
-
- Maximum exposure value allowed in the HDR Color Picker.
-
-
- To runtime toggle debug logging [ON/OFF].
-
-
- Interface to control the Mecanim animation system.
-
-
- Does this server require NAT punchthrough?
-
-
- The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.
-
-
- Attribute used to make a float, int, or string variable in a script be delayed.
-
-
- Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.
-
-
- Access the particle system color over lifetime module.
-
-
- To selective enable debug log message.
-
-
- Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.
-
-
- The type of the game (like "MyUniqueGameType").
-
-
- Set RuntimeInitializeOnLoadMethod type.
-
-
- Character Joints are mainly used for Ragdoll effects.
-
-
- Access the particle system color by lifetime module.
-
-
- Base class for custom yield instructions to suspend coroutines.
-
-
- Is render texture format supported?
-
-
- The name of the game (like John Doe's Game).
-
-
- Returns true if the current rig is humanoid, false if it is generic.
-
-
- Check logging is enabled based on the LogType.
-
-
- Access the particle system size over lifetime module.
-
-
- Indicates if coroutine should be kept suspended.
-
-
- Is texture format supported on this device?
-
-
- The secondary axis around which the joint can rotate.
-
-
- Currently connected players.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Returns true if the current rig has root motion.
-
-
- Access the particle system size by speed module.
-
-
- Logs message to the Unity Console using default logger.
-
-
- The configuration of the spring attached to the twist limits of the joint.
-
-
- Suspends the coroutine execution until the supplied delegate evaluates to false.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Suspends the coroutine execution for the given amount of seconds.
-
-
- Maximum players limit.
-
-
- Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).
-
-
- Logs message to the Unity Console using default logger.
-
-
- Access the particle system rotation over lifetime module.
-
-
- Allow an runtime class method to be initialized when Unity game loads runtime without action from the user.
-
-
- The configuration of the spring attached to the swing limits of the joint.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Suspends the coroutine execution until the supplied delegate evaluates to true.
-
-
- Returns whether the animator is initialized successfully.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Waits until next fixed frame rate update function. See Also: FixedUpdate.
-
-
- Set RuntimeInitializeOnLoadMethod type.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Server IP address.
-
-
- The lower limit around the primary axis of the character joint.
-
-
- Gets the avatar delta position for the last evaluated frame.
-
-
- 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.
-
-
- OcclusionArea is an area in which occlusion culling is performed.
-
-
- A variant of Logger.Log that logs an warning message.
-
-
- Server port.
-
-
- Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.
-
-
- The upper limit around the primary axis of the character joint.
-
-
- Access the particle system rotation by speed module.
-
-
- Gets the avatar delta rotation for the last evaluated frame.
-
-
- A variant of Logger.Log that logs an warning message.
-
-
- Center of the occlusion area relative to the transform.
-
-
- A class you can derive from if you want to create objects that don't need to be attached to game objects.
-
-
- Does the server require a password?
-
-
- Access the particle system external forces module.
-
-
- The angular limit of rotation (in degrees) around the primary axis of the character joint.
-
-
- A variant of ILogger.Log that logs an error message.
-
-
- Size that the occlusion area will have.
-
-
- A variant of ILogger.Log that logs an error message.
-
-
- A miscellaneous comment (can hold data).
-
-
- Creates an instance of a scriptable object.
-
-
- 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.
-
-
- The angular limit of rotation (in degrees) around the primary axis of the character joint.
-
-
- Access the particle system collision module.
-
-
- Creates an instance of a scriptable object.
-
-
- Logs a formatted message.
-
-
- Creates an instance of a scriptable object.
-
-
- The GUID of the host, needed when connecting with NAT punchthrough.
-
-
- The portal for dynamically changing occlusion at runtime.
-
-
- Brings violated constraints back into alignment even when the solver fails.
-
-
- Access the particle system sub emitters module.
-
-
- 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.
-
-
- A variant of ILogger.Log that logs an exception message.
-
-
- Gets / sets the portal's open state.
-
-
- Priority of a thread.
-
-
- Gets the avatar velocity for the last evaluated frame.
-
-
- Set the linear tolerance threshold for projection.
-
-
- Access the particle system texture sheet animation module.
-
-
- Interface for custom log handler implementation.
-
-
- The Master Server is used to make matchmaking between servers and clients easy.
-
-
- Set the angular tolerance threshold (in degrees) for projection.
-
-
- The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light.
-
-
- Gets the avatar angular velocity for the last evaluated frame.
-
-
- Logs a formatted message.
-
-
- Controls the Profiler from script.
-
-
- The IP address of the master server.
-
-
- Is fog enabled?
-
-
- A variant of ILogHandler.LogFormat that logs an exception message.
-
-
- Called on the first Update frame when a statemachine evaluate this state.
-
-
- The root position, the position of the game object.
-
-
- Initializes a new instance of the Logger.
-
-
- The connection port of the master server.
-
-
- Called at each Update frame except for the first and last frame.
-
-
- Sets profiler output file in built players.
-
-
- Fog mode to use.
-
-
- Set the minimum update rate for master server host information update.
-
-
- Constrains movement for a ConfigurableJoint along the 6 axes.
-
-
- Set Logger.ILogHandler.
-
-
- Called on the last update frame when a statemachine evaluate this state.
-
-
- The color of the fog.
-
-
- Sets profiler output file in built players.
-
-
- Report this machine as a dedicated server.
-
-
- The root rotation, the rotation of the game object.
-
-
- Enables the Profiler.
-
-
- Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive.
-
-
- The density of the exponential fog.
-
-
- Called right after MonoBehaviour.OnAnimatorMove.
-
-
- To runtime toggle debug logging [ON/OFF].
-
-
- Set the particles of this particle system. size is the number of particles that is set.
-
-
- Should root motion be applied?
-
-
- The starting distance of linear fog.
-
-
- Called right after MonoBehaviour.OnAnimatorIK.
-
-
- Resize the profiler sample buffers to allow the desired amount of samples per thread.
-
-
- The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.
-
-
- Request a host list from the master server.
-
-
- Get the particles of this particle system.
-
-
- The ending distance of linear fog.
-
-
- When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly.
-
-
- 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.
-
-
- Heap size used by the program.
-
-
- Check for the latest host list received by using MasterServer.RequestHostList.
-
-
- The joint's secondary axis.
-
-
- To selective enable debug log message.
-
-
- When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.
-
-
- Ambient lighting mode.
-
-
- 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.
-
-
- Fastforwards the particle system by simulating particles over given period of time, then pauses it.
-
-
- Register this server on the master server.
-
-
- Displays the recorded profiledata in the profiler.
-
-
- Called on the first Update frame when a statemachine evaluate this state.
-
-
- Register this server on the master server.
-
-
- Fastforwards the particle system by simulating particles over given period of time, then pauses it.
-
-
- Specifies the update mode of the Animator.
-
-
- Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.
-
-
- Begin profiling a piece of code with a custom label.
-
-
- Fastforwards the particle system by simulating particles over given period of time, then pauses it.
-
-
- Ambient lighting coming from above.
-
-
- Begin profiling a piece of code with a custom label.
-
-
- Unregister this server from the master server.
-
-
- Returns true if the object has a transform hierarchy.
-
-
- Check logging is enabled based on the LogType.
-
-
- Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.
-
-
- End profiling a piece of code with a custom label.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Ambient lighting coming from the sides.
-
-
- Called at each Update frame except for the first and last frame.
-
-
- Clear the host list which was received by MasterServer.PollHostList.
-
-
- The current gravity weight based on current animations that are played.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Plays the particle system.
-
-
- Called on the last update frame when a statemachine evaluate this state.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Ambient lighting coming from below.
-
-
- Plays the particle system.
-
-
- Returns the runtime memory usage of the resource.
-
-
- Logs message to the Unity Console using default logger.
-
-
- The position of the body center of mass.
-
-
- Called right after MonoBehaviour.OnAnimatorMove.
-
-
- Logs message to the Unity Console using default logger.
-
-
- This data structure contains information on a message just received from the network.
-
-
- Called right after MonoBehaviour.OnAnimatorIK.
-
-
- Flat ambient lighting color.
-
-
- The rotation of the body center of mass.
-
-
- Stops playing the particle system.
-
-
- Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.
-
-
- Returns the size of the mono heap.
-
-
- 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.
-
-
- Logs message to the Unity Console using default logger.
-
-
- Stops playing the particle system.
-
-
- How much the light from the Ambient Source affects the scene.
-
-
- 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 time stamp when the Message was sent in seconds.
-
-
- Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.
-
-
- Returns the used size from mono.
-
-
- Automatic stabilization of feet during transition and blending.
-
-
- Custom or skybox ambient lighting data.
-
-
- Pauses playing the particle system.
-
-
- The line renderer is used to draw free-floating lines in 3D space.
-
-
- The player who sent this network message (owner).
-
-
- Pauses playing the particle system.
-
-
- See IAnimatorControllerPlayable.layerCount.
-
-
- Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.
-
-
- How much the skybox / custom cubemap reflection affects the scene.
-
-
- The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload.
-
-
- Logs message to the Unity Console using default logger.
-
-
- The NetworkView who sent this message.
-
-
- If enabled, the lines are defined in world space.
-
-
- Remove all particles in the particle system.
-
-
- The number of times a reflection includes other reflections.
-
-
- Read only acces to the AnimatorControllerParameters used by the animator.
-
-
- Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.
-
-
- A variant of Logger.Log that logs an warning message.
-
-
- Remove all particles in the particle system.
-
-
- The number of currently unused bytes in the cache.
-
-
- A variant of Logger.Log that logs an warning message.
-
-
- Set the line width at the start and at the end.
-
-
- Size of the Light halos.
-
-
- See IAnimatorControllerPlayable.parameterCount.
-
-
- The configuration of the spring attached to the linear limit of the joint.
-
-
- Does the system have any live particles (or will produce more)?
-
-
- A variant of Logger.Log that logs an error message.
-
-
- The intensity of all flares in the scene.
-
-
- Set the line color at the start and at the end.
-
-
- 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 total number of bytes that can potentially be allocated for caching.
-
-
- The configuration of the spring attached to the angular X limit of the joint.
-
-
- Does the system have any live particles (or will produce more)?
-
-
- A variant of Logger.Log that logs an error message.
-
-
- An enumeration of transform properties that can be driven on a RectTransform by an object.
-
-
- Set the number of line segments.
-
-
- Gets the pivot weight.
-
-
- Emit count particles immediately.
-
-
- Used disk space in bytes.
-
-
- The configuration of the spring attached to the angular Y and angular Z limits of the joint.
-
-
- Emit count particles immediately.
-
-
- Set the position of the vertex in the line.
-
-
- Logs a formatted message.
-
-
- Get the current position of the pivot.
-
-
- Emit count particles immediately.
-
-
- Emit count particles immediately.
-
-
- Boundary defining movement restriction, based on distance from the joint's origin.
-
-
- The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted.
-
-
- Set the positions of all vertices in the line.
-
-
- A variant of Logger.Log that logs an exception message.
-
-
- If automatic matching is active.
-
-
- A component can be designed drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving.
-
-
- Logs a formatted message.
-
-
- Is Caching enabled?
-
-
- Boundary defining lower rotation restriction, based on delta from original rotation.
-
-
- The fade speed of all flares in the scene.
-
-
- A variant of Logger.Log that logs an exception message.
-
-
- A block of material values to apply.
-
-
- Script interface for a Burst.
-
-
- The playback speed of the Animator. 1 is normal playback speed.
-
-
- Boundary defining upper rotation restriction, based on delta from original rotation.
-
-
- The global skybox to use.
-
-
- Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).
-
-
- Is the material property block empty? (Read Only)
-
-
- Controls compression of cache data. Enabled by default.
-
-
- Boundary defining rotation restriction, based on delta from original rotation.
-
-
- StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.
-
-
- Default reflection mode.
-
-
- Script interface for a Min-Max Curve.
-
-
- Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).
-
-
- Is caching ready?
-
-
- Add a RectTransform to be driven.
-
-
- Set a float property.
-
-
- Cubemap resolution for default reflection.
-
-
- Combine will prepare all children of the staticBatchRoot for static batching.
-
-
- Set a float property.
-
-
- Boundary defining rotation restriction, based on delta from original rotation.
-
-
- Clear the list of RectTransforms being driven.
-
-
- Combine will prepare all children of the staticBatchRoot for static batching.
-
-
- Controls culling of this Animator component.
-
-
- Custom specular reflection cubemap.
-
-
- Set a vector property.
-
-
- The desired position that the joint should move into.
-
-
- Set a vector property.
-
-
- Sets the playback position in the recording buffer.
-
-
- Position, size, anchor and pivot information for a rectangle.
-
-
- When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.
-
-
- (This is a WebPlayer-only function).
-
-
- (This is a WebPlayer-only function).
-
-
- Script interface for a Min-Max Gradient.
-
-
- The desired velocity that the joint should move along.
-
-
- Start time of the first frame of the buffer relative to the frame at which StartRecording was called.
-
-
- (This is a WebPlayer-only function).
-
-
- Set a color property.
-
-
- (This is a WebPlayer-only function).
-
-
- Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.
-
-
- Set a color property.
-
-
- The calculated rectangle in the local space of the Transform.
-
-
- Definition of how the joint's movement will behave along its local X axis.
-
-
- Set a matrix property.
-
-
- Delete all AssetBundle and Procedural Material content that has been cached by the current application.
-
-
- Offsets for rectangles, borders, etc.
-
-
- The normalized position in the parent RectTransform that the lower left corner is anchored to.
-
-
- Definition of how the joint's movement will behave along its local Y axis.
-
-
- Set a matrix property.
-
-
- Script interface for the Emission module.
-
-
- Script interface for Quality Settings.
-
-
- Left edge size.
-
-
- Definition of how the joint's movement will behave along its local Z axis.
-
-
- The normalized position in the parent RectTransform that the upper right corner is anchored to.
-
-
- Set a texture property.
-
-
- End time of the recorded clip relative to when StartRecording was called.
-
-
- Set a texture property.
-
-
- The indexed list of available Quality Settings.
-
-
- Checks if an AssetBundle is cached.
-
-
- This is a Quaternion. It defines the desired rotation that the joint should rotate into.
-
-
- The 3D position of the pivot of this RectTransform relative to the anchor reference point.
-
-
- Right edge size.
-
-
- Gets the mode of the Animator recorder.
-
-
- Script interface for the Shape module.
-
-
- The maximum number of pixel lights that should affect any object.
-
-
- Get a float from the property block.
-
-
- This is a Vector3. It defines the desired angular velocity that the joint should rotate into.
-
-
- The position of the pivot of this RectTransform relative to the anchor reference point.
-
-
- Get a float from the property block.
-
-
- Top edge size.
-
-
- The runtime representation of AnimatorController that controls the Animator.
-
-
- Directional light shadow projection.
-
-
- The size of this RectTransform relative to the distances between the anchors.
-
-
- Checks if an AssetBundle is cached.
-
-
- Control the object's rotation with either X & YZ or Slerp Drive by itself.
-
-
- Get a vector from the property block.
-
-
- Gets/Sets the current Avatar.
-
-
- Bottom edge size.
-
-
- Get a vector from the property block.
-
-
- Number of cascades to use for directional light shadows.
-
-
- The normalized position in this RectTransform that it rotates around.
-
-
- Bumps the timestamp of a cached file to be the current time.
-
-
- Additional layers affects the center of mass.
-
-
- Shortcut for left + right. (Read Only)
-
-
- Bumps the timestamp of a cached file to be the current time.
-
-
- Shadow drawing distance.
-
-
- Get a matrix from the property block.
-
-
- The offset of the lower left corner of the rectangle relative to the lower left anchor.
-
-
- Get left foot bottom height.
-
-
- Get a matrix from the property block.
-
-
- Script interface for the Velocity Over Lifetime module.
-
-
- Offset shadow frustum near plane.
-
-
- Shortcut for top + bottom. (Read Only)
-
-
- Get a texture from the property block.
-
-
- Get right foot bottom height.
-
-
- Get a texture from the property block.
-
-
- The offset of the upper right corner of the rectangle relative to the upper right anchor.
-
-
- The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.
-
-
- Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist.
-
-
- Holds data for a single application crash event and provides access to all gathered crash reports.
-
-
- Clear material property values.
-
-
- Add the border offsets to a rect.
-
-
- Script interface for the Limit Velocity Over Lifetime module.
-
-
- See IAnimatorControllerPlayable.GetFloat.
-
-
- 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.
-
-
- Time, when the crash occured.
-
-
- See IAnimatorControllerPlayable.GetFloat.
-
-
- Remove the border offsets from a rect.
-
-
- Get the corners of the calculated rectangle in the local space of its Transform.
-
-
- Raw interface to Unity's drawing functions.
-
-
- Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.
-
-
- Crash report data as formatted text.
-
-
- 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.
-
-
- See IAnimatorControllerPlayable.SetFloat.
-
-
- See IAnimatorControllerPlayable.SetFloat.
-
-
- Get the corners of the calculated rectangle in world space.
-
-
- See IAnimatorControllerPlayable.SetFloat.
-
-
- Base class for images & text strings displayed in a GUI.
-
-
- Currently active color buffer (Read Only).
-
-
- Returns all currently available reports in a new array.
-
-
- 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.
-
-
- A texture size limit applied to all textures.
-
-
- The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted.
-
-
- Is a point on screen inside the element?
-
-
- Currently active depth/stencil buffer (Read Only).
-
-
- Returns last crash report, or null if no reports are available.
-
-
- Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size.
-
-
- Is a point on screen inside the element?
-
-
- Global anisotropic filtering mode.
-
-
-
-
-
- Script interface for the Force Over Lifetime module.
-
-
- See IAnimatorControllerPlayable.SetFloat.
-
-
- Global multiplier for the LOD's switching distance.
-
-
- Returns bounding rectangle of GUIElement in screen coordinates.
-
-
- Draw a mesh.
-
-
- Makes the RectTransform calculated rect be a given size on the specified axis.
-
-
- Remove all reports from available reports list.
-
-
- Draw a mesh.
-
-
- Returns bounding rectangle of GUIElement in screen coordinates.
-
-
-
-
-
- Draw a mesh.
-
-
- A maximum LOD level. All LOD groups.
-
-
- See IAnimatorControllerPlayable.GetBool.
-
-
- Enum used to specify one edge of a rectangle.
-
-
- Draw a mesh.
-
-
- A texture image used in a 2D GUI.
-
-
- See IAnimatorControllerPlayable.GetBool.
-
-
- If enabled, all Target values will be calculated in world space instead of the object's local space.
-
-
- Draw a mesh.
-
-
- Budget for how many ray casts can be performed per frame for approximate collision testing.
-
-
- Draw a mesh.
-
-
- Script interface for the Color Over Lifetime module.
-
-
- Draw a mesh.
-
-
- An axis that can be horizontal or vertical.
-
-
- Draw a mesh.
-
-
- See IAnimatorControllerPlayable.SetBool.
-
-
- If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body.
-
-
- The color of the GUI texture.
-
-
- Remove report from available reports list.
-
-
- Use a two-pass shader for the vegetation in the terrain engine.
-
-
- Draw a mesh.
-
-
- Draw a mesh.
-
-
- Delegate used for the reapplyDrivenProperties event.
-
-
- Draw a mesh.
-
-
- Script interface for the Color By Speed module.
-
-
- The texture used for drawing.
-
-
- How should the custom cursor be rendered.
-
-
- Enables realtime reflection probes.
-
-
- See IAnimatorControllerPlayable.SetBool.
-
-
- Draw a mesh.
-
-
- Draw a mesh.
-
-
- Asynchronous load request from the Resources bundle.
-
-
- Pixel inset used for pixel adjustments for size and position.
-
-
- If enabled, billboards will face towards camera position rather than camera orientation.
-
-
- See IAnimatorControllerPlayable.GetInteger.
-
-
- Draw a mesh.
-
-
- Script interface for the Size Over Lifetime module.
-
-
- How the cursor should behave.
-
-
- Draw a mesh.
-
-
- Asset object being loaded (Read Only).
-
-
- The border defines the number of pixels from the edge that are not affected by scale.
-
-
- Maximum number of frames queued up by graphics driver.
-
-
- Draw a mesh.
-
-
- Draw a mesh.
-
-
- Script interface for the Size By Speed module.
-
-
- Cursor API for setting the cursor that is used for rendering.
-
-
- The VSync Count.
-
-
- The Resources class allows you to find and access Objects including assets.
-
-
- See IAnimatorControllerPlayable.GetInteger.
-
-
- Draw a mesh.
-
-
-
-
-
- A force applied constantly.
-
-
- Should the cursor be visible?
-
-
- Set The AA Filtering option.
-
-
- Returns a list of all objects of Type type.
-
-
- Script interface for the Rotation Over Lifetime module.
-
-
- Returns a list of all objects of Type type.
-
-
- Get the GUI element at a specific screen position.
-
-
- The force applied to the rigidbody every frame.
-
-
- How should the cursor be handled?
-
-
- Draw a mesh immediately.
-
-
- See IAnimatorControllerPlayable.SetInteger.
-
-
- Draw a mesh immediately.
-
-
- See IAnimatorControllerPlayable.SetInteger.
-
-
- Desired color space (Read Only).
-
-
- Draw a mesh immediately.
-
-
- Change the mouse cursor to the set texture OnMouseEnter.
-
-
- The force - relative to the rigid bodies coordinate system - applied every frame.
-
-
- Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes.
-
-
- Loads an asset stored at path in a Resources folder.
-
-
- Script interface for the Rotation By Speed module.
-
-
- Active color space (Read Only).
-
-
- See IAnimatorControllerPlayable.SetTrigger.
-
-
- Loads an asset stored at path in a Resources folder.
-
-
- Draw a mesh immediately.
-
-
- See IAnimatorControllerPlayable.SetTrigger.
-
-
- The torque applied to the rigidbody every frame.
-
-
- Structure for building a LOD for passing to the SetLODs function.
-
-
- Blend weights.
-
-
- Width of the texture in pixels. (Read Only)
-
-
- See IAnimatorControllerPlayable.ResetTrigger.
-
-
- The torque - relative to the rigid bodies coordinate system - applied every frame.
-
-
- The screen relative height to use for the transition [0-1].
-
-
- Draws a fully procedural geometry on the GPU.
-
-
- See IAnimatorControllerPlayable.ResetTrigger.
-
-
- Height of the texture in pixels. (Read Only)
-
-
-
-
-
- Draws a fully procedural geometry on the GPU.
-
-
- Script interface for the External Forces module.
-
-
- Loads an asset stored at path in a Resources folder.
-
-
- Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated.
-
-
- See IAnimatorControllerPlayable.IsParameterControlledByCurve.
-
-
- Draws a fully procedural geometry on the GPU.
-
-
- Filtering mode of the texture.
-
-
- See IAnimatorControllerPlayable.IsParameterControlledByCurve.
-
-
- The collision detection mode constants used for Rigidbody.collisionDetectionMode.
-
-
- Asynchronously loads an asset stored at path in a Resources folder.
-
-
- Draws a fully procedural geometry on the GPU.
-
-
- List of renderers for this LOD level.
-
-
- Anisotropic filtering level of the texture.
-
-
- 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.
-
-
- Script interface for the Collision module.
-
-
- Asynchronously loads an asset stored at path in a Resources folder.
-
-
- Draw a texture in screen coordinates.
-
-
- A base class of all colliders.
-
-
- Wrap mode (Repeat or Clamp) of the texture.
-
-
- Asynchronously loads an asset stored at path in a Resources folder.
-
-
- Draw a texture in screen coordinates.
-
-
- Returns the current graphics quality level.
-
-
- LODGroup lets you group multiple Renderers into LOD levels.
-
-
- Draw a texture in screen coordinates.
-
-
- Mip map bias of the texture.
-
-
- Draw a texture in screen coordinates.
-
-
- Enabled Colliders will collide with other colliders, disabled Colliders won't.
-
-
- Draw a texture in screen coordinates.
-
-
- Gets the position of an IK goal.
-
-
- Loads all assets in a folder or file at path in a Resources folder.
-
-
- Draw a texture in screen coordinates.
-
-
- The local reference point against which the LOD distance is calculated.
-
-
- Loads all assets in a folder or file at path in a Resources folder.
-
-
- Draw a texture in screen coordinates.
-
-
- Sets Anisotropic limits.
-
-
- Loads all assets in a folder or file at path in a Resources folder.
-
-
- The rigidbody the collider is attached to.
-
-
- Draw a texture in screen coordinates.
-
-
- Sets the position of an IK goal.
-
-
- The size of the LOD object in local space.
-
-
- Draw a texture in screen coordinates.
-
-
- Sets a new graphics quality level.
-
-
- Sets a new graphics quality level.
-
-
- Is the collider a trigger?
-
-
- Unloads assetToUnload from memory.
-
-
- The number of LOD levels.
-
-
- Script interface for the Sub Emitters module.
-
-
- Gets the rotation of an IK goal.
-
-
- Retrieve native ('hardware') pointer to a texture.
-
-
- Execute a command buffer.
-
-
- Contact offset value of this collider.
-
-
- Increase the current quality level.
-
-
- Increase the current quality level.
-
-
- The LOD fade mode used.
-
-
- Unloads assets that are not used.
-
-
- Copies source texture into destination render texture with a shader.
-
-
- Sets the rotation of an IK goal.
-
-
- The material used by the collider.
-
-
- Copies source texture into destination render texture with a shader.
-
-
- Class for texture handling.
-
-
- Copies source texture into destination render texture with a shader.
-
-
- Decrease the current quality level.
-
-
- Returns a resource at an asset path (Editor Only).
-
-
- Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration.
-
-
- Copies source texture into destination render texture with a shader.
-
-
- Decrease the current quality level.
-
-
- Returns a resource at an asset path (Editor Only).
-
-
- Copies source texture into destination render texture with a shader.
-
-
- The shared physic material of this collider.
-
-
- Script interface for the Texture Sheet Animation module.
-
-
- How many mipmap levels are in this texture (Read Only).
-
-
- Enable / Disable the LODGroup - Disabling will turn off all renderers.
-
-
- Copies source texture into destination, for multi-tap shader.
-
-
- Text file assets.
-
-
- The world space bounding volume of the collider.
-
-
- The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value.
-
-
- The format of the pixel data in the texture (Read Only).
-
-
- Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).
-
-
- The text contents of the .txt file as a string. (Read Only)
-
-
- Set random write target for Shader Model 5.0 level pixel shaders.
-
-
- Set random write target for Shader Model 5.0 level pixel shaders.
-
-
- The closest point to the bounding box of the attached collider.
-
-
- Get a small texture with all white pixels.
-
-
- The raw bytes of the text asset. (Read Only)
-
-
- Compression Quality.
-
-
- Recalculate the bounding region for the LODGroup (Relatively slow, do not call often).
-
-
- Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).
-
-
- Script interface for a Particle.
-
-
- Clear random write targets for Shader Model 5.0 level pixel shaders.
-
-
- Casts a Ray that ignores all Colliders except this one.
-
-
- Returns the array of LODs.
-
-
- Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).
-
-
- Force Unity to serialize a private field.
-
-
- Sets current render target.
-
-
- Sets current render target.
-
-
- Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.
-
-
- A box-shaped primitive collider.
-
-
- Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).
-
-
- Sets current render target.
-
-
- Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.
-
-
- Sets current render target.
-
-
- Get a small texture with all black pixels.
-
-
- Interface to receive callbacks upon serialization and deserialization.
-
-
- A class to access the Mesh of the mesh filter.
-
-
- The position of the particle.
-
-
- The center of the box, measured in the object's local space.
-
-
- Sets current render target.
-
-
- Gets the position of an IK hint.
-
-
- Sets current render target.
-
-
-
-
-
- Implement this method to receive a callback after unity serialized your object.
-
-
- Sets current render target.
-
-
- Sets current render target.
-
-
- Returns the instantiated Mesh assigned to the mesh filter.
-
-
- The size of the box, measured in the object's local space.
-
-
- The velocity of the particle.
-
-
- Draw a mesh.
-
-
- Sets the position of an IK hint.
-
-
- See ISerializationCallbackReceiver.OnBeforeSerialize for documentation on how to use this method.
-
-
- Draw a mesh.
-
-
- Creates Unity Texture out of externally created native texture object.
-
-
- Returns the shared mesh of the mesh filter.
-
-
- Describes a single bounding sphere for use by a CullingGroup.
-
-
- Draw a mesh.
-
-
- Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint).
-
-
- The rotation of the particle.
-
-
- Webplayer security related class.
-
-
- Draw a mesh.
-
-
- Updates Unity texture to use different native texture object.
-
-
- A sphere-shaped primitive collider.
-
-
- The position of the center of the BoundingSphere.
-
-
- Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint).
-
-
- Struct used to describe meshes to be combined using Mesh.CombineMeshes.
-
-
- The angular velocity of the particle.
-
-
- Prefetch the webplayer socket security policy from a non-default port number.
-
-
- Data of a lightmap.
-
-
- The center of the sphere in the object's local space.
-
-
- Prefetch the webplayer socket security policy from a non-default port number.
-
-
- The radius of the BoundingSphere.
-
-
- Sets pixel color at coordinates (x,y).
-
-
- The size of the particle.
-
-
-
-
-
- Sets the look at position.
-
-
- The radius of the sphere measured in the object's local space.
-
-
- Get secret from Chain of Trust system.
-
-
- Lightmap storing the full incoming light.
-
-
- Returns pixel color at coordinates (x, y).
-
-
- The color of the particle.
-
-
- Provides information about the current and previous states of one sphere in a CullingGroup.
-
-
- Submesh index of the mesh.
-
-
- Set look at weights.
-
-
- Loads an assembly and checks that it is allowed to be used in the webplayer.Note: The single argument version of this API will always issue an error message. An authorisation key is always needed.
-
-
- Lightmap storing only the indirect incoming light.
-
-
- Set look at weights.
-
-
- A mesh collider allows you to do collision detection between meshes and primitives.
-
-
- Loads an assembly and checks that it is allowed to be used in the webplayer.Note: The single argument version of this API will always issue an error message. An authorisation key is always needed.
-
-
- Returns filtered pixel color at normalized coordinates (u, v).
-
-
- Set look at weights.
-
-
- The index of the sphere that has changed.
-
-
- Matrix to transform the mesh with before combining.
-
-
- Set look at weights.
-
-
- The mesh object used for collision detection.
-
-
- Set look at weights.
-
-
- Set a block of pixel colors.
-
-
- Shader scripts used for all rendering.
-
-
- Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy
-
-
- Was the sphere considered visible by the most recent culling pass?
-
-
- Set a block of pixel colors.
-
-
- Use a convex collider from the mesh.
-
-
- Set a block of pixel colors.
-
-
- A class that allows creating or modifying meshes from scripts.
-
-
- Set a block of pixel colors.
-
-
- Sets local rotation of a human bone during a IK pass.
-
-
- Was the sphere visible before the most recent culling pass?
-
-
- Can this shader run on the end-users graphics card? (Read Only)
-
-
- Stores light probes for the scene.
-
-
- Script interface for particle emission parameters.
-
-
- Uses interpolated normals for sphere collisions instead of flat polygonal normals.
-
-
- Returns state of the Read/Write Enabled checkbox when model was imported.
-
-
- Set a block of pixel colors.
-
-
- Did this sphere change from being invisible to being visible in the most recent culling pass?
-
-
- Shader LOD level for this shader.
-
-
- Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found.
-
-
- Set a block of pixel colors.
-
-
- Positions of the baked light probes (Read Only).
-
-
- Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found.
-
-
- Set a block of pixel colors.
-
-
- Set a block of pixel colors.
-
-
- Did this sphere change from being visible to being invisible in the most recent culling pass?
-
-
- Shader LOD level for all shaders.
-
-
- Returns a copy of the vertex positions or assigns a new vertex positions array.
-
-
- Coefficients of baked light probes.
-
-
- Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found.
-
-
- Loads PNG/JPG image byte array into a texture.
-
-
- The number of light probes (Read Only).
-
-
- The normals of the mesh.
-
-
- Render queue of this shader. (Read Only)
-
-
- Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found.
-
-
- The current distance band index of the sphere, after the most recent culling pass.
-
-
- Loads PNG/JPG image byte array into a texture.
-
-
- The number of cells space is divided into (Read Only).
-
-
- The tangents of the mesh.
-
-
- Finds a shader with the given name.
-
-
- See IAnimatorControllerPlayable.GetLayerName.
-
-
- The distance band index of the sphere before the most recent culling pass.
-
-
- Fills texture pixels with raw preformatted data.
-
-
- Returns an interpolated probe for the given position for both realtime and baked light probes combined.
-
-
- The base texture coordinates of the mesh.
-
-
- Fills texture pixels with raw preformatted data.
-
-
- Renders particles on to the screen (Shuriken).
-
-
- Set a global shader keyword.
-
-
- See IAnimatorControllerPlayable.GetLayerIndex.
-
-
- The second texture coordinate set of the mesh, if present.
-
-
- Describes a set of bounding spheres that should have their visibility and distances maintained.
-
-
- Stores lightmaps of the scene.
-
-
- How particles are drawn.
-
-
- Unset a global shader keyword.
-
-
- Get raw data from a texture.
-
-
- See IAnimatorControllerPlayable.GetLayerWeight.
-
-
- The third texture coordinate set of the mesh, if present.
-
-
- Lightmap array.
-
-
- Sets the callback that will be called when a sphere's visibility and/or distance state has changed.
-
-
- Is global shader keyword enabled?
-
-
- Get a block of pixel colors.
-
-
- How much are the particles stretched in their direction of motion.
-
-
- See IAnimatorControllerPlayable.SetLayerWeight.
-
-
- The fourth texture coordinate set of the mesh, if present.
-
-
- Non-directional, Directional or Directional Specular lightmaps rendering mode.
-
-
- Get a block of pixel colors.
-
-
- Pauses culling group execution.
-
-
- Get a block of pixel colors.
-
-
- How much are the particles stretched depending on "how fast they move".
-
-
- Sets a global color property for all shaders.
-
-
- The bounding volume of the mesh.
-
-
- See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo.
-
-
- Get a block of pixel colors.
-
-
- Holds all data needed by the light probes.
-
-
- Sets a global color property for all shaders.
-
-
- How much are the particles stretched depending on the Camera's speed.
-
-
- Locks the CullingGroup to a specific camera.
-
-
- Vertex colors of the mesh.
-
-
- Get a block of pixel colors in Color32 format.
-
-
- See IAnimatorControllerPlayable.GetNextAnimatorStateInfo.
-
-
- Get a block of pixel colors in Color32 format.
-
-
- Sets a global vector property for all shaders.
-
-
- Vertex colors of the mesh.
-
-
- How much are billboard particle normals oriented towards the camera.
-
-
- Clean up all memory used by the CullingGroup immediately.
-
-
- Sets a global vector property for all shaders.
-
-
- See IAnimatorControllerPlayable.GetAnimatorTransitionInfo.
-
-
- Actually apply all previous SetPixel and SetPixels changes.
-
-
- An array containing all triangles in the mesh.
-
-
- Utility class for common geometric functions.
-
-
- Control the direction that particles face.
-
-
- Actually apply all previous SetPixel and SetPixels changes.
-
-
- Sets a global float property for all shaders.
-
-
- Actually apply all previous SetPixel and SetPixels changes.
-
-
- See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo.
-
-
- Returns the number of vertices in the mesh (Read Only).
-
-
- Calculates frustum planes.
-
-
- Sets a global float property for all shaders.
-
-
- Modify the pivot point used for rotating particles.
-
-
- Calculates frustum planes.
-
-
- The number of submeshes. Every material has a separate triangle list.
-
-
- Resizes the texture.
-
-
- See IAnimatorControllerPlayable.GetNextAnimatorClipInfo.
-
-
- Returns true if bounds are inside the plane array.
-
-
- The bone weights of each vertex.
-
-
- Sets the array of bounding sphere definitions that the CullingGroup should compute culling for.
-
-
- Resizes the texture.
-
-
- Sort particles within a system.
-
-
- Sets a global int property for all shaders.
-
-
- See IAnimatorControllerPlayable.IsInTransition.
-
-
- Sets a global int property for all shaders.
-
-
- The bind poses. The bind pose at each index refers to the bone with the same index.
-
-
- Access to display information.
-
-
- Compress texture into DXT format.
-
-
- Sets the number of bounding spheres in the bounding spheres array that are actually being used.
-
-
- Biases particle system sorting amongst other transparencies.
-
-
- See AnimatorController.GetParameter.
-
-
- Sets a global texture property for all shaders.
-
-
- Returns BlendShape count on this mesh.
-
-
- Sets a global texture property for all shaders.
-
-
- Erase a given bounding sphere by moving the final sphere on top of it.
-
-
- Packs multiple Textures into a texture atlas.
-
-
- All fullscreen resolutions supported by the monitor (Read Only).
-
-
- Clamp the minimum particle size.
-
-
- Packs multiple Textures into a texture atlas.
-
-
- Erase a given bounding sphere by moving the final sphere on top of it.
-
-
- Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.
-
-
- Sets a global matrix property for all shaders.
-
-
- Clears all vertex data and all triangle indices.
-
-
- Packs multiple Textures into a texture atlas.
-
-
- Should the cursor be locked?
-
-
- Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.
-
-
- Sets a global matrix property for all shaders.
-
-
- Clears all vertex data and all triangle indices.
-
-
- Clamp the maximum particle size.
-
-
- Retrieve the indices of spheres that have particular visibility and/or distance states.
-
-
- Read pixels from screen into the saved texture data.
-
-
- Retrieve the indices of spheres that have particular visibility and/or distance states.
-
-
- Interrupts the automatic target matching.
-
-
- The current screen resolution (Read Only).
-
-
- Mesh used as particle instead of billboarded texture.
-
-
- Read pixels from screen into the saved texture data.
-
-
- Sets a global compute buffer property for all shaders.
-
-
- Assigns a new vertex positions array.
-
-
- Retrieve the indices of spheres that have particular visibility and/or distance states.
-
-
- Interrupts the automatic target matching.
-
-
- Gets unique identifier for a shader property name.
-
-
- Returns true if the bounding sphere at index is currently visible from any of the contributing cameras.
-
-
- Encodes this texture into PNG format.
-
-
- The current width of the screen window in pixels (Read Only).
-
-
- Set the normals of the mesh.
-
-
- See IAnimatorControllerPlayable.CrossFadeInFixedTime.
-
-
- Fully load all shaders to prevent future performance hiccups.
-
-
- See IAnimatorControllerPlayable.CrossFadeInFixedTime.
-
-
- Get the current distance band index of a given sphere.
-
-
- Encodes this texture into JPG format.
-
-
- The current height of the screen window in pixels (Read Only).
-
-
- See IAnimatorControllerPlayable.CrossFadeInFixedTime.
-
-
- Set the tangents of the mesh.
-
-
- Encodes this texture into JPG format.
-
-
- Information about a particle collision.
-
-
- See IAnimatorControllerPlayable.CrossFadeInFixedTime.
-
-
- The material class.
-
-
- 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.
-
-
- See IAnimatorControllerPlayable.CrossFadeInFixedTime.
-
-
- The current DPI of the screen / device (Read Only).
-
-
- See IAnimatorControllerPlayable.CrossFadeInFixedTime.
-
-
- Set the UVs for a given chanel.
-
-
- Class for handling cube maps, Use this to create or modify existing cube map assets.
-
-
- Set the UVs for a given chanel.
-
-
- Is the game running fullscreen?
-
-
- The shader used by the material.
-
-
- See IAnimatorControllerPlayable.CrossFade.
-
-
- Intersection point of the collision in world coordinates.
-
-
- Set the reference point from which distance bands are measured.
-
-
- Set the UVs for a given chanel.
-
-
- See IAnimatorControllerPlayable.CrossFade.
-
-
- Set the reference point from which distance bands are measured.
-
-
- See IAnimatorControllerPlayable.CrossFade.
-
-
- The main material's color.
-
-
- Geometry normal at the intersection point of the collision.
-
-
- Get the UVs for a given chanel.
-
-
- How many mipmap levels are in this texture (Read Only).
-
-
- See IAnimatorControllerPlayable.CrossFade.
-
-
- Allow auto-rotation to portrait?
-
-
- Get the UVs for a given chanel.
-
-
- See IAnimatorControllerPlayable.CrossFade.
-
-
- This delegate is used for recieving a callback when a sphere's distance or visibility state has changed.
-
-
- Get the UVs for a given chanel.
-
-
- The material's texture.
-
-
- See IAnimatorControllerPlayable.CrossFade.
-
-
- Allow auto-rotation to portrait, upside down?
-
-
- Incident velocity at the intersection point of the collision.
-
-
- The format of the pixel data in the texture (Read Only).
-
-
- Allow auto-rotation to landscape left?
-
-
- The texture offset of the main texture.
-
-
- Color key used by Gradient.
-
-
- Vertex colors of the mesh.
-
-
- The Collider for the GameObject struck by the particles.
-
-
- See IAnimatorControllerPlayable.PlayInFixedTime.
-
-
- Sets pixel color at coordinates (face, x, y).
-
-
- Allow auto-rotation to landscape right?
-
-
- See IAnimatorControllerPlayable.PlayInFixedTime.
-
-
- Vertex colors of the mesh.
-
-
- See IAnimatorControllerPlayable.PlayInFixedTime.
-
-
- The texture scale of the main texture.
-
-
- Specifies logical orientation of the screen.
-
-
- Color of key.
-
-
- See IAnimatorControllerPlayable.PlayInFixedTime.
-
-
- Returns pixel color at coordinates (face, x, y).
-
-
- Recalculate the bounding volume of the mesh from the vertices.
-
-
- See IAnimatorControllerPlayable.PlayInFixedTime.
-
-
- The Collider or Collider2D for the GameObject struck by the particles.
-
-
- How many passes are in this material (Read Only).
-
-
- Time of the key (0 - 1).
-
-
- A power saving setting, allowing the screen to dim some time after the last active user interaction.
-
-
- See IAnimatorControllerPlayable.PlayInFixedTime.
-
-
- Recalculates the normals of the mesh from the triangles and vertices.
-
-
- Returns pixel colors of a cubemap face.
-
-
- Render queue of this material.
-
-
- See IAnimatorControllerPlayable.Play.
-
-
- Alpha key used by Gradient.
-
-
- Should the cursor be visible?
-
-
- Optimizes the mesh for display.
-
-
- Returns pixel colors of a cubemap face.
-
-
- See IAnimatorControllerPlayable.Play.
-
-
- Additional shader keywords set by this material.
-
-
- Method extension for Physics in Particle System.
-
-
- See IAnimatorControllerPlayable.Play.
-
-
- Sets pixel colors of a cubemap face.
-
-
- See IAnimatorControllerPlayable.Play.
-
-
- Alpha channel of key.
-
-
- Sets pixel colors of a cubemap face.
-
-
- See IAnimatorControllerPlayable.Play.
-
-
- Switches the screen resolution.
-
-
- Defines how the material should interact with lightmaps and lightprobes.
-
-
- Safe array size for use with ParticleSystem.GetCollisionEvents.
-
-
- See IAnimatorControllerPlayable.Play.
-
-
- Switches the screen resolution.
-
-
- Returns the triangle list for the submesh.
-
-
- Time of the key (0 - 1).
-
-
- Actually apply all previous SetPixel and SetPixels changes.
-
-
- Get the particle collision events for a GameObject. Returns the number of events written to the array.
-
-
- Sets an AvatarTarget and a targetNormalizedTime for the current state.
-
-
- Actually apply all previous SetPixel and SetPixels changes.
-
-
- Sets the triangle list for the submesh.
-
-
- Sets the triangle list for the submesh.
-
-
- Actually apply all previous SetPixel and SetPixels changes.
-
-
- Returns true if the transform is controlled by the Animator\.
-
-
- (Legacy Particle system).
-
-
- Set a named color value.
-
-
- Gradient used for animating colors.
-
-
- Set a named color value.
-
-
- The position of the particle.
-
-
- Constants for special values of Screen.sleepTimeout.
-
-
- Performs smoothing of near edge regions.
-
-
- The velocity of the particle.
-
-
- Returns transform mapped to this human bone id.
-
-
- Performs smoothing of near edge regions.
-
-
- Returns the index buffer for the submesh.
-
-
- All color keys defined in the gradient.
-
-
- Get a named color value.
-
-
- The energy of the particle.
-
-
- Get a named color value.
-
-
- Low-level graphics library.
-
-
- Class for handling 3D Textures, Use this to create 3D texture assets.
-
-
- Sets the index buffer for the submesh.
-
-
- Sets the animator in playback mode.
-
-
- All alpha keys defined in the gradient.
-
-
- The starting energy of the particle.
-
-
- Set a named vector value.
-
-
- Gets the topology of a submesh.
-
-
- Set a named vector value.
-
-
- The size of the particle.
-
-
- The depth of the texture (Read Only).
-
-
- The current modelview matrix.
-
-
- Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.
-
-
- The rotation of the particle.
-
-
- Calculate color at a given time.
-
-
- The angular velocity of the particle.
-
-
- Get a named vector value.
-
-
- The color of the particle.
-
-
- Combines several meshes into this mesh.
-
-
- The format of the pixel data in the texture (Read Only).
-
-
- Should rendering be done in wireframe?
-
-
- Sets the animator in recording mode, and allocates a circular buffer of size frameCount.
-
-
- Get a named vector value.
-
-
- Combines several meshes into this mesh.
-
-
- Setup Gradient with an array of color keys and alpha keys.
-
-
- Combines several meshes into this mesh.
-
-
- Controls whether Linear-to-sRGB color conversion is performed while rendering.
-
-
- Set a named texture.
-
-
- Stops animator record mode.
-
-
- Returns an array of pixel colors representing one mip level of the 3D texture.
-
-
- Set a named texture.
-
-
- Returns an array of pixel colors representing one mip level of the 3D texture.
-
-
- Describes options for displaying movie playback controls.
-
-
- (Legacy Particles) Script interface for particle emitters.
-
-
- Optimize mesh for frequent updates.
-
-
- Select whether to invert the backface culling (true) or not (false).
-
-
- See IAnimatorControllerPlayable.HasState.
-
-
- Get a named texture.
-
-
- Returns an array of pixel colors representing one mip level of the 3D texture.
-
-
- Get a named texture.
-
-
- Upload previously done mesh modifications to the graphics API.
-
-
- Should particles be automatically emitted each frame?
-
-
- Submit a vertex.
-
-
- Returns an array of pixel colors representing one mip level of the 3D texture.
-
-
- Describes scaling modes for displaying movies.
-
-
- Generates an parameter id from a string.
-
-
- Returns index of BlendShape by given name.
-
-
- Sets the placement offset of texture propertyName.
-
-
- Submit a vertex.
-
-
- The minimum size each particle can be at the time when it is spawned.
-
-
- Sets pixel colors of a 3D texture.
-
-
- Returns name of BlendShape by given index.
-
-
- Evaluates the animator based on deltaTime.
-
-
- Sets pixel colors of a 3D texture.
-
-
- ActivityIndicator Style (Android Specific).
-
-
- Gets the placement offset of texture propertyName.
-
-
- Sets current vertex color.
-
-
- Returns the frame count for a blend shape.
-
-
- The maximum size each particle can be at the time when it is spawned.
-
-
- Sets pixel colors of a 3D texture.
-
-
- Interface into functionality unique to handheld devices.
-
-
- Sets the placement scale of texture propertyName.
-
-
- Rebind all the animated properties and mesh data with the Animator.
-
-
- Sets pixel colors of a 3D texture.
-
-
- Returns the weight of a blend shape frame.
-
-
- Sets current texture coordinate (v.x,v.y,v.z) for all texture units.
-
-
- The minimum lifetime of each particle, measured in seconds.
-
-
- Gets the placement scale of texture propertyName.
-
-
- Determines whether or not a 32-bit display buffer will be used.
-
-
- Actually apply all previous SetPixels changes.
-
-
- Apply the default Root Motion.
-
-
- Sets current texture coordinate (x,y) for all texture units.
-
-
- Actually apply all previous SetPixels changes.
-
-
- Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame.
-
-
- The maximum lifetime of each particle, measured in seconds.
-
-
- Set a named matrix for the shader.
-
-
- Plays a full-screen movie.
-
-
- Set a named matrix for the shader.
-
-
- Clears all blend shapes from Mesh.
-
-
- Plays a full-screen movie.
-
-
- Sets current texture coordinate (x,y,z) for all texture units.
-
-
- The minimum number of particles that will be spawned every second.
-
-
- Class for handling Sparse Textures.
-
-
- Plays a full-screen movie.
-
-
- Gets the value of a vector parameter.
-
-
- Plays a full-screen movie.
-
-
- Adds a new blend shape frame.
-
-
- Gets the value of a vector parameter.
-
-
- Sets current texture coordinate (x,y) for the actual texture unit.
-
-
- Get a named matrix value from the shader.
-
-
- The maximum number of particles that will be spawned every second.
-
-
- Get sparse texture tile width (Read Only).
-
-
- Triggers device vibration.
-
-
- Get a named matrix value from the shader.
-
-
- Sets the value of a vector parameter.
-
-
- The amount of the emitter's speed that the particles inherit.
-
-
- Sets current texture coordinate (x,y,z) to the actual texture unit.
-
-
- Set a named float value.
-
-
- Get sparse texture tile height (Read Only).
-
-
- Sets the value of a vector parameter.
-
-
- Sets the desired activity indicator style.
-
-
- Set a named float value.
-
-
- Skinning bone weights of a vertex in the mesh.
-
-
- The starting speed of particles in world space, along X, Y, and Z.
-
-
- Sets the desired activity indicator style.
-
-
- Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.
-
-
- Is the sparse texture actually created? (Read Only)
-
-
- Get a named float value.
-
-
- Gets the value of a quaternion parameter.
-
-
- Skinning weight for first bone.
-
-
- Begin drawing 3D primitives.
-
-
- Get a named float value.
-
-
- Gets the value of a quaternion parameter.
-
-
- Gets the current activity indicator style.
-
-
- The starting speed of particles along X, Y, and Z, measured in the object's orientation.
-
-
- Update sparse texture tile with color values.
-
-
- Skinning weight for second bone.
-
-
- End drawing 3D primitives.
-
-
- Sets the value of a quaternion parameter.
-
-
- Starts os activity indicator.
-
-
- Set a named integer value.When setting values on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use. For more detail, read Accessing Materials via Script.
-
-
- A random speed along X, Y, and Z that is added to the velocity.
-
-
- Sets the value of a quaternion parameter.
-
-
- Set a named integer value.When setting values on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use. For more detail, read Accessing Materials via Script.
-
-
- Skinning weight for third bone.
-
-
- Update sparse texture tile with raw pixel values.
-
-
- Helper function to set up an ortho perspective transform.
-
-
- Stops os activity indicator.
-
-
- Gets the list of AnimatorClipInfo currently played by the current state.
-
-
- If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.
-
-
- Skinning weight for fourth bone.
-
-
- Get a named integer value.
-
-
- Unload sparse texture tile.
-
-
- Setup a matrix for pixel-correct rendering.
-
-
- Describes the type of keyboard.
-
-
- Get a named integer value.
-
-
- Gets the list of AnimatorClipInfo currently played by the next state.
-
-
- Index of first bone.
-
-
- Setup a matrix for pixel-correct rendering.
-
-
- If enabled, the particles will be spawned with random rotations.
-
-
- 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.
-
-
- Render textures are textures that can be rendered to.
-
-
- The angular velocity of new particles in degrees per second.
-
-
- Set the rendering viewport.
-
-
- Index of second bone.
-
-
- Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms.
-
-
- The name of the parameter.
-
-
- The width of the render texture in pixels.
-
-
- Set a ComputeBuffer value.
-
-
- A random angular velocity modifier for new particles.
-
-
- Load an arbitrary matrix to the current projection matrix.
-
-
- Index of third bone.
-
-
- Returns the hash of the parameter based on its name.
-
-
- Checks if material's shader has a property of a given name.
-
-
- Is touch screen keyboard supported.
-
-
- The height of the render texture in pixels.
-
-
- Returns a copy of all particles and assigns an array of all particles to be the current particles.
-
-
- Load the identity matrix to the current modelview matrix.
-
-
- Index of fourth bone.
-
-
- Checks if material's shader has a property of a given name.
-
-
- Returns the text displayed by the input field of the keyboard.
-
-
- The type of the parameter.
-
-
- The current number of particles (Read Only).
-
-
- The precision of the render texture's depth buffer in bits (0, 16, 24 are supported).
-
-
- Multiplies the current modelview matrix with the one specified.
-
-
- Get the value of material's shader tag.
-
-
- Get the value of material's shader tag.
-
-
- Turns the ParticleEmitter on or off.
-
-
- Does this render texture use sRGB read/write conversions (Read Only).
-
-
- Will text input field above the keyboard be hidden when the keyboard is on screen?
-
-
- The default bool value for the parameter.
-
-
- The Skinned Mesh filter.
-
-
- Saves both projection and modelview matrices to the matrix stack.
-
-
- The color format of the render texture.
-
-
- Is the keyboard visible or sliding into the position on the screen?
-
-
- Sets an override tag/value on the material.
-
-
- The default bool value for the parameter.
-
-
- The bones used to skin the mesh.
-
-
- Use mipmaps on a render texture?
-
-
- Specifies if input process was finished. (Read Only)
-
-
- Restores both projection and modelview matrices off the top of the matrix stack.
-
-
- Interpolate properties between two materials.
-
-
- The default bool value for the parameter.
-
-
- Removes all particles from the particle emitter.
-
-
- The maximum number of bones affecting a single vertex.
-
-
- Should mipmap levels be generated automatically?
-
-
- Compute GPU projection matrix from camera's projection matrix.
-
-
- Specifies if input process was canceled. (Read Only)
-
-
- Activate the given pass for rendering.
-
-
- Emit a number of particles.
-
-
- The mesh used for skinning.
-
-
- If enabled, this Render Texture will be used as a Cubemap.
-
-
- Emit a number of particles.
-
-
- Various utilities for animator manipulation.
-
-
- Specified on which display the software keyboard will appear.
-
-
- Emit a number of particles.
-
-
- Copy properties from other material into this material.
-
-
- Clear the current render buffer.
-
-
- If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.
-
-
- Emit a number of particles.
-
-
- If enabled, this Render Texture will be used as a Texture3D.
-
-
- Clear the current render buffer.
-
-
- 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.
-
-
- Set a shader keyword that is enabled by this material.
-
-
- Returns portion of the screen which is covered by the keyboard.
-
-
- AABB of this Skinned Mesh in its local space.
-
-
- Advance particle simulation by given time.
-
-
- Clear the current render buffer with camera's skybox.
-
-
- This function will recreate all transform hierarchy under GameObject.
-
-
- Volume extent of a 3D render texture.
-
-
- Unset a shader keyword.
-
-
- Returns true whenever any keyboard is completely visible on the screen.
-
-
- Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose.
-
-
- Invalidate the internally cached render state.
-
-
- The antialiasing level for the RenderTexture.
-
-
- Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.
-
-
- Is the shader keyword enabled on this material?
-
-
- Creates a snapshot of SkinnedMeshRenderer and stores it in mesh.
-
-
- Opens the native keyboard provided by OS on the screen.
-
-
- The name of the Transform mapped to the bone.
-
-
- Enable random access write into this render texture on Shader Model 5.0 level shaders.
-
-
- Send a user-defined event to a native code plugin.
-
-
- Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.
-
-
- Opens the native keyboard provided by OS on the screen.
-
-
- Returns weight of BlendShape on this renderer.
-
-
- Send a user-defined event to a native code plugin.
-
-
- ShaderVariantCollection records which shader variants are actually used in each shader.
-
-
- Opens the native keyboard provided by OS on the screen.
-
-
- The T-pose position of the bone in local space.
-
-
- Color buffer of the render texture (Read Only).
-
-
- Opens the native keyboard provided by OS on the screen.
-
-
- (Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag & color cycling to your particle emitters.
-
-
- Resolves the render target for subsequent operations sampling from it.
-
-
- Opens the native keyboard provided by OS on the screen.
-
-
- Sets weight of BlendShape on this renderer.
-
-
- The T-pose rotation of the bone in local space.
-
-
- Number of shaders in this collection (Read Only).
-
-
- Depth/stencil buffer of the render texture (Read Only).
-
-
- Opens the native keyboard provided by OS on the screen.
-
-
- Do particles cycle their color over their lifetime?
-
-
- Opens the native keyboard provided by OS on the screen.
-
-
- Number of total varians in this collection (Read Only).
-
-
- Renders meshes inserted by the MeshFilter or TextMesh.
-
-
- A flare asset. Read more about flares in the components reference.
-
-
- Currently active render texture.
-
-
- The T-pose scaling of the bone in local space.
-
-
- World space axis the particles rotate around.
-
-
- Is this ShaderVariantCollection already warmed up? (Read Only)
-
-
- Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer.
-
-
- Script interface for a Lens flare component.
-
-
- This class stores the rotation limits that define the muscle for a single human bone.
-
-
- Local space axis the particles rotate around.
-
-
- Allocate a temporary render texture.
-
-
- Gizmos are used to give visual debugging or setup aids in the scene view.
-
-
- Allocate a temporary render texture.
-
-
- Adds a new shader variant to the collection.
-
-
- The flare asset to use.
-
-
- A collection of common math functions.
-
-
- Allocate a temporary render texture.
-
-
- Should this limit use the default values?
-
-
- How the particle sizes grow over their lifetime.
-
-
- Allocate a temporary render texture.
-
-
- Allocate a temporary render texture.
-
-
- Sets the color for the gizmos that will be drawn next.
-
-
- Adds shader variant from the collection.
-
-
- The strength of the flare.
-
-
- A random force added to particles every frame.
-
-
- The maximum negative rotation away from the initial value that this muscle can apply.
-
-
- Set the gizmo matrix used to draw all gizmos.
-
-
- Release a temporary texture allocated with GetTemporary.
-
-
- Returns the sine of angle f in radians.
-
-
- The fade speed of the flare.
-
-
- Checks if a shader variant is in the collection.
-
-
- The force being applied to particles every frame.
-
-
- The maximum rotation away from the initial value that this muscle can apply.
-
-
- Remove all shader variants from the collection.
-
-
- Returns the cosine of angle f in radians.
-
-
- The color of the flare.
-
-
- Draws a ray starting at from to from + direction.
-
-
- The default orientation of a bone when no muscle action is applied.
-
-
- How much particles are slowed down every frame.
-
-
- Draws a ray starting at from to from + direction.
-
-
- Actually creates the RenderTexture.
-
-
- Returns the tangent of angle f in radians.
-
-
- Fully load shaders in ShaderVariantCollection.
-
-
- Length of the bone to which the limit is applied.
-
-
- Does the GameObject of this particle animator auto destructs?
-
-
- Releases the RenderTexture.
-
-
- Draws a line starting at from towards to.
-
-
- Returns the arc-sine of f - the angle in radians whose sine is f.
-
-
- General functionality for all renderers.
-
-
- Identifies a specific variant of a shader.
-
-
- Colors the particles will cycle through over their lifetime.
-
-
- Is the render texture actually created?
-
-
- The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.
-
-
- Returns the arc-cosine of f - the angle in radians whose cosine is f.
-
-
- Draws a wireframe sphere with center and radius.
-
-
- Has this renderer been statically batched with any other renderers?
-
-
- The rotation limits that define the muscle for this bone.
-
-
- 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.
-
-
- Discards the contents of the RenderTexture.
-
-
- Returns the arc-tangent of f - the angle in radians whose tangent is f.
-
-
- Discards the contents of the RenderTexture.
-
-
- Draws a solid sphere with center and radius.
-
-
- Matrix that transforms a point from world space into local space (Read Only).
-
-
- The rendering mode for legacy particles.
-
-
- Returns the angle in radians whose Tan is y/x.
-
-
- 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.
-
-
- The name of the bone to which the Mecanim human bone is mapped.
-
-
- Indicate that there's a RenderTexture restore operation expected.
-
-
- Draw a wireframe box with center and size.
-
-
- Matrix that transforms a point from local space into world space (Read Only).
-
-
- Returns the name of the layer as defined in the TagManager.
-
-
- The name of the Mecanim human bone to which the bone from the model is mapped.
-
-
- (Legacy Particles) Renders particles on to the screen.
-
-
- Returns square root of f.
-
-
- Assigns this RenderTexture as a global shader property named propertyName.
-
-
- Draw a solid box with center and size.
-
-
- Makes the rendered 3D object visible if enabled.
-
-
- Returns the absolute value of f.
-
-
- This is the relative value that indicates the sort order of this layer relative to the other layers.
-
-
- Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.
-
-
- How particles are drawn.
-
-
- Returns the absolute value of f.
-
-
- Draws a mesh.
-
-
- Does this object cast shadows?
-
-
- Does a RenderTexture have stencil buffer?
-
-
- Draws a mesh.
-
-
- Returns all the layers defined in this project.
-
-
- Draws a mesh.
-
-
- Mapping between Mecanim bone names and bone names in the rig.
-
-
- Draws a mesh.
-
-
- How much are the particles stretched in their direction of motion.
-
-
- Returns the smallest of two or more values.
-
-
- Draws a mesh.
-
-
- Returns the smallest of two or more values.
-
-
- Does this object receive shadows?
-
-
- The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.
-
-
- Draws a mesh.
-
-
- 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.
-
-
- Returns the smallest of two or more values.
-
-
- List of bone Transforms to include in the model.
-
-
- Returns the smallest of two or more values.
-
-
- How much are the particles strectched depending on "how fast they move".
-
-
- Draws a mesh.
-
-
- Draws a mesh.
-
-
- Returns the first instantiated Material assigned to the renderer.
-
-
- Returns the final sorting layer value. See Also: GetLayerValueFromID.
-
-
- Reflection probe type.
-
-
- Returns largest of two or more values.
-
-
- Draws a wireframe mesh.
-
-
- Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints.
-
-
- How much are the particles strected depending on the Camera's speed.
-
-
- Draws a wireframe mesh.
-
-
- The shared material of this object.
-
-
- Returns the id given the name. Will return 0 if an invalid name was given.
-
-
- Draws a wireframe mesh.
-
-
- Returns largest of two or more values.
-
-
- Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints.
-
-
- Should this reflection probe use HDR rendering?
-
-
- Clamp the maximum particle size.
-
-
- Draws a wireframe mesh.
-
-
- Returns largest of two or more values.
-
-
- Draws a wireframe mesh.
-
-
- Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given.
-
-
- Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.
-
-
- Returns all the instantiated materials of this object.
-
-
- Draws a wireframe mesh.
-
-
- The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space.
-
-
- Set horizontal tiling count.
-
-
- Returns largest of two or more values.
-
-
- Draws a wireframe mesh.
-
-
- Returns true if the id provided is a valid layer id.
-
-
- All the shared materials of this object.
-
-
- Defines how the lower leg's roll/twisting is distributed between the knee and ankle.
-
-
- Draws a wireframe mesh.
-
-
- Set vertical tiling count.
-
-
- The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space.
-
-
- Returns f raised to power p.
-
-
- The bounding volume of the renderer (Read Only).
-
-
- The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property).
-
-
- Draw an icon at a position in the scene view.
-
-
- Set uv animation cycles.
-
-
- Amount by which the arm's length is allowed to stretch when using IK.
-
-
- Draw an icon at a position in the scene view.
-
-
- Returns e raised to the specified power.
-
-
- The index of the baked lightmap applied to this renderer.
-
-
- Amount by which the leg's length is allowed to stretch when using IK.
-
-
- The near clipping plane distance when rendering the probe.
-
-
- Substance memory budget.
-
-
- Draw a texture in the scene.
-
-
- Returns the logarithm of a specified number in a specified base.
-
-
- The index of the realtime lightmap applied to this renderer.
-
-
- The far clipping plane distance when rendering the probe.
-
-
- Returns the logarithm of a specified number in a specified base.
-
-
- Draw a texture in the scene.
-
-
- Modification to the minimum distance between the feet of a humanoid model.
-
-
- The UV scale & offset used for a lightmap.
-
-
- Draw a texture in the scene.
-
-
- Draw a texture in the scene.
-
-
- Use these flags to constrain motion of Rigidbodies.
-
-
- Returns the base 10 logarithm of a specified number.
-
-
- Shadow drawing distance when rendering the probe.
-
-
- ProceduralMaterial loading behavior.
-
-
- True for any human that has a translation Degree of Freedom (DoF). It is set to false by default.
-
-
- The UV scale & offset used for a realtime lightmap.
-
-
- Returns the smallest integer greater to or equal to f.
-
-
- Resolution of the underlying reflection texture in pixels.
-
-
- Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation.
-
-
- Is this renderer visible in any camera? (Read Only)
-
-
- Option for how to apply a force using Rigidbody.AddForce.
-
-
- The type of a ProceduralProperty.
-
-
- Returns the largest integer smaller to or equal to f.
-
-
- FlareLayer component.
-
-
- This is used to render parts of the reflecion probe's surrounding selectively.
-
-
- Should light probes be used for this Renderer?
-
-
- Class to build avatars from user scripts.
-
-
- LayerMask allow you to display the LayerMask popup menu in the inspector.
-
-
- The ConfigurableJoint attempts to attain position / velocity targets based on this flag.
-
-
- How the reflection probe clears the background.
-
-
- Create a humanoid avatar.
-
-
- If set, Renderer will use this Transform's position to find the light or reflection probe.
-
-
- Returns f rounded to the nearest integer.
-
-
- The type of generated image in a ProceduralMaterial.
-
-
- Converts a layer mask value to an integer value.
-
-
- Create a new generic avatar.
-
-
- Determines how to snap physics joints back to its constrained position when it drifts off too much.
-
-
- Returns the smallest integer greater to or equal to f.
-
-
- Should reflection probes be used for this Renderer?
-
-
- The color with which the texture of reflection probe will be cleared.
-
-
- Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the Tags and Layers manager.
-
-
- Returns the largest integer smaller to or equal to f.
-
-
- Runtime representation of the AnimatorController. It can be used to change the Animator's controller during runtime.
-
-
- Name of the Renderer's sorting layer.
-
-
- The intensity modifier that is applied to the texture of reflection probe in the shader.
-
-
- Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tags and Layers manager.
-
-
- Describes a ProceduralProperty.
-
-
- WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.
-
-
- Returns f rounded to the nearest integer.
-
-
- Retrieves all AnimationClip used by the controller.
-
-
- Unique ID of the Renderer's sorting layer.
-
-
- Given a set of layer names as defined by either a Builtin or a User Layer in the Tags and Layers manager, returns the equivalent layer mask for all of them.
-
-
- Distance around probe used for blending (used in deferred probes).
-
-
- Extremum point slip (default 1).
-
-
- The name of the ProceduralProperty. Used to get and set the values.
-
-
- Returns the sign of f.
-
-
- Human Body Bones.
-
-
- Should this reflection probe use box projection?
-
-
- Light Probe Group.
-
-
- Renderer's order within a sorting layer.
-
-
- The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member.
-
-
- Force at the extremum slip (default 20000).
-
-
- Clamps a value between a minimum float and maximum float value.
-
-
- Clamps a value between a minimum float and maximum float value.
-
-
- The bounding volume of the reflection probe (Read Only).
-
-
- Editor only function to access and modify probe positions.
-
-
- Asymptote point slip (default 2).
-
-
- The name of the GUI group. Used to display ProceduralProperties in groups.
-
-
- Clamps value between 0 and 1 and returns value.
-
-
- Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?
-
-
- Representation of 2D vectors and points.
-
-
- The ProceduralPropertyType describes what type of property this is.
-
-
- Force at the asymptote slip (default 10000).
-
-
- Reflection probe importance.
-
-
- Linearly interpolates between a and b by t.
-
-
- Lets you add per-renderer material parameters without duplicating a material.
-
-
- If true, the Float or Vector property is constrained to values within a specified range.
-
-
- Multiplier for the extremumValue and asymptoteValue values (default 1).
-
-
- Sets the way the probe will refresh.See Also: ReflectionProbeRefreshMode.
-
-
- X component of the vector.
-
-
- Linearly interpolates between a and b by t.
-
-
- Get per-renderer material property block.
-
-
- Avatar definition.
-
-
- If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property.
-
-
- Sets this probe time-slicing modeSee Also: ReflectionProbeTimeSlicingMode.
-
-
- Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
-
-
- Y component of the vector.
-
-
- Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.
-
-
- If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property.
-
-
- The limits defined by the CharacterJoint.
-
-
- 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.
-
-
- Moves a value current towards target.
-
-
- Reference to the baked texture of the reflection probe's surrounding.
-
-
- Return true if this avatar is a valid human avatar.
-
-
- Returns this vector with a magnitude of 1 (Read Only).
-
-
- Specifies the step size of this Float or Vector property. Zero is no step.
-
-
- The limit position/angle of the joint (in degrees).
-
-
- Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.
-
-
- A script interface for a projector component.
-
-
- Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
-
-
- The available options for a ProceduralProperty of type Enum.
-
-
- Returns the length of this vector (Read Only).
-
-
- If greater than zero, the limit is soft. The spring will pull the joint back.
-
-
- Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only).
-
-
- Details of all the human bone and muscle types defined by Mecanim.
-
-
- The near clipping plane distance.
-
-
- Interpolates between min and max with smoothing at the limits.
-
-
- Returns the squared length of this vector (Read Only).
-
-
- The names of the individual components of a Vector2/3/4 ProceduralProperty.
-
-
- If spring is greater than zero, the limit is soft.
-
-
- The far clipping plane distance.
-
-
- Shorthand for writing Vector2(0, 0).
-
-
- Compares two floating point values if they are similar.
-
-
- When the joint hits the limit, it can be made to bounce off it.
-
-
- The field of view of the projection in degrees.
-
-
- Class for ProceduralMaterial handling.
-
-
- Shorthand for writing Vector2(1, 1).
-
-
- Gradually changes a value towards a desired goal over time.
-
-
- The aspect ratio of the projection.
-
-
- Obtain the muscle index for a particular bone index and "degree of freedom".
-
-
- Gradually changes a value towards a desired goal over time.
-
-
- Determines how far ahead in space the solver can "see" the joint limit.
-
-
- Gradually changes a value towards a desired goal over time.
-
-
- Set or get the Procedural cache budget.
-
-
- Shorthand for writing Vector2(0, 1).
-
-
- Is the projection orthographic (true) or perspective (false)?
-
-
- Return the bone to which a particular muscle is connected.
-
-
- Refreshes the probe's cubemap.
-
-
- Gradually changes an angle given in degrees towards a desired goal angle over time.
-
-
- Refreshes the probe's cubemap.
-
-
- Set or get the update rate in millisecond of the animated substance.
-
-
- Shorthand for writing Vector2(0, -1).
-
-
- Gradually changes an angle given in degrees towards a desired goal angle over time.
-
-
- Projection's half-size when in orthographic mode.
-
-
- Is the bone a member of the minimal set of bones that Mecanim requires for a human model?
-
-
- The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint.
-
-
- Gradually changes an angle given in degrees towards a desired goal angle over time.
-
-
- Checks if a probe has finished a time-sliced render.
-
-
- Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt.
-
-
- Shorthand for writing Vector2(-1, 0).
-
-
- Which object layers are ignored by the projector.
-
-
- Get the default minimum value of rotation for a muscle in degrees.
-
-
- The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft.
-
-
- Loops the value t, so that it is never larger than length and never smaller than 0.
-
-
- Utility method to blend 2 cubemaps into a target render texture.
-
-
- The material that will be projected onto every object.
-
-
- Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors).
-
-
- PingPongs the value t, so that it is never larger than length and never smaller than 0.
-
-
- Shorthand for writing Vector2(1, 0).
-
-
- The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero.
-
-
- 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.
-
-
- Should the ProceduralMaterial be generated at load time?
-
-
- Get the default maximum value of rotation for a muscle in degrees.
-
-
- Projection's half-size when in orthographic mode.
-
-
- Calculates the linear parameter t that produces the interpolant value within the range [a, b].
-
-
- Set x and y components of an existing Vector2.
-
-
- Get ProceduralMaterial loading behavior.
-
-
- Returns parent humanoid bone index of a bone.
-
-
- Defines the type of mesh generated for a sprite.
-
-
- How the joint's movement will behave along its local X axis.
-
-
- Returns the closest power of two value.
-
-
- Linearly interpolates between vectors a and b by t.
-
-
- Retargetable humanoid pose.
-
-
- Check if ProceduralMaterials are supported on the current platform.
-
-
- Whether the drive should attempt to reach position, velocity, both or nothing.
-
-
- Converts the given value from gamma (sRGB) to linear color space.
-
-
- A script interface for the skybox component.
-
-
- Represents a Sprite object for use in 2D gameplay.
-
-
- Linearly interpolates between vectors a and b by t.
-
-
- The human body position for that pose.
-
-
- Used to specify the Substance engine CPU usage.
-
-
- Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.
-
-
- Converts the given value from linear to gamma (sRGB) color space.
-
-
- The material used by the skybox.
-
-
- The human body orientation for that pose.
-
-
- Bounds of the Sprite, specified by its center and extents in world space units.
-
-
- Moves a point current towards target.
-
-
- Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures).
-
-
- Returns true if the value is power of two.
-
-
- Resistance strength against the Position Spring. Only used if mode includes Position.
-
-
- The array of muscle values for that pose.
-
-
- Returns the next power of two value.
-
-
- Set or get the "Readable" flag for a ProceduralMaterial.
-
-
- Amount of force applied to push the object toward the defined direction.
-
-
- The trail renderer is used to make trails behind objects in the scene as they move about.
-
-
- Multiplies two vectors component-wise.
-
-
- Location of the Sprite on the original Texture, specified in pixels.
-
-
- Multiplies two vectors component-wise.
-
-
- Calculates the shortest difference between two given angles given in degrees.
-
-
- A handler that lets you read or write a HumanPose from or to a humanoid avatar skeleton hierarchy.
-
-
- How long does the trail take to fade out.
-
-
- The number of pixels in the sprite that correspond to one unit in world space. (Read Only)
-
-
- Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.
-
-
- Makes this vector have a magnitude of 1.
-
-
-
-
-
- Generate 2D Perlin noise.
-
-
- Gets a human pose from the handled avatar skeleton.
-
-
- The width of the trail at the spawning point.
-
-
- Checks if the ProceduralMaterial has a ProceduralProperty of a given name.
-
-
- Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite.
-
-
- Returns a nicely formatted string for this vector.
-
-
- A single keyframe that can be injected into an animation curve.
-
-
- Sets a human pose on the handled avatar skeleton.
-
-
- The JointMotor is used to motorize a joint.
-
-
- Returns a nicely formatted string for this vector.
-
-
- The width of the trail at the end of the trail.
-
-
- Get a named Procedural boolean property.
-
-
- 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.
-
-
- Does the GameObject of this trail renderer auto destructs?
-
-
- The time of the keyframe.
-
-
- The motor will apply a force up to force to achieve targetVelocity.
-
-
- Reflects a vector off the vector defined by a normal.
-
-
- Simple class that contains a pointer to a tree prototype.
-
-
- Checks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression.
-
-
- Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas.
-
-
- The value of the curve at keyframe.
-
-
- Dot Product of two vectors.
-
-
- The motor will apply a force.
-
-
- 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.
-
-
-
-
-
- Set a named Procedural boolean property.
-
-
- Retrieves the actual GameObect used by the tree.
-
-
- Describes the tangent when approaching this point from the previous point in the curve.
-
-
- Returns the angle in degrees between from and to.
-
-
- Returns true if this Sprite is packed in an atlas.
-
-
- Bend factor of the tree prototype.
-
-
- Delegate method for fetching advertising ID.
-
-
- If freeSpin is enabled the motor will only accelerate but never slow down.
-
-
- Get a named Procedural float property.
-
-
- Describes the tangent when leaving this point towards the next point in the curve.
-
-
- Returns the distance between a and b.
-
-
- If Sprite is packed (see Sprite.packed), returns its SpritePackingMode.
-
-
- Render mode for detail prototypes.
-
-
- JointSpring is used add a spring force to HingeJoint and PhysicMaterial.
-
-
- Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged.
-
-
- If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation.
-
-
- Set a named Procedural float property.
-
-
- Returns a copy of vector with its magnitude clamped to maxLength.
-
-
- A collection of curves form an AnimationClip.
-
-
- Detail prototype used by the Terrain GameObject.
-
-
- Location of the Sprite's center point in the Rect on the original Texture, specified in pixels.
-
-
- Get a named Procedural vector property.
-
-
- The spring forces used to reach the target position.
-
-
- Returns a vector that is made from the smallest components of two vectors.
-
-
- Constants to pass to Application.RequestUserAuthorization.
-
-
- Returns the border sizes of the sprite.
-
-
- Set a named Procedural vector property.
-
-
- All keys defined in the animation curve.
-
-
- GameObject used by the DetailPrototype.
-
-
- The damper force uses to dampen the spring.
-
-
- Returns a vector that is made from the largest components of two vectors.
-
-
- Returns a copy of the array containing sprite mesh vertex positions.
-
-
- Application installation mode (Read Only).
-
-
- Get a named Procedural color property.
-
-
- The number of keys in the curve. (Read Only)
-
-
- Gradually changes a vector towards a desired goal over time.
-
-
- The target position the joint attempts to reach.
-
-
- Texture used by the DetailPrototype.
-
-
- Gradually changes a vector towards a desired goal over time.
-
-
- Set a named Procedural color property.
-
-
- Gradually changes a vector towards a desired goal over time.
-
-
- The behaviour of the animation before the first keyframe.
-
-
- Returns a copy of the array containing sprite mesh triangles.
-
-
- Minimum width of the grass billboards (if render mode is GrassBillboard).
-
-
- JointLimits is used by the HingeJoint to limit the joints angle.
-
-
- Application sandbox type.
-
-
- Get a named Procedural enum property.
-
-
- The behaviour of the animation after the last keyframe.
-
-
- The base texture coordinates of the sprite mesh.
-
-
- Maximum width of the grass billboards (if render mode is GrassBillboard).
-
-
- The lower angular limit (in degrees) of the joint.
-
-
- Set a named Procedural enum property.
-
-
- Behaviours are Components that can be enabled or disabled.
-
-
- Minimum height of the grass billboards (if render mode is GrassBillboard).
-
-
- Create a new Sprite object.
-
-
- Create a new Sprite object.
-
-
- The upper angular limit (in degrees) of the joint.
-
-
- Evaluate the curve at time.
-
-
- Representation of 3D vectors and points.
-
-
- Enabled Behaviours are Updated, disabled Behaviours are not.
-
-
- Create a new Sprite object.
-
-
- Get a named Procedural texture property.
-
-
- Maximum height of the grass billboards (if render mode is GrassBillboard).
-
-
- Create a new Sprite object.
-
-
- Determines the size of the bounce when the joint hits it's limit. Also known as restitution.
-
-
- Create a new Sprite object.
-
-
- Has the Behaviour had enabled called.
-
-
- X component of the vector.
-
-
- Set a named Procedural texture property.
-
-
- How spread out is the noise for the DetailPrototype.
-
-
- Add a new key to the curve.
-
-
- The minimum impact velocity which will cause the joint to bounce.
-
-
- Add a new key to the curve.
-
-
- Bend factor of the detailPrototype.
-
-
- A Camera is a device through which the player views the world.
-
-
- Checks if a named ProceduralProperty is cached for efficient runtime tweaking.
-
-
- Distance inside the limit value at which the limit will be considered to be active by the solver.
-
-
- Y component of the vector.
-
-
- Sets up new Sprite geometry.
-
-
- Removes the keyframe at index and inserts key.
-
-
- Color when the DetailPrototypes are "healthy".
-
-
- Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking.
-
-
- Event that is fired before any camera starts culling.
-
-
- Removes a key.
-
-
- Color when the DetailPrototypes are "dry".
-
-
- Z component of the vector.
-
-
- Renders a Sprite for 2D graphics.
-
-
- ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.
-
-
- Clear the Procedural cache.
-
-
- Event that is fired before any camera starts rendering.
-
-
- Render mode for the DetailPrototype.
-
-
- Smooth the in and out tangents of the keyframe at index.
-
-
- The Sprite to render.
-
-
- Returns this vector with a magnitude of 1 (Read Only).
-
-
- Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures.
-
-
- Event that is fired after any camera finishes rendering.
-
-
- A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd.
-
-
- The controller that hit the collider.
-
-
- Rendering color for the Sprite graphic.
-
-
- Returns the length of this vector (Read Only).
-
-
- Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.
-
-
- Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd.
-
-
- The collider that was hit by the controller.
-
-
- A Splat prototype is just a texture that is used by the TerrainData.
-
-
- Flips the sprite on the X axis.
-
-
- The field of view of the camera in degrees.
-
-
- Discard all the queued ProceduralMaterial rendering operations that have not started yet.
-
-
- Returns the squared length of this vector (Read Only).
-
-
- Option for who will receive an RPC, used by NetworkView.RPC.
-
-
- The rigidbody that was hit by the controller.
-
-
- The near clipping plane distance.
-
-
- Flips the sprite on the Y axis.
-
-
- Texture of the splat applied to the Terrain.
-
-
- Shorthand for writing Vector3(0, 0, 0).
-
-
- Get generated textures.
-
-
- The game object that was hit by the controller.
-
-
- The far clipping plane distance.
-
-
- The various test results the connection tester may return with.
-
-
- This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name.
-
-
- Normal map of the splat applied to the Terrain.
-
-
- Shorthand for writing Vector3(1, 1, 1).
-
-
- The transform that was hit by the controller.
-
-
- Represent the hash value.
-
-
- The rendering path that should be used, if possible.In some situations, it may not be possible to use the rendering path specified, in which case the renderer will automatically use a different path. For example, if the underlying gpu/platform does not support the requested one, or some other situation caused a fallback (for example, deferred rendering is not supported with orthographic projection cameras).For this reason, we also provide the read-only property actualRenderingPath which allows you to discover which path is actually being used.
-
-
- Shorthand for writing Vector3(0, 0, 1).
-
-
- Class for ProceduralTexture handling.
-
-
- Size of the tile used in the texture of the SplatPrototype.
-
-
- Possible status messages returned by Network.Connect and in OnFailedToConnect in case the error was not immediate.
-
-
- The impact point in world space.
-
-
- Get if the hash value is valid or not. (Read Only)
-
-
- The rendering path that is currently being used (Read Only).The actual rendering path might be different from the user-specified renderingPath if the underlying gpu/platform does not support the requested one, or some other situation caused a fallback (for example, deferred rendering is not supported with orthographic projection cameras).
-
-
- Shorthand for writing Vector3(0, 0, -1).
-
-
- Offset of the tile texture of the SplatPrototype.
-
-
- Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel.
-
-
- The normal of the surface we collided with in world space.
-
-
- Convert Hash128 to string.
-
-
- High dynamic range rendering.
-
-
- The format of the pixel data in the texture (Read Only).
-
-
- The metallic value of the splat layer.
-
-
- Shorthand for writing Vector3(0, 1, 0).
-
-
- The direction the CharacterController was moving in when the collision occured.
-
-
- The reason a disconnect event occured, like in OnDisconnectedFromServer.
-
-
- Convert the input string to Hash128.
-
-
- The smoothness value of the splat layer when the main texture has no alpha channel.
-
-
- Camera's half-size when in orthographic mode.
-
-
- How far the character has travelled until it hit the collider.
-
-
- Shorthand for writing Vector3(0, -1, 0).
-
-
- The output type of this ProceduralTexture.
-
-
- Simple access to web pages.
-
-
- Controls IME input.
-
-
- Is the camera orthographic (true) or perspective (false)?
-
-
- Shorthand for writing Vector3(-1, 0, 0).
-
-
- Grab pixel values from a ProceduralTexture.
-
-
- Contains information about a tree placed in the Terrain game object.
-
-
- Describes whether a touch is direct, indirect (or remote), or from a stylus.
-
-
- Dictionary of headers returned by the request.
-
-
- Shorthand for writing Vector3(1, 0, 0).
-
-
- Opaque object sorting mode.
-
-
- Describes how physic materials of colliding objects are combined.
-
-
- How a Sprite's graphic rectangle is aligned with its pivot point.
-
-
- Position of the tree.
-
-
- Transparent object sorting mode.
-
-
- Returns the contents of the fetched web page as a string (Read Only).
-
-
- Linearly interpolates between two vectors.
-
-
- Structure describing the status of a finger touching the screen.
-
-
- Describes a collision.
-
-
- Width scale of this instance (compared to the prototype's size).
-
-
- Sprite packing modes for the Sprite Packer.
-
-
- Camera's depth in the camera rendering order.
-
-
- Returns the contents of the fetched web page as a byte array (Read Only).
-
-
- Linearly interpolates between two vectors.
-
-
- The unique index for the touch.
-
-
- The relative linear velocity of the two colliding objects (Read Only).
-
-
- Height scale of this instance (compared to the prototype's size).
-
-
- The aspect ratio (width divided by height).
-
-
- Returns an error message if there was an error during the download (Read Only).
-
-
- The position of the touch in pixel coordinates.
-
-
- Sprite rotation modes for the Sprite Packer.
-
-
- Spherically interpolates between two vectors.
-
-
- The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached.
-
-
- Rotation of the tree on X-Z plane (in radians).
-
-
- Returns a Texture2D generated from the downloaded data (Read Only).
-
-
- Spherically interpolates between two vectors.
-
-
- This is used to render parts of the scene selectively.
-
-
- The position delta since last change.
-
-
- The Collider we hit (Read Only).
-
-
- Position, rotation and scale of an object.
-
-
- Color of this instance.
-
-
- Returns a non-readable Texture2D generated from the downloaded data (Read Only).
-
-
- Amount of time that has passed since the last recorded change in Touch values.
-
-
- Mask to select which layers can trigger events on the camera.
-
-
- Makes vectors normalized and orthogonal to each other.
-
-
- The Transform of the object we hit (Read Only).
-
-
- Lightmap color calculated for this instance.
-
-
- Makes vectors normalized and orthogonal to each other.
-
-
- Returns a AudioClip generated from the downloaded data (Read Only).
-
-
- The position of the transform in world space.
-
-
- The color with which the screen will be cleared.
-
-
- Number of taps.
-
-
- The GameObject whose collider we are colliding with. (Read Only).
-
-
- Index of this instance in the TerrainData.treePrototypes array.
-
-
- Returns a MovieTexture generated from the downloaded data (Read Only).
-
-
- Moves a point current in a straight line towards a target point.
-
-
- Where on the screen is the camera rendered in normalized coordinates.
-
-
- Describes the phase of the touch.
-
-
- Position of the transform relative to the parent transform.
-
-
- The contact points generated by the physics engine.
-
-
- Is the download already finished? (Read Only)
-
-
- The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.
-
-
- Rotates a vector current towards target.
-
-
- Where on the screen is the camera rendered 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.
-
-
- The total impulse applied to this contact pair to resolve the collision.
-
-
- How far has the download progressed (Read Only).
-
-
- The rotation as Euler angles in degrees.
-
-
- Gradually changes a vector towards a desired goal over time.
-
-
- Width of the terrain in samples (Read Only).
-
-
- Destination render texture.
-
-
- The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f.
-
-
- Gradually changes a vector towards a desired goal over time.
-
-
- How far has the upload progressed (Read Only).
-
-
- The rotation as Euler angles in degrees relative to the parent transform's rotation.
-
-
- Gradually changes a vector towards a desired goal over time.
-
-
- Height of the terrain in samples (Read Only).
-
-
- A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type.
-
-
- CollisionFlags is a bitmask returned by CharacterController.Move.
-
-
- How wide is the camera in pixels (Read Only).
-
-
- The red axis of the transform in world space.
-
-
- The number of bytes downloaded by this WWW query (read only).
-
-
- Set x, y and z components of an existing Vector3.
-
-
- Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular.
-
-
- Resolution of the heightmap.
-
-
- The green axis of the transform in world space.
-
-
- How tall is the camera in pixels (Read Only).
-
-
- Load an Ogg Vorbis file into the audio clip.
-
-
- Multiplies two vectors component-wise.
-
-
- The size of each heightmap sample.
-
-
- Value of 0 radians indicates that the stylus is pointed along the x-axis of the device.
-
-
- Multiplies two vectors component-wise.
-
-
- 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.
-
-
- The blue axis of the transform in world space.
-
-
- The URL of this WWW request (Read Only).
-
-
- Matrix that transforms from camera space to world space (Read Only).
-
-
- The total size in world units of the terrain.
-
-
- Cross Product of two vectors.
-
-
- Distance a vertex is allowed to travel from the skinned mesh vertex position.
-
-
- 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.
-
-
- Streams an AssetBundle that can contain any kind of asset from the project folder.
-
-
- The rotation of the transform in world space stored as a Quaternion.
-
-
- The thickness of the terrain used for collision detection.
-
-
- Matrix that transforms from world to camera space.
-
-
- The amount that the radius varies by for a touch.
-
-
- Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.
-
-
- Priority of AssetBundle decompression thread.
-
-
- Reflects a vector off the plane defined by a normal.
-
-
- The rotation of the transform relative to the parent transform's rotation.
-
-
- Strength of the waving grass in the terrain.
-
-
- Set a custom projection matrix.
-
-
- Amount of waving grass in the terrain.
-
-
- Get the world-space speed of the camera (Read Only).
-
-
- The scale of the transform relative to the parent.
-
-
- Overrides the global Physics.queriesHitTriggers.
-
-
- Makes this vector have a magnitude of 1.
-
-
- Describes physical orientation of the device as determined by the OS.
-
-
- Disposes of an existing WWW object.
-
-
- Makes this vector have a magnitude of 1.
-
-
- How the camera clears the background.
-
-
- Speed of the waving grass.
-
-
- The parent of the transform.
-
-
- Global physics properties and helper methods.
-
-
- Escapes characters in a string to ensure they are URL-friendly.
-
-
- Structure describing acceleration status of the device.
-
-
- Escapes characters in a string to ensure they are URL-friendly.
-
-
- Returns a nicely formatted string for this vector.
-
-
- Stereoscopic rendering.
-
-
- Color of the waving grass that the terrain has.
-
-
- Matrix that transforms a point from world space into local space (Read Only).
-
-
- Returns a nicely formatted string for this vector.
-
-
- Converts URL-friendly escape sequences back to normal text.
-
-
- Converts URL-friendly escape sequences back to normal text.
-
-
- Distance between the virtual eyes.
-
-
- Detail width of the TerrainData.
-
-
- The gravity applied to all rigid bodies in the scene.
-
-
- Value of acceleration.
-
-
- Dot Product of two vectors.
-
-
- Matrix that transforms a point from local space into world space (Read Only).
-
-
- Distance to a point where virtual eyes converge.
-
-
- The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.
-
-
- Amount of time passed since last accelerometer measurement.
-
-
- Detail height of the TerrainData.
-
-
- Projects a vector onto another vector.
-
-
- Returns the topmost transform in the hierarchy.
-
-
- Identifies what kind of camera this is.
-
-
- Returns an AudioClip generated from the downloaded data (Read Only).
-
-
- The default contact offset of the newly created colliders.
-
-
- The number of children the Transform has.
-
-
- Projects a vector onto a plane defined by a normal orthogonal to the plane.
-
-
- Detail Resolution of the TerrainData.
-
-
- Interface into the Gyroscope.
-
-
- Render only once and use resulting image for both eyes.
-
-
- Returns an AudioClip generated from the downloaded data (Read Only).
-
-
- Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.
-
-
- Returns an AudioClip generated from the downloaded data (Read Only).
-
-
- The global scale of the object (Read Only).
-
-
- Contains the detail texture/meshes that the terrain has.
-
-
- Returns rotation rate as measured by the device's gyroscope.
-
-
- Set the target display for this Camera.
-
-
- Returns the angle in degrees between from and to.
-
-
- Has the transform changed since the last time the flag was set to 'false'?
-
-
- The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.
-
-
- Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).
-
-
- Contains the current trees placed in the terrain.
-
-
- The first enabled camera tagged "MainCamera" (Read Only).
-
-
- Returns unbiased rotation rate as measured by the device's gyroscope.
-
-
- Returns the distance between a and b.
-
-
- Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).
-
-
- Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).
-
-
- The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.
-
-
- Returns the number of tree instances.
-
-
- The camera we are currently rendering with, for low-level render control only (Read Only).
-
-
- Returns the gravity acceleration vector expressed in the device's reference frame.
-
-
- Returns a copy of vector with its magnitude clamped to maxLength.
-
-
- Replaces the contents of an existing Texture2D with an image from the downloaded data.
-
-
- The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive.
-
-
- The list of tree prototypes this are the ones available in the inspector.
-
-
- Returns the acceleration that the user is giving to the device.
-
-
- Set the parent of the transform.
-
-
- Returns all enabled cameras in the scene.
-
-
- The default solver iteration count permitted for any rigid bodies (default 7). Must be positive.
-
-
- Returns a vector that is made from the smallest components of two vectors.
-
-
- Set the parent of the transform.
-
-
- Number of alpha map layers.
-
-
- Loads the new web player data file.
-
-
- Returns the attitude (ie, orientation in space) of the device.
-
-
- The number of cameras in the current scene.
-
-
- Resolution of the alpha map.
-
-
- The mass-normalized energy threshold, below which objects start going to sleep.
-
-
- Moves the transform in the direction and distance of translation.
-
-
- Returns a vector that is made from the largest components of two vectors.
-
-
- Sets or retrieves the enabled status of this gyroscope.
-
-
- Moves the transform in the direction and distance of translation.
-
-
- Whether or not the Camera will use occlusion culling during rendering.
-
-
- 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.
-
-
- Moves the transform in the direction and distance of translation.
-
-
- Width of the alpha map.
-
-
- Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default.
-
-
- Sets or retrieves gyroscope interval in seconds.
-
-
- Moves the transform in the direction and distance of translation.
-
-
- 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.
-
-
- 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.
-
-
- Moves the transform in the direction and distance of translation.
-
-
- Per-layer culling distances.
-
-
- Representation of RGBA colors in 32 bit format.
-
-
- Height of the alpha map.
-
-
- Moves the transform in the direction and distance of translation.
-
-
- 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.
-
-
- A capsule-shaped primitive collider.
-
-
- How to perform per-layer culling for a Camera.
-
-
- Structure describing device location.
-
-
- Resolution of the base map used for rendering far patches on the terrain.
-
-
- Red component of the color.
-
-
- The center of the capsule, measured in the object's local space.
-
-
- Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
-
-
- Helper class to generate form data to post to web servers using the WWW class.
-
-
- How and if camera generates a depth texture.
-
-
- 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).
-
-
- Geographical device location latitude.
-
-
- Alpha map textures used by the Terrain. Used by Terrain Inspector for undo.
-
-
- Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
-
-
- The radius of the sphere, measured in the object's local space.
-
-
- Casts a ray against all colliders in the scene.
-
-
- 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).
-
-
- Casts a ray against all colliders in the scene.
-
-
- Green component of the color.
-
-
- Should the camera clear the stencil buffer after the deferred light pass?
-
-
- Geographical device location latitude.
-
-
- (Read Only) Returns the correct request headers for posting the form using the WWW class.
-
-
- Splat texture used by the terrain.
-
-
- The height of the capsule meased in the object's local space.
-
-
- Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
-
-
- Casts a ray against all colliders in the scene.
-
-
- 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).
-
-
- Blue component of the color.
-
-
- Geographical device location altitude.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Number of command buffers set up on this camera (Read Only).
-
-
- (Read Only) The raw data to pass as the POST request body when sending the form.
-
-
- The direction of the capsule.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Gets the height at a certain point x,y.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Horizontal accuracy of the location.
-
-
- Add a simple field to the form.
-
-
- Alpha component of the color.
-
-
- Rotates the transform about axis passing through point in world coordinates by angle degrees.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Add a simple field to the form.
-
-
- Gets an interpolated height at a point x,y.
-
-
- Vertical accuracy of the location.
-
-
- A special collider for vehicle wheels.
-
-
- Add a simple field to the form.
-
-
- Returns a nicely formatted string of this color.
-
-
- Rotates the transform so the forward vector points at /target/'s current position.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Returns a nicely formatted string of this color.
-
-
- Rotates the transform so the forward vector points at /target/'s current position.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Rotates the transform so the forward vector points at /target/'s current position.
-
-
- Get an array of heightmap samples.
-
-
- Rotates the transform so the forward vector points at /target/'s current position.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Add binary data to the form.
-
-
- Timestamp (in seconds since 1970) when location was last time updated.
-
-
- Linearly interpolates between colors a and b by t.
-
-
- The center of the wheel, measured in the object's local space.
-
-
- Add binary data to the form.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Sets the Camera to render to the chosen buffers of one or more RenderTextures.
-
-
- Add binary data to the form.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Sets the Camera to render to the chosen buffers of one or more RenderTextures.
-
-
- Transforms direction from local space to world space.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Set an array of heightmap samples.
-
-
- The radius of the wheel, measured in local space.
-
-
- Transforms direction from local space to world space.
-
-
- Linearly interpolates between colors a and b by t.
-
-
- Describes location service status.
-
-
- Casts a ray against all colliders in the scene.
-
-
- A collection of common color functions.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Set an array of heightmap samples.
-
-
- Maximum extension distance of wheel suspension, measured in local space.
-
-
- Make the rendering position reflect the camera's position in the scene.
-
-
- Casts a ray against all colliders in the scene.
-
-
- Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.
-
-
- Quaternions are used to represent rotations.
-
-
- Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.
-
-
- Interface into location functionality.
-
-
- Attempts to convert a html color string.
-
-
- Gets the gradient of the terrain at point &amp;amp;lt;x,y&amp;amp;gt;.
-
-
- The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force.
-
-
- Make the projection reflect normal camera's parameters.
-
-
- Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
-
-
- Transforms vector from local space to world space.
-
-
- X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
-
-
- Returns the color as a hexadecimal string in the format "RRGGBB".
-
-
- Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
-
-
- Get an interpolated normal at a given location.
-
-
- Application point of the suspension and tire forces measured from the base of the resting wheel.
-
-
- Specifies whether location service is enabled in user settings.
-
-
- Transforms vector from local space to world space.
-
-
- Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
-
-
- Revert the aspect ratio to the screen's aspect ratio.
-
-
- Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
-
-
- Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
-
-
- Returns the color as a hexadecimal string in the format "RRGGBBAA".
-
-
- Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
-
-
- The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).
-
-
- Returns location service status.
-
-
- Transforms a vector from world space to local space. The opposite of Transform.TransformVector.
-
-
- Reset to the default field of view.
-
-
- Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
-
-
- Transforms a vector from world space to local space. The opposite of Transform.TransformVector.
-
-
- Asynchronous operation coroutine.
-
-
- Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
-
-
- Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
-
-
- The damping rate of the wheel. Must be larger than zero.
-
-
- Last measured device geographical location.
-
-
- Set the resolution of the detail map.
-
-
- Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
-
-
- Transforms position from local space to world space.
-
-
- W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
-
-
- Transforms position from local space to world space.
-
-
- Properties of tire friction in the direction the wheel is pointing in.
-
-
- Define the view matrices for both stereo eye. Only work in 3D flat panel display.
-
-
- Has the operation finished? (Read Only)
-
-
- Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.
-
-
- Cast a ray through the scene and store the hits into the buffer.
-
-
- Starts location service updates. Last location coordinates could be.
-
-
- Transforms position from world space to local space.
-
-
- Cast a ray through the scene and store the hits into the buffer.
-
-
- Starts location service updates. Last location coordinates could be.
-
-
- Transforms position from world space to local space.
-
-
- Starts location service updates. Last location coordinates could be.
-
-
- Cast a ray through the scene and store the hits into the buffer.
-
-
- Properties of tire friction in the sideways direction.
-
-
- The identity rotation (Read Only).
-
-
- Cast a ray through the scene and store the hits into the buffer.
-
-
- What's the operation's progress. (Read Only)
-
-
- Use the default view matrix for both stereo eye. Only work in 3D flat panel display.
-
-
- Returns an array of all supported detail layer indices in the area.
-
-
- Cast a ray through the scene and store the hits into the buffer.
-
-
- Stops location service updates. This could be useful for saving battery life.
-
-
- Cast a ray through the scene and store the hits into the buffer.
-
-
- Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction.
-
-
- Unparents all children.
-
-
- Returns a 2D array of the detail object density in the specific location.
-
-
- Define the projection matrix for both stereo eye. Only work in 3D flat panel display.
-
-
- Priority lets you tweak in which order async operation calls will be performed.
-
-
- Returns the euler angle representation of the rotation.
-
-
- Cast a ray through the scene and store the hits into the buffer.
-
-
- Cast a ray through the scene and store the hits into the buffer.
-
-
- Interface into compass functionality.
-
-
- Brake torque expressed in Newton metres.
-
-
- Move the transform to the start of the local transform list.
-
-
- Sets the detail layer density map.
-
-
- Use the default projection matrix for both stereo eye. Only work in 3D flat panel display.
-
-
- Allow scenes to be activated as soon as it is ready.
-
-
- Steering angle in degrees, always around the local y-axis.
-
-
- Set x, y, z and w components of an existing Quaternion.
-
-
- The heading in degrees relative to the magnetic North Pole. (Read Only)
-
-
- Returns true if there is any collider intersecting the line between start and end.
-
-
- Move the transform to the end of the local transform list.
-
-
- 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.
-
-
- Transforms position from world space into screen space.
-
-
- Returns true if there is any collider intersecting the line between start and end.
-
-
- Indicates whether the wheel currently collides with something (Read Only).
-
-
- Returns true if there is any collider intersecting the line between start and end.
-
-
- Describes network reachability options.
-
-
- The heading in degrees relative to the geographic North Pole. (Read Only)
-
-
- The dot product between two rotations.
-
-
- Sets the sibling index.
-
-
- 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.
-
-
- Transforms position from world space into viewport space.
-
-
- Returns true if there is any collider intersecting the line between start and end.
-
-
- The mass supported by this WheelCollider.
-
-
- Creates a rotation which rotates angle degrees around axis.
-
-
- Accuracy of heading reading in degrees.
-
-
- Returns true if there is any collider intersecting the line between start and end.
-
-
- Gets the sibling index.
-
-
- Transforms position from viewport space into world space.
-
-
- Access to application run-time data.
-
-
- Returns true if there is any collider intersecting the line between start and end.
-
-
- The raw geomagnetic data measured in microteslas. (Read Only)
-
-
- Returns the alpha map at a position x, y given a width and height.
-
-
- Current wheel axle rotation speed, in rotations per minute (Read Only).
-
-
- Returns an array with all colliders touching or inside the sphere.
-
-
- Converts a rotation to angle-axis representation (angles in degrees).
-
-
- Is some level being loaded? (Read Only)
-
-
- Finds a child by name and returns it.
-
-
- Transforms position from screen space into world space.
-
-
- Returns an array with all colliders touching or inside the sphere.
-
-
- Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only)
-
-
- Returns an array with all colliders touching or inside the sphere.
-
-
- Assign all splat values in the given map area.
-
-
- Creates a rotation which rotates from fromDirection to toDirection.
-
-
- Transforms position from screen space into viewport space.
-
-
- The total number of levels available (Read Only).
-
-
- Is this transform a child of parent?
-
-
- 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().
-
-
- Computes and stores colliders touching or inside the sphere into the provided buffer.
-
-
- Computes and stores colliders touching or inside the sphere into the provided buffer.
-
-
- Creates a rotation which rotates from fromDirection to toDirection.
-
-
- Computes and stores colliders touching or inside the sphere into the provided buffer.
-
-
- Rotates the transform about axis passing through point in world coordinates by angle degrees.
-
-
- Transforms position from viewport space into screen space.
-
-
- Enum provding terrain rendering options.
-
-
- How many bytes have we downloaded from the main unity web stream (Read Only).
-
-
- Configure vehicle sub-stepping parameters.
-
-
- Interface into the Input system.
-
-
- Returns a transform child by index.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
-
-
- Creates a rotation with the specified forward and upwards directions.
-
-
- Returns true when in any kind of player (Read Only).
-
-
- Creates a rotation with the specified forward and upwards directions.
-
-
- Returns a ray going from camera through a viewport point.
-
-
- Render heightmap.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
-
-
- Gets ground collision data for the wheel.
-
-
- Are we running inside the Unity editor? (Read Only)
-
-
- The interface to get time information from Unity.
-
-
- This property controls if input sensors should be compensated for screen orientation.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
-
-
- Returns a ray going from camera through a screen point.
-
-
- Render trees.
-
-
- Creates a rotation with the specified forward and upwards directions.
-
-
- Are we running inside a web player? (Read Only)
-
-
- Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees).
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
-
-
- Creates a rotation with the specified forward and upwards directions.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
-
-
- The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.
-
-
- Render terrain details.
-
-
- Returns default gyroscope.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
-
-
- Structure used to get information back from a raycast.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
-
-
- Returns the platform the game is running on (Read Only).
-
-
- Fills an array of Camera with the current cameras in the scene, without allocating a new array.
-
-
- Render all options.
-
-
- Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1].
-
-
- The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
-
-
- The current mouse position in pixel coordinates. (Read Only)
-
-
- Is the current Runtime platform a known mobile platform.
-
-
- The impact point in world space where the ray hit the collider.
-
-
- Render the camera manually.
-
-
- The current mouse scroll delta. (Read Only)
-
-
- The time in seconds it took to complete the last frame (Read Only).
-
-
- Spherically interpolates between a and b by t. The parameter t is not clamped.
-
-
- The Terrain component renders the terrain.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- The normal of the surface the ray hit.
-
-
- Is the current Runtime platform a known console platform.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].
-
-
- Render the camera with shader replacement.
-
-
- The time the latest FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.
-
-
- Enables/Disables mouse simulation with touches. By default this option is enabled.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.
-
-
- The barycentric coordinate of the triangle we hit.
-
-
- Should the player be running when the application is in the background?
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- Make the camera render with shader replacement.
-
-
- Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped.
-
-
- The timeScale-independant time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- Is any key or mouse button currently held down? (Read Only)
-
-
- The distance from the ray's origin to the impact point.
-
-
- The maximum distance at which trees are rendered.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- Remove shader replacement from camera.
-
-
- Returns true the first frame the user hits any key or mouse button. (Read Only)
-
-
- The timeScale-independent time in seconds it took to complete the last frame (Read Only).
-
-
- Contains the path to the game data folder (Read Only).
-
-
- Rotates a rotation from towards to.
-
-
- Distance from the camera where trees will be rendered as billboards only.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- The index of the triangle that was hit.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- The uv texture coordinate at the impact point.
-
-
- The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed.
-
-
- Contains the path to the StreamingAssets folder (Read Only).
-
-
- Returns the keyboard input entered this frame. (Read Only)
-
-
- Returns the Inverse of rotation.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- Render into a static cubemap from this camera.
-
-
- Total distance delta that trees will use to transition from billboard orientation to mesh orientation.
-
-
- Render into a static cubemap from this camera.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- The secondary uv texture coordinate at the impact point.
-
-
- The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate).
-
-
- Contains the path to a persistent data directory (Read Only).
-
-
- Render into a static cubemap from this camera.
-
-
- Last measured linear acceleration of a device in three-dimensional space. (Read Only)
-
-
- Returns a nicely formatted string of the Quaternion.
-
-
- Casts a sphere along a ray and returns detailed information on what was hit.
-
-
- Render into a static cubemap from this camera.
-
-
- Maximum number of trees rendered at full LOD.
-
-
- Returns a nicely formatted string of the Quaternion.
-
-
- The uv lightmap coordinate at the impact point.
-
-
- A smoothed out Time.deltaTime (Read Only).
-
-
- Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).
-
-
- Contains the path to a temporary data / cache directory (Read Only).
-
-
- Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
-
-
- Returns the angle in degrees between two rotations a and b.
-
-
- The Collider that was hit.
-
-
- Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
-
-
- Detail objects will be displayed up to this distance.
-
-
- The scale at which the time is passing. This can be used for slow motion effects.
-
-
- Makes this camera's settings match other camera.
-
-
- Number of acceleration measurements which occurred during last frame.
-
-
- The path to the web player data file relative to the html file (Read Only).
-
-
- Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
-
-
- The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.
-
-
- 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).
-
-
- Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
-
-
- The total number of frames that have passed (Read Only).
-
-
- Density of detail objects.
-
-
- Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).
-
-
- The absolute path to the web player data file (Read Only).
-
-
- The Transform of the rigidbody or collider that was hit.
-
-
- Add a command buffer to be executed at a specified place.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.
-
-
- Collect Detail patches from memory.
-
-
- The real time in seconds since the game started (Read Only).
-
-
- Number of touches. Guaranteed not to change throughout the frame. (Read Only)
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.
-
-
- The version of the Unity runtime used to play the content.
-
-
- Remove command buffer from execution at a specified place.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.
-
-
- Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.
-
-
- A 2D Rectangle defined by X and Y position, width and height.
-
-
- Slows game playback time to allow screenshots to be saved between frames.
-
-
- Remove command buffers from execution at a specified place.
-
-
- Physics material describes how to handle colliding objects (friction, bounciness).
-
-
- An approximation of how many pixels the terrain will pop in the worst case when switching lod.
-
-
- Property indicating whether keypresses are eaten by a textinput if it has focus (default true).
-
-
- Returns application version number (Read Only).
-
-
- Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
-
-
- The X coordinate of the rectangle.
-
-
- Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
-
-
- Lets you essentially lower the heightmap resolution used for rendering.
-
-
- Remove all command buffers set on this camera.
-
-
- Returns application bundle identifier at runtime.
-
-
- Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
-
-
- Bool value which let's users check if touch pressure is supported.
-
-
- The friction used when already moving. This value has to be between 0 and 1.
-
-
- The Y coordinate of the rectangle.
-
-
- Class for generating random data.
-
-
- Get command buffers to be executed at a specified place.
-
-
- Heightmap patches beyond basemap distance will use a precomputed low res basemap.
-
-
- Returns application install mode (Read Only).
-
-
- Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
-
-
- Returns true when Stylus Touch is supported by a device or platform.
-
-
- The friction coefficient used when an object is lying on a surface.
-
-
- Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
-
-
- Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
-
-
- The index of the baked lightmap applied to this terrain.
-
-
- Calculates and returns oblique near-plane projection matrix.
-
-
- Returns whether the device on which application is currently running supports touch input.
-
-
- The X and Y position of the rectangle.
-
-
- Sets the seed for the random number generator.
-
-
- How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.
-
-
- Returns application running in sandbox (Read Only).
-
-
- Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
-
-
- Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
-
-
- The index of the realtime lightmap applied to this terrain.
-
-
- Property indicating whether the system handles multiple touches.
-
-
- The position of the center of the rectangle.
-
-
- Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only).
-
-
- The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.
-
-
- Returns application product name (Read Only).
-
-
- Delegate type for camera callbacks.
-
-
- The UV scale & offset used for a baked lightmap.
-
-
- Cast sphere along the direction and store the results into buffer.
-
-
- Property for accessing device location (handheld devices only). (Read Only)
-
-
- Cast sphere along the direction and store the results into buffer.
-
-
- Returns a random point inside a sphere with radius 1 (Read Only).
-
-
- If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.
-
-
- Return application company name (Read Only).
-
-
- The position of the minimum corner of the rectangle.
-
-
- Cast sphere along the direction and store the results into buffer.
-
-
- Compute Shader asset.
-
-
- The UV scale & offset used for a realtime lightmap.
-
-
- Property for accessing compass (handheld devices only). (Read Only)
-
-
- The position of the maximum corner of the rectangle.
-
-
- Cast sphere along the direction and store the results into buffer.
-
-
- A unique cloud project identifier. It is unique for every project (Read Only).
-
-
- Returns a random point inside a circle with radius 1 (Read Only).
-
-
- If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.
-
-
- Cast sphere along the direction and store the results into buffer.
-
-
- Should terrain cast shadows?.
-
-
- Find ComputeShader kernel index.
-
-
- Cast sphere along the direction and store the results into buffer.
-
-
- Device physical orientation as reported by OS. (Read Only)
-
-
- Cast sphere along the direction and store the results into buffer.
-
-
- The width of the rectangle, measured from the X position.
-
-
- Indicates whether Unity's webplayer security model is enabled.
-
-
- Returns a random point on the surface of a sphere with radius 1 (Read Only).
-
-
- Determines how the friction is combined.
-
-
- Cast sphere along the direction and store the results into buffer.
-
-
- How reflection probes are used for terrain. See ReflectionProbeUsage.
-
-
- Set a float parameter.
-
-
- Controls enabling and disabling of IME input composition.
-
-
- The height of the rectangle, measured from the Y position.
-
-
- Instructs game to try to render at a specified frame rate.
-
-
- Returns a random rotation (Read Only).
-
-
- Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.
-
-
- Set an integer parameter.
-
-
- The current IME composition string being typed by the user.
-
-
- The type of the material used to render the terrain. Could be one of the built-in types or custom. See MaterialType.
-
-
- Determines how the bounciness is combined.
-
-
- The width and height of the rectangle.
-
-
- The language the user's operating system is running in.
-
-
- Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.
-
-
- Returns a random rotation with uniform distribution (Read Only).
-
-
- Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.
-
-
- Does the user have an IME keyboard input source selected?
-
-
- Set a vector parameter.
-
-
- The custom material used to render the terrain.
-
-
- Stack trace logging options. The default value is StackTraceLogType.ScriptOnly.
-
-
- The minimum X coordinate of the rectangle.
-
-
- Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).
-
-
- Checks if any colliders overlap a capsule-shaped volume in world space.
-
-
- The current text input position used by IMEs to open windows.
-
-
- Set multiple consecutive float parameters at once.
-
-
- The specular color of the terrain.
-
-
- A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.
-
-
- Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).
-
-
- Priority of background loading thread.
-
-
- Checks if any colliders overlap a capsule-shaped volume in world space.
-
-
- The minimum Y coordinate of the rectangle.
-
-
- Checks if any colliders overlap a capsule-shaped volume in world space.
-
-
- Should Back button quit the application?Only usable on Android, Windows Phone or Windows Tablets.
-
-
- The shininess value of the terrain.
-
-
- Set multiple consecutive integer parameters at once.
-
-
- Returns the type of Internet reachability currently possible on the device.
-
-
- Was the CharacterController touching the ground during the last move?
-
-
- The maximum X coordinate of the rectangle.
-
-
- Check whether the given box overlaps with other colliders or not.
-
-
- Generates a random color from HSV and alpha ranges.
-
-
- Check whether the given box overlaps with other colliders or not.
-
-
- Specify if terrain heightmap should be drawn.
-
-
- Returns the value of the virtual axis identified by axisName.
-
-
- Returns false if application is altered in any way after it was built.
-
-
- Generates a random color from HSV and alpha ranges.
-
-
- Set a texture parameter.
-
-
- The maximum Y coordinate of the rectangle.
-
-
- Check whether the given box overlaps with other colliders or not.
-
-
- The current relative velocity of the Character (see notes).
-
-
- Generates a random color from HSV and alpha ranges.
-
-
- Check whether the given box overlaps with other colliders or not.
-
-
- Specify if terrain trees and details should be drawn.
-
-
- Generates a random color from HSV and alpha ranges.
-
-
- Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.
-
-
- Sets an input or output compute buffer.
-
-
- Returns true if application integrity can be confirmed.
-
-
- Generates a random color from HSV and alpha ranges.
-
-
- What part of the capsule collided with the environment during the last CharacterController.Move call.
-
-
- Creates a rectangle from min/max coordinate values.
-
-
- Find all colliders touching or inside of the given box.
-
-
- Execute a compute shader.
-
-
- Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor.
-
-
- Returns true while the virtual button identified by buttonName is held down.
-
-
- Find all colliders touching or inside of the given box.
-
-
- Base class for all yield instructions.
-
-
- Checks whether splash screen is being shown.
-
-
- Find all colliders touching or inside of the given box.
-
-
- Set components of an existing Rect.
-
-
- The radius of the character's capsule.
-
-
- Find all colliders touching or inside of the given box.
-
-
- The active terrain. This is a convenience function to get to the main terrain in the scene.
-
-
- The level index that was last loaded (Read Only).
-
-
- An exception thrown by the PlayerPrefs class in a web player build.
-
-
- Data buffer to hold data for compute shaders.
-
-
- Returns true during the frame the user pressed down the virtual button identified by buttonName.
-
-
- Find all colliders touching or inside of the given box, and store them into the buffer.
-
-
- The height of the character's capsule.
-
-
- The active terrains in the scene.
-
-
- Stores and accesses player preferences between game sessions.
-
-
- Find all colliders touching or inside of the given box, and store them into the buffer.
-
-
- The name of the level that was last loaded (Read Only).
-
-
- Find all colliders touching or inside of the given box, and store them into the buffer.
-
-
- Number of elements in the buffer (Read Only).
-
-
- Returns true the first frame the user releases the virtual button identified by buttonName.
-
-
- The center of the character's capsule relative to the transform's position.
-
-
- Find all colliders touching or inside of the given box, and store them into the buffer.
-
-
- The absolute path to the web player data file (Read Only).
-
-
- Sets the value of the preference identified by key.
-
-
- Size of one element in the buffer (Read Only).
-
-
- Returns true while the user holds down the key identified by name. Think auto fire.
-
-
- Returns a nicely formatted string for this Rect.
-
-
- The character controllers slope limit in degrees.
-
-
- Returns true while the user holds down the key identified by name. Think auto fire.
-
-
- Like Physics.BoxCast, but returns all hits.
-
-
- Returns a nicely formatted string for this Rect.
-
-
- Like Physics.BoxCast, but returns all hits.
-
-
- Quits the player application.
-
-
- Release a Compute Buffer.
-
-
- Returns the value corresponding to key in the preference file if it exists.
-
-
- The character controllers step offset in meters.
-
-
- Like Physics.BoxCast, but returns all hits.
-
-
- Returns the value corresponding to key in the preference file if it exists.
-
-
- Returns true during the frame the user starts pressing down the key identified by name.
-
-
- Like Physics.BoxCast, but returns all hits.
-
-
- 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.
-
-
- Set the buffer with values from an array.
-
-
- The character's collision skin width.
-
-
- 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.
-
-
- Returns true during the frame the user starts pressing down the key identified by name.
-
-
- Cancels quitting the application. This is useful for showing a splash screen at the end of a game.
-
-
- Like Physics.BoxCast, but returns all hits.
-
-
- Sets the value of the preference identified by key.
-
-
- 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.
-
-
- Read data values from the buffer into an array.
-
-
- Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).
-
-
- Returns true during the frame the user releases the key identified by name.
-
-
- 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.
-
-
- Cast the box along the direction, and store hits in the provided buffer.
-
-
- Returns the value corresponding to key in the preference file if it exists.
-
-
- How far has the download progressed? [0...1].
-
-
- Returns true during the frame the user releases the key identified by name.
-
-
- Cast the box along the direction, and store hits in the provided buffer.
-
-
- Copy counter value of append/consume buffer into another buffer.
-
-
- Samples the height at the given position defined in world space, relative to the terrain space.
-
-
- Returns the value corresponding to key in the preference file if it exists.
-
-
- How far has the download progressed? [0...1].
-
-
- Moves the character with speed.
-
-
- Cast the box along the direction, and store hits in the provided buffer.
-
-
- 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.
-
-
- Returns an array of strings describing the connected joysticks.
-
-
- Cast the box along the direction, and store hits in the provided buffer.
-
-
- 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.
-
-
- Class containing methods to ease debugging while developing a game.
-
-
- Cast the box along the direction, and store hits in the provided buffer.
-
-
- A more complex move function taking absolute movement deltas.
-
-
- Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD.
-
-
- Sets the value of the preference identified by key.
-
-
- Can the streamed level be loaded?
-
-
- Returns a point inside a rectangle, given normalized coordinates.
-
-
- Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only).
-
-
- Can the streamed level be loaded?
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- Adds a tree instance to the terrain.
-
-
- Returns the value corresponding to key in the preference file if it exists.
-
-
- Get default debug logger.
-
-
- Returns the normalized coordinates cooresponding the the point.
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- Returns the value corresponding to key in the preference file if it exists.
-
-
- Returns whether the given mouse button is held down.
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- A pair of SphereColliders used to define shapes for Cloth objects to collide against.
-
-
- Lets you setup the connection between neighboring Terrains.
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- Opens or closes developer console.
-
-
- Captures a screenshot at path filename as a PNG file.
-
-
- Returns true if key exists in the preferences.
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- Captures a screenshot at path filename as a PNG file.
-
-
- Returns true during the frame the user pressed the given mouse button.
-
-
- Get the position of the terrain.
-
-
- The first SphereCollider of a ClothSphereColliderPair.
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- A standard 4x4 transformation matrix.
-
-
- In the Build Settings dialog there is a check box called "Development Build".
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- Returns true during the frame the user releases the given mouse button.
-
-
- Removes key and its corresponding value from the preferences.
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- The second SphereCollider of a ClothSphereColliderPair.
-
-
- Is Unity activated with the Pro license?
-
-
- Flushes any change done in the terrain so it takes effect.
-
-
- Casts the box along a ray and returns detailed information on what was hit.
-
-
- Draws a line between specified start and end points.
-
-
- Removes all keys and values from the preferences. Use with caution.
-
-
- Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.
-
-
- The inverse of this matrix (Read Only).
-
-
- Draws a line between specified start and end points.
-
-
- Creates a Terrain including collider from TerrainData.
-
-
- The Cloth class provides an interface to cloth simulation physics.
-
-
- Makes the collision detection system ignore all collisions between collider1 and collider2.
-
-
- Writes all modified preferences to disk.
-
-
- Makes the collision detection system ignore all collisions between collider1 and collider2.
-
-
- Returns the transpose of this matrix (Read Only).
-
-
- Draws a line between specified start and end points.
-
-
- Calls a function in the containing web page (Web Player only).
-
-
- AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object.
-
-
- The type of the material used to render a terrain object. Could be one of the built-in types or custom.
-
-
- Cloth's sleep threshold.
-
-
- Draws a line between specified start and end points.
-
-
- Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).
-
-
- 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.
-
-
- Is this the identity matrix?
-
-
- 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.
-
-
- Evaluates script function in the containing web page.
-
-
- Draws a line from start to start + dir in world coordinates.
-
-
- Bending stiffness of the cloth.
-
-
- Tree Component for the tree creator.
-
-
- Returns object representing status of a specific touch. (Does not allocate temporary variables).
-
-
- The determinant of the matrix.
-
-
- Draws a line from start to start + dir in world coordinates.
-
-
- Are collisions between layer1 and layer2 being ignored?
-
-
- IDisposable callback.
-
-
- Draws a line from start to start + dir in world coordinates.
-
-
- Stretching stiffness of the cloth.
-
-
- Data asociated to the Tree.
-
-
- Draws a line from start to start + dir in world coordinates.
-
-
- Returns a matrix with all elements set to zero (Read Only).
-
-
- Request advertising ID for iOS, Android and Windows Store.
-
-
- Calls a Java method on an object (non-static).
-
-
- Damp cloth motion.
-
-
- Tells if there is wind data exported from SpeedTree are saved on this component.
-
-
- Contact information for the wheel, reported by WheelCollider.
-
-
- Pauses the editor.
-
-
- Returns the identity matrix (Read Only).
-
-
- Bit mask that controls object destruction, saving and visibility in inspectors.
-
-
- Opens the url in a browser.
-
-
- A constant, external acceleration applied to the cloth.
-
-
- Logs message to the Unity Console.
-
-
- Call a static Java method on a class.
-
-
- The other Collider the wheel is hitting.
-
-
- Logs message to the Unity Console.
-
-
- A struct that stores the settings for TextGeneration.
-
-
- A random, external acceleration applied to the cloth.
-
-
- Get the value of a field in an object (non-static).
-
-
- Font to use for generation.
-
-
- The point of contact between the wheel and the ground.
-
-
- Logs a formatted message to the Unity Console.
-
-
- Get a column of the matrix.
-
-
- Logs a formatted message to the Unity Console.
-
-
- Base class for all objects Unity can reference.
-
-
- Should gravity affect the cloth simulation?
-
-
- Request authorization to use the webcam or microphone in the Web Player.
-
-
- Set the value of a field in an object (non-static).
-
-
- The normal at the point of contact.
-
-
- The base color for the text generation.
-
-
- Returns a row of the matrix.
-
-
- A variant of Debug.Log that logs an error message to the console.
-
-
- The name of the object.
-
-
- A variant of Debug.Log that logs an error message to the console.
-
-
- Get the value of a static field in an object type.
-
-
- The direction the wheel is pointing in.
-
-
- Is this cloth enabled?
-
-
- Font size.
-
-
- Check if the user has authorized use of the webcam or microphone in the Web Player.
-
-
- Sets a column of the matrix.
-
-
- Should the object be hidden, saved with the scene or modifiable by the user?
-
-
- Logs a formatted error message to the Unity console.
-
-
- Set the value of a static field in an object type.
-
-
- Logs a formatted error message to the Unity console.
-
-
- The sideways direction of the wheel.
-
-
- The current vertex positions of the cloth object.
-
-
- Sets a row of the matrix.
-
-
- The line spacing multiplier.
-
-
- Retrieve the raw jobject pointer to the Java object.
-
-
- Removes a gameobject, component or asset.
-
-
- Loads the level by its name or index.
-
-
- Clears errors from the developer console.
-
-
- Removes a gameobject, component or asset.
-
-
- Loads the level by its name or index.
-
-
- The magnitude of the force being applied for the contact.
-
-
- Transforms a position by this matrix (generic).
-
-
- Allow rich text markup in generation.
-
-
- Retrieve the raw jclass pointer to the Java class.
-
-
- The current normals of the cloth object.
-
-
- A variant of Debug.Log that logs an error message to the console.
-
-
- Calls a Java method on an object (non-static).
-
-
- Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
-
-
- A variant of Debug.Log that logs an error message to the console.
-
-
- Call a static Java method on a class.
-
-
- Transforms a position by this matrix (fast).
-
-
- Loads a level additively.
-
-
- The friction of the cloth when colliding with the character.
-
-
- A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled.
-
-
- Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive.
-
-
- IDisposable callback.
-
-
- Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
-
-
- Loads a level additively.
-
-
- A variant of Debug.Log that logs a warning message to the console.
-
-
- Transforms a direction by this matrix.
-
-
- A variant of Debug.Log that logs a warning message to the console.
-
-
- How much to increase mass of colliding particles.
-
-
- Tire slip in the sideways direction.
-
-
- Font style.
-
-
- Loads the level asynchronously in the background.
-
-
- Creates a scaling matrix.
-
-
- Logs a formatted warning message to the Unity Console.
-
-
- Returns a list of all active loaded objects of Type type.
-
-
- Enable continuous collision to improve collision stability.
-
-
- Loads the level asynchronously in the background.
-
-
- How is the generated text anchored.
-
-
- Logs a formatted warning message to the Unity Console.
-
-
- AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class.
-
-
- Sets this matrix to a translation, rotation and scaling matrix.
-
-
- Makes the object target not be destroyed automatically when loading a new scene.
-
-
- Add one virtual particle per triangle to improve collision stability.
-
-
- Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics.
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- Loads the level additively and asynchronously in the background.
-
-
- Describes a contact point where the collision occurs.
-
-
- Creates a translation, rotation and scaling matrix.
-
-
- The point of contact.
-
-
- Helper interface for JNI interaction; signature creation and method lookups.
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- Loads the level additively and asynchronously in the background.
-
-
- The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.
-
-
- Should the text be resized to fit the configured bounds?
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- Returns a list of all active and inactive loaded objects of Type type, including assets.
-
-
- Returns a nicely formatted string for this matrix.
-
-
- Normal of the contact point.
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- Returns a nicely formatted string for this matrix.
-
-
- 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.
-
-
- Set debug to true to log calls through the AndroidJNIHelper.
-
-
- How much world-space movement of the character will affect cloth vertices.
-
-
- Minimum size for resized text.
-
-
- Returns a list of all active and inactive loaded objects of Type type.
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- The first collider in contact at the point.
-
-
- 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.
-
-
- Creates an orthogonal projection matrix.
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- How much world-space acceleration of the character will affect cloth vertices.
-
-
- Maximum size for resized text.
-
-
- The other collider in contact at the point.
-
-
- Scans a particular Java class for a constructor method matching a signature.
-
-
- Returns the name of the game object.
-
-
- Creates a perspective projection matrix.
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- Scans a particular Java class for a constructor method matching a signature.
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- Number of solver iterations per second.
-
-
- Should the text generator update the bounds from the generated text.
-
-
- What happens to text when it reaches the bottom generation bounds.
-
-
- An array of CapsuleColliders which this Cloth instance should collide with.
-
-
- Returns the instance id of the object.
-
-
- Access to application run-time data.
-
-
- A variant of Debug.Log that logs an assertion message to the console.
-
-
- Scans a particular Java class for a method matching a name and a signature.
-
-
- Represents an axis aligned bounding box.
-
-
- Parent class for collider types used with 2D gameplay.
-
-
- A variant of Debug.Log that logs an assertion message to the console.
-
-
- Scans a particular Java class for a method matching a name and a signature.
-
-
- What happens to text when it reaches the horizontal generation bounds.
-
-
- An array of ClothSphereColliderPairs which this Cloth instance should collide with.
-
-
- Clones the object original and returns the clone.
-
-
- Scans a particular Java class for a method matching a name and a signature.
-
-
- The center of the bounding box.
-
-
- Logs a formatted assertion message to the Unity console.
-
-
- Clones the object original and returns the clone.
-
-
- TThe density of the collider used to calculate its mass (when auto mass is enabled)
-
-
- Cursor API for setting the cursor that is used for rendering.
-
-
- Extents that the generator will attempt to fit the text in.
-
-
- Logs a formatted assertion message to the Unity console.
-
-
- Clones the object original and returns the clone.
-
-
- Returns a list of all active loaded objects of Type type.
-
-
- Is this collider configured as a trigger?
-
-
- Assert a condition and logs a formatted error message to the Unity console on failure.
-
-
- The total size of the box. This is always twice as large as the extents.
-
-
- Scans a particular Java class for a field matching a name and a signature.
-
-
- Generated vertices are offset by the pivot.
-
-
- Scans a particular Java class for a field matching a name and a signature.
-
-
- Scans a particular Java class for a field matching a name and a signature.
-
-
- Returns the first active loaded object of Type type.
-
-
- Applies both force and torque to reduce both the linear and angular velocities to zero.
-
-
- Returns the first active loaded object of Type type.
-
-
- Whether the collider is used by an attached effector or not.
-
-
- Provides access to a display / screen for rendering operations.
-
-
- The extents of the box. This is always half of the size.
-
-
- Continue to generate characters even if the text runs out of bounds.
-
-
- Clear the pending transform changes from affecting the cloth simulation.
-
-
- Creates a UnityJavaRunnable object (implements java.lang.Runnable).
-
-
- The maximum force that can be generated when trying to maintain the friction joint constraint.
-
-
- The local offset of the collider geometry.
-
-
- The minimal point of the box. This is always equal to center-extents.
-
-
- The list of currently connected Displays. Contains at least one (main) display.
-
-
- Base class for everything attached to GameObjects.
-
-
- Fade the cloth simulation in or out.
-
-
- Class that can be used to generate text for rendering.
-
-
- Creates a java proxy object which connects to the supplied proxy implementation.
-
-
- The maximum torque that can be generated when trying to maintain the friction joint constraint.
-
-
- The Rigidbody2D attached to the Collider2D's GameObject.
-
-
- Fade the cloth simulation in or out.
-
-
- The maximal point of the box. This is always equal to center+extents.
-
-
- The Transform attached to this GameObject (null if there is none attached).
-
-
- Rendering Width.
-
-
- Creates a Java array from a managed array.
-
-
- Array of generated vertices.
-
-
- The number of separate shaped regions in the collider.
-
-
- Rendering Height.
-
-
- Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.
-
-
- The game object this component is attached to. A component is always attached to a game object.
-
-
- Global settings and helpers for 2D physics.
-
-
- Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI.
-
-
- Array of generated characters.
-
-
- Sets the bounds to the min and max value of the box.
-
-
- The world space bounding area of the collider.
-
-
- System Width.
-
-
- Should the joint be rotated automatically by a motor torque?
-
-
- The tag of this game object.
-
-
- Grows the Bounds to include the point.
-
-
- The PhysicsMaterial2D that is applied to this collider.
-
-
- Deletes any local jni references previously allocated by CreateJNIArgArray().
-
-
- System Height.
-
-
- Information about each generated text line.
-
-
- Grows the Bounds to include the point.
-
-
- Scans a particular Java class for a constructor method matching a signature.
-
-
- Should limits be placed on the range of rotation?
-
-
- The number of iterations of the physics solver when considering objects' velocities.
-
-
- The Rigidbody attached to this GameObject (null if there is none attached).
-
-
- Color RenderBuffer.
-
-
- Scans a particular Java class for a method matching a name and a signature.
-
-
- Extents of the generated text in rect format.
-
-
- Expand the bounds by increasing its size by amount along each side.
-
-
- Expand the bounds by increasing its size by amount along each side.
-
-
- Check if a collider overlaps a point in space.
-
-
- The Rigidbody2D that is attached to the Component's GameObject.
-
-
- Parameters for the motor force applied to the joint.
-
-
- The number of iterations of the physics solver when considering objects' positions.
-
-
- Creates the JNI signature string for particular object type.
-
-
- Depth RenderBuffer.
-
-
- Number of vertices generated.
-
-
- Does another bounding box intersect with this bounding box?
-
-
- Creates the JNI signature string for particular object type.
-
-
- Check whether this collider is touching the collider or not.
-
-
- The Camera attached to this GameObject (null if there is none attached).
-
-
- Limit of angular rotation (in degrees) on the joint.
-
-
- Acceleration due to gravity.
-
-
- Main Display.
-
-
- Is point contained in the bounding box?
-
-
- Creates a managed array from a Java array.
-
-
- The number of characters that have been generated.
-
-
- Checks whether this collider is touching any colliders on the specified layerMask or not.
-
-
- Scans a particular Java class for a method matching a name and a signature.
-
-
- Checks whether this collider is touching any colliders on the specified layerMask or not.
-
-
- Scans a particular Java class for a field matching a name and a signature.
-
-
- Gets the state of the joint limit.
-
-
- The Light attached to this GameObject (null if there is none attached).
-
-
- Do raycasts detect Colliders configured as triggers?
-
-
- Creates the JNI signature string for particular object type.
-
-
- The smallest squared distance between the point and this bounding box.
-
-
- The number of characters that have been generated and are included in the visible lines.
-
-
- Collider for 2D physics representing an circle.
-
-
- Activate an external display. Eg. Secondary Monitors connected to the System.
-
-
- The angle (in degrees) referenced between the two bodies used as the constraint for the joint.
-
-
- The Animation attached to this GameObject (null if there is none attached).
-
-
- 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS).
-
-
- Do ray/line casts that start inside a collider(s) detect those collider(s)?
-
-
- Number of text lines generated.
-
-
- The current joint angle (in degrees) with respect to the reference angle.
-
-
- Activate an external display. Eg. Secondary Monitors connected to the System.
-
-
- Does ray intersect this bounding box?
-
-
- The ConstantForce attached to this GameObject (null if there is none attached).
-
-
- Does ray intersect this bounding box?
-
-
- Radius of the circle.
-
-
- Attaches the current thread to a Java (Dalvik) VM.
-
-
- Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved.
-
-
- The current joint speed.
-
-
- This Windows only function can be used to set Size and Position of the Screen when Multi-Display is enabled.
-
-
- The Renderer attached to this GameObject (null if there is none attached).
-
-
- The size of the font that was found if using best fit mode.
-
-
- The center point of the collider in local space.
-
-
- The closest point on the bounding box.
-
-
- Detaches the current thread from a Java (Dalvik) VM.
-
-
- Any collisions with a relative linear velocity below this threshold will be treated as inelastic.
-
-
- Sets Rendering resolution for the display.
-
-
- The AudioSource attached to this GameObject (null if there is none attached).
-
-
- Mark the text generator as invalid. This will force a full text generation the next time Populate is called.
-
-
- Returns a nicely formatted string for the bounds.
-
-
- Gets the motor torque of the joint given the specified timestep.
-
-
- Returns a nicely formatted string for the bounds.
-
-
- Collider for 2D physics representing an axis-aligned rectangle.
-
-
- Returns the version of the native method interface.
-
-
- The maximum linear position correction used when solving constraints. This helps to prevent overshoot.
-
-
- Populate the given List with UICharInfo.
-
-
- The GUIText attached to this GameObject (null if there is none attached).
-
-
- Query relative mouse coordinates.
-
-
- Keeps two Rigidbody2D at their relative orientations.
-
-
- The width and height of the rectangle.
-
-
- Representation of four-dimensional vectors.
-
-
- Populate the given list with UILineInfo.
-
-
- The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
-
-
- This function loads a locally-defined class.
-
-
- The NetworkView attached to this GameObject (Read Only). (null if there is none attached).
-
-
- MonoBehaviour is the base class every script derives from.
-
-
- The center point of the collider in local space.
-
-
- The maximum force that can be generated when trying to maintain the relative joint constraint.
-
-
- Converts a java.lang.reflect.Method or java.lang.reflect.Constructor object to a method ID.
-
-
- Populate the given list with generated Vertices.
-
-
- The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems.
-
-
- X component of the vector.
-
-
- The GUITexture attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Disabling this lets you skip the GUI layout phase.
-
-
- The maximum torque that can be generated when trying to maintain the relative joint constraint.
-
-
- Converts a java.lang.reflect.Field to a field ID.
-
-
- Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.
-
-
- Given a string and settings, returns the preferred width for a container that would hold this text.
-
-
- The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems.
-
-
- Y component of the vector.
-
-
- The Collider attached to this GameObject (null if there is none attached).
-
-
- Scales both the linear and angular forces used to correct the required relative orientation.
-
-
- Invokes the method methodName in time seconds.
-
-
- Converts a method ID derived from clazz to a java.lang.reflect.Method or java.lang.reflect.Constructor object.
-
-
- Given a string and settings, returns the preferred height for a container that would hold this text.
-
-
- Gets the number of edges.
-
-
- The minimum contact penetration radius allowed before any separation impulse force is applied. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artefacts for vertex collision.
-
-
- The Collider2D component attached to the object.
-
-
- Z component of the vector.
-
-
- Should both the linearOffset and angularOffset be calculated automatically?
-
-
- Converts a field ID derived from cls to a java.lang.reflect.Field object.
-
-
- Will generate the vertices and other data for the given string with the given settings.
-
-
- Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
-
-
- Gets the number of points.
-
-
- The scale factor that controls how fast overlaps are resolved.
-
-
- The HingeJoint attached to this GameObject (null if there is none attached).
-
-
- The current linear offset between the Rigidbody2D that the joint connects.
-
-
- W component of the vector.
-
-
- If clazz represents any class other than the class Object, then this function returns the object that represents the superclass of the class specified by clazz.
-
-
- Cancels all Invoke calls on this MonoBehaviour.
-
-
- Get or set the points defining multiple continuous edges.
-
-
- The ParticleEmitter attached to this GameObject (null if there is none attached).
-
-
- The scale factor that controls how fast TOI overlaps are resolved.
-
-
- Cancels all Invoke calls on this MonoBehaviour.
-
-
- The current angular offset between the Rigidbody2D that the joint connects.
-
-
- Returns the current UILineInfo.
-
-
- Reset to a single edge consisting of two points.
-
-
- Returns the current UICharInfo.
-
-
- The time in seconds that a rigid-body must be still before it will go to sleep.
-
-
- The ParticleSystem attached to this GameObject (null if there is none attached).
-
-
- The world-space position that is currently trying to be maintained.
-
-
- Determines whether an object of clazz1 can be safely cast to clazz2.
-
-
- Is any invoke on methodName pending?
-
-
- Returns this vector with a magnitude of 1 (Read Only).
-
-
- Is any invoke on methodName pending?
-
-
- A rigid-body cannot sleep if its linear velocity is above this tolerance.
-
-
- Returns the current UILineInfo.
-
-
- Causes a java.lang.Throwable object to be thrown.
-
-
- Returns the length of this vector (Read Only).
-
-
- Collider for 2D physics representing an arbitrary polygon defined by its vertices.
-
-
- Returns the component of Type type if the game object has one attached, null if it doesn't.
-
-
- Starts a coroutine.
-
-
- A rigid-body cannot sleep if its angular velocity is above this tolerance.
-
-
- Constructs an exception object from the specified class with the message specified by message and causes that exception to be thrown.
-
-
- Returns the component of Type type if the game object has one attached, null if it doesn't.
-
-
- Returns the squared length of this vector (Read Only).
-
-
- Starts a coroutine.
-
-
- How multiline text should be aligned.
-
-
- Joint that restricts the motion of a Rigidbody2D object to a single line.
-
-
- Returns the component of Type type if the game object has one attached, null if it doesn't.
-
-
- Starts a coroutine.
-
-
- Do raycasts detect Colliders configured as triggers?
-
-
- Corner points that define the collider's shape in local space.
-
-
- Determines if an exception is being thrown.
-
-
- Shorthand for writing Vector4(0,0,0,0).
-
-
- Should the angle be calculated automatically?
-
-
- Where the anchor of the text is placed.
-
-
- Returns the component of Type type in the GameObject or any of its children using depth first search.
-
-
- Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
-
-
- Do ray/line casts that start inside a collider(s) detect those collider(s)?
-
-
- Returns the component of Type type in the GameObject or any of its children using depth first search.
-
-
- Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
-
-
- Prints an exception and a backtrace of the stack to the logcat
-
-
- The number of paths in the polygon.
-
-
- Shorthand for writing Vector4(1,1,1,1).
-
-
- Wrapping modes for text that reaches the horizontal boundary.
-
-
- Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not.
-
-
- Returns the component of Type type in the GameObject or any of its children using depth first search.
-
-
- Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
-
-
- Returns the component of Type type in the GameObject or any of its children using depth first search.
-
-
- The angle of the line in space (in degrees).
-
-
- Get a path from the polygon by its index.
-
-
- Clears any exception that is currently being thrown.
-
-
- Set x, y, z and w components of an existing Vector4.
-
-
- Stops all coroutines running on this behaviour.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Wrapping modes for text that reaches the vertical boundary.
-
-
- Should a motor force be applied automatically to the Rigidbody2D?
-
-
- Define a path by its constituent points.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Raises a fatal error and does not expect the VM to recover. This function does not return.
-
-
- Describes phase of a finger touch.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Linearly interpolates between two vectors.
-
-
- Should motion limits be used?
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Return the total number of points in the polygon in all paths.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- A text string displayed in a GUI.
-
-
- Creates a new local reference frame, in which at least a given number of local references can be created.
-
-
- Linearly interpolates between two vectors.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Parameters for a motor force that is applied automatically to the Rigibody2D along the line.
-
-
- Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.
-
-
- Applies "platform" behaviour such as one-way collisions etc.
-
-
- Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.
-
-
- Creates as regular primitive polygon with the specified number of sides.
-
-
- The text to display.
-
-
- 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 result object.
-
-
- Creates as regular primitive polygon with the specified number of sides.
-
-
- Returns the component of Type type in the GameObject or any of its parents.
-
-
- Creates as regular primitive polygon with the specified number of sides.
-
-
- Moves a point current towards target.
-
-
- Restrictions on how far the joint can slide in each direction along the line.
-
-
- Creates a new global reference to the object referred to by the obj argument.
-
-
- Returns the component of Type type in the GameObject or any of its parents.
-
-
- The Material to use for rendering.
-
-
- Should the one-way collision behaviour be used?
-
-
- Multiplies two vectors component-wise.
-
-
- Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not.
-
-
- Deletes the global reference pointed to by obj.
-
-
- Multiplies two vectors component-wise.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- Gets the state of the joint limit.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- Details about a specific point of contact involved in a 2D physics collision.
-
-
- The pixel offset of the text.
-
-
- Ensures that all contacts controlled by the one-way behaviour act the same.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- Choose whether to detect or ignore collisions between a specified pair of layers.
-
-
- Creates a new local reference that refers to the same object as obj.
-
-
- Makes this vector have a magnitude of 1.
-
-
- The angle (in degrees) referenced between the two bodies used as the constraint for the joint.
-
-
- Choose whether to detect or ignore collisions between a specified pair of layers.
-
-
- Makes this vector have a magnitude of 1.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- Should friction be used on the platform sides?
-
-
- The font used for the text.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- Deletes the local reference pointed to by obj.
-
-
- The current joint translation.
-
-
- Should collisions between the specified layers be ignored?
-
-
- The point of contact between the two colliders in world space.
-
-
- Returns a nicely formatted string for this vector.
-
-
- Should bounce be used on the platform sides?
-
-
- The alignment of the text.
-
-
- Returns a nicely formatted string for this vector.
-
-
- Returns all components of Type type in the GameObject.
-
-
- Tests whether two references refer to the same Java object.
-
-
- The current joint speed.
-
-
- Returns all components of Type type in the GameObject.
-
-
- Surface normal at the contact point.
-
-
- Check whether collider1 is touching collider2 or not.
-
-
- The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector.
-
-
- Returns all components of Type type in the GameObject.
-
-
- The anchor of the text.
-
-
- Dot Product of two vectors.
-
-
- Ensures that at least a given number of local references can be created in the current thread.
-
-
- Returns all components of Type type in the GameObject.
-
-
- The collider attached to the object receiving the collision message.
-
-
- 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.
-
-
- Gets the motor force of the joint given the specified timestep.
-
-
- Checks whether the collider is touching any colliders on the specified layerMask or not.
-
-
- The line spacing multiplier.
-
-
- Projects a vector onto another vector.
-
-
- Allocates a new Java object without invoking any of the constructors for the object.
-
-
- Checks whether the collider is touching any colliders on the specified layerMask or not.
-
-
- Is this game object tagged with tag ?
-
-
- The incoming collider involved in the collision at this contact point.
-
-
- Whether to use one-way collision behaviour or not.
-
-
- The tab width multiplier.
-
-
- Returns the distance between a and b.
-
-
- The joint attempts to move a Rigidbody2D to a specific target position.
-
-
- Casts a line against colliders in the scene.
-
-
- 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.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
-
-
- Casts a line against colliders in the scene.
-
-
- The font size to use (for dynamic fonts).
-
-
- Whether friction should be used on the platform sides or not.
-
-
- Information returned by a collision in 2D physics.
-
-
- The local-space anchor on the rigid-body the joint is attached to.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
-
-
- Casts a line against colliders in the scene.
-
-
- Returns a vector that is made from the smallest components of two vectors.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
-
-
- Casts a line against colliders in the scene.
-
-
- Returns the class of an object.
-
-
- The font style to use (for dynamic fonts).
-
-
- Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
-
-
- Whether bounce should be used on the platform sides or not.
-
-
- The world-space position that the joint will attempt to move the body to.
-
-
- Whether the collision was disabled or not.
-
-
- Returns a vector that is made from the largest components of two vectors.
-
-
- Tests whether an object is an instance of a class.
-
-
- Enable HTML-style tags for Text Formatting Markup.
-
-
- Casts a line against colliders in the scene.
-
-
- The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform "top".
-
-
- Should the target be calculated automatically?
-
-
- Calls the method named methodName on every MonoBehaviour in this game object.
-
-
- Casts a line against colliders in the scene.
-
-
- The incoming Rigidbody2D involved in the collision.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object.
-
-
- Returns the method ID for an instance (nonstatic) method of a class or interface.
-
-
- Casts a line against colliders in the scene.
-
-
- The color used to render the text.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object.
-
-
- The maximum force that can be generated when trying to maintain the target joint constraint.
-
-
- Casts a line against colliders in the scene.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object.
-
-
- Representation of rays.
-
-
- The incoming Collider2D involved in the collision.
-
-
- Returns the field ID for an instance (nonstatic) field of a class.
-
-
- The amount by which the target spring force is reduced in proportion to the movement speed.
-
-
- Casts a line against colliders in the scene.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
-
-
- Casts a line against colliders in the scene.
-
-
- The origin point of the ray.
-
-
- The Transform of the incoming object involved in the collision.
-
-
- Applies tangent forces along the surfaces of colliders.
-
-
- Casts a line against colliders in the scene.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
-
-
- The frequency at which the target spring oscillates around the target position.
-
-
- Returns the method ID for a static method of a class.
-
-
- A script interface for the text mesh component.
-
-
- Casts a line against colliders in the scene.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
-
-
- The incoming GameObject involved in the collision.
-
-
- The direction of the ray.
-
-
- The speed to be maintained along the surface.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
-
-
- The text that is displayed.
-
-
- Returns the field ID for a static field of a class.
-
-
- Casts a ray against colliders in the scene.
-
-
- The specific points of contact with the incoming Collider2D.
-
-
- The speed variation (from zero to the variation) added to base speed to be applied.
-
-
- Connects two Rigidbody2D together at their anchor points using a configurable spring.
-
-
- Returns a point at distance units along the ray.
-
-
- Casts a ray against colliders in the scene.
-
-
- Casts a ray against colliders in the scene.
-
-
- Constructs a new java.lang.String object from an array of characters in modified UTF-8 encoding.
-
-
- The Font used.
-
-
- The relative linear velocity of the two colliding objects (Read Only).
-
-
- Casts a ray against colliders in the scene.
-
-
- The scale of the impulse force applied while attempting to reach the surface speed.
-
-
- Casts a ray against colliders in the scene.
-
-
- The amount by which the spring force is reduced in proportion to the movement speed.
-
-
- Returns a nicely formatted string for this ray.
-
-
- Returns the length in bytes of the modified UTF-8 representation of a string.
-
-
- Script interface for light components.
-
-
- The font size to use (for dynamic fonts).
-
-
- Returns a nicely formatted string for this ray.
-
-
- Should the impulse force but applied to the contact point?
-
-
- Casts a ray against colliders in the scene, returning all colliders that contact with it.
-
-
- Returns a managed string object representing the string in modified UTF-8 encoding.
-
-
- The frequency at which the spring oscillates around the distance between the objects.
-
-
- Represents the state of a joint limit.
-
-
- Casts a ray against colliders in the scene, returning all colliders that contact with it.
-
-
- The font style to use (for dynamic fonts).
-
-
- A ray in 2D space.
-
-
- Should friction be used for any contact with the surface?
-
-
- Casts a ray against colliders in the scene, returning all colliders that contact with it.
-
-
- The type of the light.
-
-
- Casts a ray against colliders in the scene, returning all colliders that contact with it.
-
-
- The angle referenced between the two bodies used as the constraint for the joint.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- Casts a ray against colliders in the scene, returning all colliders that contact with it.
-
-
- The starting point of the ray in world space.
-
-
- How far should the text be offset from the transform.position.z when drawing.
-
-
- Should bounce be used for any contact with the surface?
-
-
- Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.
-
-
- The color of the light.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- How lines of text are aligned (Left, Right, Center).
-
-
- Casts a ray into the scene.
-
-
- The Intensity of a light is multiplied with the Light color.
-
-
- Lower angular limit of rotation.
-
-
- The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.
-
-
- The direction of the ray in world space.
-
-
- Casts a ray into the scene.
-
-
- Casts a ray into the scene.
-
-
- The multiplier that defines the strength of the bounce lighting.
-
-
- Casts a ray into the scene.
-
-
- Upper angular limit of rotation.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- Set the joint suspension configuration.
-
-
- Level of obstacle avoidance.
-
-
- Which point of the text shares the position of the Transform.
-
-
- Casts a ray into the scene.
-
-
- Get a point that lies a given distance along a ray.
-
-
- How this light casts shadows
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- Should a motor force be applied automatically to the Rigidbody2D?
-
-
- Motion limits of a Rigidbody2D object along a SliderJoint2D.
-
-
- The size of each character (This scales the whole text).
-
-
- Casts a circle against colliders in the scene, returning the first collider to contact with it.
-
-
- Strength of light's shadows.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- Representation of a plane in 3D space.
-
-
- Parameters for a motor force that is applied automatically to the Rigibody2D along the line.
-
-
- Navigation mesh agent.
-
-
- Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor.
-
-
- Casts a circle against colliders in the scene, returning the first collider to contact with it.
-
-
- How much space will be in-between lines of text.
-
-
- Shadow mapping constant bias.
-
-
- Casts a circle against colliders in the scene, returning the first collider to contact with it.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- The current joint translation.
-
-
- Casts a circle against colliders in the scene, returning the first collider to contact with it.
-
-
- Normal vector of the plane.
-
-
- Gets or attempts to set the destination of the agent in world-space units.
-
-
- Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor.
-
-
- The current joint speed.
-
-
- Shadow mapping normal-based bias.
-
-
- How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- Casts a circle against colliders in the scene, returning the first collider to contact with it.
-
-
- Stop within this distance from the target position.
-
-
- Distance from the origin to the plane.
-
-
- Near plane value to use for shadow frustums.
-
-
- Enable HTML-style tags for Text Formatting Markup.
-
-
- Parameters for the optional motor force applied to a Joint2D.
-
-
- Casts a circle against colliders in the scene, returning all colliders that contact with it.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- Gets the motor torque of the joint given the specified timestep.
-
-
- Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually.
-
-
- Casts a circle against colliders in the scene, returning all colliders that contact with it.
-
-
- The color used to render the text.
-
-
- Sets a plane using a point that lies within it along with a normal to orient it.
-
-
- Casts a circle against colliders in the scene, returning all colliders that contact with it.
-
-
- The range of the light.
-
-
- The desired speed for the Rigidbody2D to reach as it moves with the joint.
-
-
- Casts a circle against colliders in the scene, returning all colliders that contact with it.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- Casts a circle against colliders in the scene, returning all colliders that contact with it.
-
-
- Asset type that defines the surface properties of a Collider2D.
-
-
- Gets or sets the simulation position of the navmesh agent.
-
-
- The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed.
-
-
- The angle of the light's spotlight cone in degrees.
-
-
- 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.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- The degree of elasticity during collisions.
-
-
- Casts a circle into the scene, returning colliders that contact with it into the provided results array.
-
-
- Get the current steering target along the path. (Read Only)
-
-
- Returns a signed distance from plane to point.
-
-
- Joint suspension is used to define how suspension works on a WheelJoint2D.
-
-
- Casts a circle into the scene, returning colliders that contact with it into the provided results array.
-
-
- Specification for how to render a character from the font texture. See Font.characterInfo.
-
-
- Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.
-
-
- The size of a directional light's cookie.
-
-
- Coefficient of friction.
-
-
- Casts a circle into the scene, returning colliders that contact with it into the provided results array.
-
-
- The desired velocity of the agent including any potential contribution from avoidance. (Read Only)
-
-
- The cookie texture projected by the light.
-
-
- The amount by which the suspension spring force is reduced in proportion to the movement speed.
-
-
- Casts a circle into the scene, returning colliders that contact with it into the provided results array.
-
-
- Is a point on the positive side of the plane?
-
-
- Unicode value of the character.
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- Casts a circle into the scene, returning colliders that contact with it into the provided results array.
-
-
- The distance between the agent's position and the destination on the current path. (Read Only)
-
-
- A base type for 2D physics components that required a callback during FixedUpdate.
-
-
- The frequency at which the suspension spring oscillates.
-
-
- The flare asset to use for this light.
-
-
- Are two points on the same side of the plane?
-
-
- UV coordinates for the character in the texture.
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- The relative vertical displacement of the owning GameObject.
-
-
- Casts a box against colliders in the scene, returning the first collider to contact with it.
-
-
- The world angle (in degrees) along which the suspension will move.
-
-
- How to render the light.
-
-
- Intersects a ray with the plane.
-
-
- Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.
-
-
- Casts a box against colliders in the scene, returning the first collider to contact with it.
-
-
- Screen coordinates for the character in generated text meshes.
-
-
- Casts a box against colliders in the scene, returning the first collider to contact with it.
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- Casts a box against colliders in the scene, returning the first collider to contact with it.
-
-
- Has the light already been lightmapped.
-
-
- Casts a box against colliders in the scene, returning the first collider to contact with it.
-
-
- Is the agent currently positioned on an OffMeshLink? (Read Only)
-
-
- The linear force applied to the rigidbody each physics update.
-
-
- How far to advance between the beginning of this charcater and the next.
-
-
- Specifies the current properties or desired properties to be set for the audio system.
-
-
- Parent class for joints to connect Rigidbody2D objects.
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- Casts a box against colliders in the scene, returning all colliders that contact with it.
-
-
- This is used to light certain objects in the scene selectively.
-
-
- The current OffMeshLinkData.
-
-
- The linear force, relative to the rigid-body coordinate system, applied each physics update.
-
-
- The size of the character or 0 if it is the default font size.
-
-
- Casts a box against colliders in the scene, returning all colliders that contact with it.
-
-
- The current speaker mode used by the audio output device.
-
-
- The next OffMeshLinkData on the current path.
-
-
- The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- The size of the area light. Editor only.
-
-
- Casts a box against colliders in the scene, returning all colliders that contact with it.
-
-
- The style of the character.
-
-
- Casts a box against colliders in the scene, returning all colliders that contact with it.
-
-
- The torque applied to the rigidbody each physics update.
-
-
- Casts a box against colliders in the scene, returning all colliders that contact with it.
-
-
- Should the agent move across OffMeshLinks automatically?
-
-
- Number of command buffers set up on this light (Read Only).
-
-
- Should the two rigid bodies connected with this joint collide with each other?
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- Is the character flipped?
-
-
- The length of the DSP buffer in samples determining the latency of sounds by the audio output device.
-
-
- Casts a box into the scene, returning colliders that contact with it into the provided results array.
-
-
- Selects the source and/or target to be used by an Effector2D.
-
-
- Should the agent brake automatically to avoid overshooting the destination point?
-
-
- The force that needs to be applied for this joint to break.
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- Casts a box into the scene, returning colliders that contact with it into the provided results array.
-
-
- The horizontal distance from the origin of this character to the origin of the next character.
-
-
- The current sample rate of the audio output device used.
-
-
- Casts a box into the scene, returning colliders that contact with it into the provided results array.
-
-
- Should the agent attempt to acquire a new path if the existing path becomes invalid?
-
-
- The torque that needs to be applied for this joint to break.
-
-
- The mode used to apply Effector2D forces.
-
-
- Casts a box into the scene, returning colliders that contact with it into the provided results array.
-
-
- The width of the glyph image.
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- The current maximum number of simultaneously audible sounds in the game.
-
-
- Does the agent currently have a path? (Read Only)
-
-
- Casts a box into the scene, returning colliders that contact with it into the provided results array.
-
-
- Gets the reaction force of the joint.
-
-
- Add a command buffer to be executed at a specified place.
-
-
- A base class for all 2D effectors.
-
-
- The height of the glyph image.
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing.
-
-
- Is a path in the process of being computed but not yet ready? (Read Only)
-
-
- Cast a 3D ray against the colliders in the scene returning the first collider along the ray.
-
-
- Gets the reaction torque of the joint.
-
-
- Cast a 3D ray against the colliders in the scene returning the first collider along the ray.
-
-
- Should the collider-mask be used or the global collision matrix?
-
-
- Remove command buffer from execution at a specified place.
-
-
- The horizontal distance from the origin of this glyph to the begining of the glyph image.
-
-
- Cast a 3D ray against the colliders in the scene returning the first collider along the ray.
-
-
- This function returns the value of an instance (nonstatic) field of an object.
-
-
- Can the joint collide with the other Rigidbody2D object to which it is attached?
-
-
- Controls the global audio settings from script.
-
-
- Is the current path stale. (Read Only)
-
-
- The mask used to select specific layers allowed to interact with the effector.
-
-
- Remove command buffers from execution at a specified place.
-
-
- The minimum extend of the glyph image in the y-axis.
-
-
- Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.
-
-
- Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.
-
-
- The status of the current path (complete, partial or invalid).
-
-
- Remove all command buffers set on this light.
-
-
- Returns the speaker mode capability of the current audio driver. (Read Only)
-
-
- The maximum extend of the glyph image in the y-axis.
-
-
- Gets the reaction force of the joint given the specified timeStep.
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Applies forces within an area.
-
-
- Cast a 3D ray against the colliders in the scene returning the colliders along the ray.
-
-
- Property to get and set the current path.
-
-
- Cast a 3D ray against the colliders in the scene returning the colliders along the ray.
-
-
- Get command buffers to be executed at a specified place.
-
-
- Gets the current speaker mode. Default is 2 channel stereo.
-
-
- The minium extend of the glyph image in the x-axis.
-
-
- Gets the reaction torque of the joint given the specified timeStep.
-
-
- Cast a 3D ray against the colliders in the scene returning the colliders along the ray.
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale).
-
-
- The angle of the force to be applied.
-
-
- The maximum extend of the glyph image in the x-axis.
-
-
- Check if a collider overlaps a point in space.
-
-
- Returns the current time of the audio system.
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale).
-
-
- Check if a collider overlaps a point in space.
-
-
- Parent class for all joints that have anchor points.
-
-
- Should the forceAngle use global space?
-
-
- Check if a collider overlaps a point in space.
-
-
- Base class for all entities in Unity scenes.
-
-
- The uv coordinate matching the bottom left of the glyph image in the font texture.
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Get the mixer's current output rate.
-
-
- Check if a collider overlaps a point in space.
-
-
- Maximum movement speed when following a path.
-
-
- The magnitude of the force to be applied.
-
-
- The joint's anchor point on the object that has the joint component.
-
-
- The uv coordinate matching the bottom right of the glyph image in the font texture.
-
-
- The Transform attached to this GameObject. (null if there is none attached).
-
-
- Maximum turning speed in (deg/s) while following a path.
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Get a list of all colliders that overlap a point in space.
-
-
- The variation of the magnitude of the force to be applied.
-
-
- The joint's anchor point on the second object (ie, the one which doesn't have the joint component).
-
-
- Get a list of all colliders that overlap a point in space.
-
-
- Get a list of all colliders that overlap a point in space.
-
-
- The uv coordinate matching the top right of the glyph image in the font texture.
-
-
- Get a list of all colliders that overlap a point in space.
-
-
- Get the mixer's buffer size in samples.
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Should the connectedAnchor be calculated automatically?
-
-
- The linear drag to apply to rigid-bodies.
-
-
- The maximum acceleration of an agent as it follows a path, given in units / sec^2.
-
-
- The layer the game object is in. A layer is in the range [0...31].
-
-
- The uv coordinate matching the top left of the glyph image in the font texture.
-
-
- Get a list of all colliders that overlap a point in space.
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Get a list of all colliders that overlap a point in space.
-
-
- Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true.
-
-
- Get a list of all colliders that overlap a point in space.
-
-
- The angular drag to apply to rigid-bodies.
-
-
- 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 local active state of this GameObject. (Read Only)
-
-
- Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.
-
-
- Should the agent update the transform orientation?
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Get a list of all colliders that overlap a point in space.
-
-
- The target for where the effector applies any force.
-
-
- 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.
-
-
- Is the GameObject active in the scene?
-
-
- The avoidance radius for the agent.
-
-
- Should the distance be calculated automatically?
-
-
- This function sets the value of an instance (nonstatic) field of an object.
-
-
- Check if a collider falls within a circular area.
-
-
- 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.
-
-
- Script interface for font assets.
-
-
- Editor only API that specifies if a game object is static.
-
-
- Check if a collider falls within a circular area.
-
-
- Applies forces to simulate buoyancy, fluid-flow and fluid drag.
-
-
- The distance the spring will try to keep between the two objects.
-
-
- The height of the agent for purposes of passing under obstacles, etc.
-
-
- Check if a collider falls within a circular area.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Check if a collider falls within a circular area.
-
-
- The tag of this game object.
-
-
- The material used for the font display.
-
-
- Defines an arbitrary horizontal line that represents the fluid surface level.
-
-
- The level of quality of avoidance.
-
-
- The amount by which the spring force is reduced in proportion to the movement speed.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Get a list of all colliders that fall within a circular area.
-
-
- Type of the imported(native) data.
-
-
- The density of the fluid used to calculate the buoyancy forces.
-
-
- Get a list of all colliders that fall within a circular area.
-
-
- Scene that the GameObject is part of.
-
-
- The avoidance priority level.
-
-
- Access an array of all characters contained in the font texture.
-
-
- The frequency at which the spring oscillates around the distance distance between the objects.
-
-
- Get a list of all colliders that fall within a circular area.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Get a list of all colliders that fall within a circular area.
-
-
- A force applied to slow linear movement of any Collider2D in contact with the effector.
-
-
- Is the agent currently bound to the navmesh? (Read Only)
-
-
- Is the font a dynamic font.
-
-
- An enum containing different compression types.
-
-
- The Rigidbody attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Get a list of all colliders that fall within a circular area.
-
-
- Joint that keeps two Rigidbody2D objects a fixed distance apart.
-
-
- A force applied to slow angular movement of any Collider2D in contact with the effector.
-
-
- Get a list of all colliders that fall within a circular area.
-
-
- The ascent of the font.
-
-
- Get a list of all colliders that fall within a circular area.
-
-
- The Rigidbody2D component attached to this GameObject. (Read Only)
-
-
- Sets or updates the destination thus triggering the calculation for a new path.
-
-
- Get a list of all colliders that fall within a circular area.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Should the distance be calculated automatically?
-
-
- The line height of the font.
-
-
- Determines how the audio clip is loaded in.
-
-
- The angle of the force used to similate fluid flow.
-
-
- The Camera attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Check if a collider falls within a rectangular area.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Check if a collider falls within a rectangular area.
-
-
- The distance separating the two ends of the joint.
-
-
- The default size of the font.
-
-
- The magnitude of the force used to similate fluid flow.
-
-
- Check if a collider falls within a rectangular area.
-
-
- Enables or disables the current off-mesh link.
-
-
- The Light attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Check if a collider falls within a rectangular area.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- A container for audio data.
-
-
- The random variation of the force used to similate fluid flow.
-
-
- Get names of fonts installed on the machine.
-
-
- Get a list of all colliders that fall within a rectangular area.
-
-
- Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead.
-
-
- The Animation attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Completes the movement on the current OffMeshLink.
-
-
- Get a list of all colliders that fall within a rectangular area.
-
-
- Get a list of all colliders that fall within a rectangular area.
-
-
- The length of the audio clip in seconds. (Read Only)
-
-
- The ConstantForce attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Creates a Font object which lets you render a font installed on the user machine.
-
-
- Creates a Font object which lets you render a font installed on the user machine.
-
-
- Get a list of all colliders that fall within a rectangular area.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Reverb Zones are used when you want to create location based ambient effects in the scene.
-
-
- The Renderer attached to this GameObject (Read Only). (null if there is none attached).
-
-
- The length of the audio clip in samples. (Read Only)
-
-
- Applies forces to attract/repulse against a point.
-
-
- Warps agent to the provided position.
-
-
- Get a list of all colliders that fall within a specified area.
-
-
- Does this font have a specific character?
-
-
- Get a list of all colliders that fall within a specified area.
-
-
- The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- The AudioSource attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Get a list of all colliders that fall within a specified area.
-
-
- Get a list of all colliders that fall within a specified area.
-
-
- The number of channels in the audio clip. (Read Only)
-
-
- Apply relative movement to current position.
-
-
- The magnitude of the force to be applied.
-
-
- The GUIText attached to this GameObject (Read Only). (null if there is none attached).
-
-
- The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.
-
-
- Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.
-
-
- Request characters to be added to the font texture (dynamic fonts only).
-
-
- The sample frequency of the clip in Hertz. (Read Only)
-
-
- Request characters to be added to the font texture (dynamic fonts only).
-
-
- Information returned about an object detected by a raycast in 2D physics.
-
-
- Stop movement of this agent along its current path.
-
-
- The variation of the magnitude of the force to be applied.
-
-
- Request characters to be added to the font texture (dynamic fonts only).
-
-
- Stop movement of this agent along its current path.
-
-
- The NetworkView attached to this GameObject (Read Only). (null if there is none attached).
-
-
- This function returns the value of a static field of an object.
-
-
- Set/Get reverb preset properties.
-
-
- Returns true if the AudioClip is ready to play (read-only).
-
-
- The scale applied to the calculated distance between source and target.
-
-
- The GUITexture attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Resumes the movement along the current path after a pause.
-
-
- The centroid of the primitive used to perform the cast.
-
-
- This function returns the value of a static field of an object.
-
-
- Returns the maximum number of verts that the text generator may return for a given string.
-
-
- The load type of the clip (read-only).
-
-
- Room effect level (at mid frequencies).
-
-
- The linear drag to apply to rigid-bodies.
-
-
- Clears the current path.
-
-
- The point in world space where the ray hit the collider's surface.
-
-
- The Collider attached to this GameObject (Read Only). (null if there is none attached).
-
-
- This function returns the value of a static field of an object.
-
-
- Get rendering info for a specific character.
-
-
- Relative room effect level at high frequencies.
-
-
- Get rendering info for a specific character.
-
-
- The angular drag to apply to rigid-bodies.
-
-
- 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.
-
-
- Assign a new path to this agent.
-
-
- The normal vector of the surface hit by the ray.
-
-
- The Collider2D component attached to this object.
-
-
- This function returns the value of a static field of an object.
-
-
- Get rendering info for a specific character.
-
-
- Relative room effect level at low frequencies.
-
-
- The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point.
-
-
- Returns the current load state of the audio data associated with an AudioClip.
-
-
- The distance from the ray origin to the impact point.
-
-
- The HingeJoint attached to this GameObject (Read Only). (null if there is none attached).
-
-
- Locate the closest NavMesh edge.
-
-
- This function returns the value of a static field of an object.
-
-
- Reverberation decay time at mid frequencies.
-
-
- Class that specifes some information about a renderable character.
-
-
- The target for where the effector applies any force.
-
-
- Fraction of the distance along the ray that the hit occurred.
-
-
- 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.
-
-
- The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached).
-
-
- This function returns the value of a static field of an object.
-
-
- Trace a straight path towards a target postion in the NavMesh without moving the agent.
-
-
- High-frequency to mid-frequency decay time ratio.
-
-
- The mode used to apply the effector force.
-
-
- Position of the character cursor in local (text generated) space.
-
-
- The ParticleSystem attached to this GameObject (Read Only). (null if there is none attached).
-
-
- The collider hit by the ray.
-
-
- Calculate a path to a specified point and store the resulting path.
-
-
- This function returns the value of a static field of an object.
-
-
- Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically.
-
-
- Early reflections level relative to room effect.
-
-
- Character width.
-
-
- The Rigidbody2D attached to the object that was hit.
-
-
- Sample a position along the current path.
-
-
- This function returns the value of a static field of an object.
-
-
- Creates a game object with a primitive mesh renderer and appropriate collider.
-
-
- Initial reflection delay time.
-
-
- Information about a generated line of text.
-
-
- The Transform of the object that was hit.
-
-
- Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.
-
-
- Sets the cost for traversing over geometry of the layer type.
-
-
- This function returns the value of a static field of an object.
-
-
- Interface to control AnimatorOverrideController.
-
-
- Index of the first character in the line.
-
-
- Returns the component of Type type if the game object has one attached, null if it doesn't.
-
-
- Gets the cost for crossing ground of a particular type.
-
-
- Late reverberation level relative to room effect.
-
-
- Fills an array with sample data from the clip.
-
-
- This function returns the value of a static field of an object.
-
-
- Returns the component of Type type if the game object has one attached, null if it doesn't.
-
-
- The Controller that the AnimatorOverrideController overrides.
-
-
- Returns the component of Type type if the game object has one attached, null if it doesn't.
-
-
- Interpolation mode for Rigidbody2D objects.
-
-
- Height of the line.
-
-
- Late reverberation delay time relative to initial reflection.
-
-
- Sets the cost for traversing over areas of the area type.
-
-
- This function ets the value of a static field of an object.
-
-
- Set sample data in a clip.
-
-
- Returns the component of Type type in the GameObject or any of its children using depth first search.
-
-
- Returns the list of orignal clip from the controller and their override clip.
-
-
- 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.
-
-
- Returns the component of Type type in the GameObject or any of its children using depth first search.
-
-
- Gets the cost for path calculation when crossing area of a particular type.
-
-
- Settings for a Rigidbody2D's initial sleep state.
-
-
- Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
-
-
- Like rolloffscale in global settings, but for reverb room size effect.
-
-
- Returns the component of Type type in the GameObject or any of its children using depth first search.
-
-
- This function ets the value of a static field of an object.
-
-
- Vertex class used by a Canvas for managing vertices.
-
-
- Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
-
-
- Returns the component of Type type in the GameObject or any of its children using depth first search.
-
-
- Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.
-
-
- Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
-
-
- This function ets the value of a static field of an object.
-
-
- Vertex position.
-
-
- Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
-
-
- Returns the component of Type type in the GameObject or any of its parents.
-
-
- Controls how collisions are detected when a Rigidbody2D moves.
-
-
- Value that controls the echo density in the late reverberation decay.
-
-
- Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
-
-
- Returns the component of Type type in the GameObject or any of its parents.
-
-
- Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
-
-
- This function ets the value of a static field of an object.
-
-
- Result information for NavMesh queries.
-
-
- Normal.
-
-
- AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.
-
-
- Value that controls the modal density in the late reverberation decay.
-
-
- Option for how to apply a force using Rigidbody2D.AddForce.
-
-
- Returns all components of Type type in the GameObject.
-
-
- This function ets the value of a static field of an object.
-
-
- Returns all components of Type type in the GameObject.
-
-
- Delegate called each time AudioClip reads data.
-
-
- Position of hit.
-
-
- Vertex color.
-
-
- Returns all components of Type type in the GameObject.
-
-
- Returns all components of Type type in the GameObject.
-
-
- String parameter that is stored in the event and will be sent to the function.
-
-
- This function ets the value of a static field of an object.
-
-
- Use these flags to constrain motion of the Rigidbody2D.
-
-
- Normal at the point of hit.
-
-
- UV0.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Float parameter that is stored in the event and will be sent to the function.
-
-
- This function ets the value of a static field of an object.
-
-
- Distance to the point of hit.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Delegate called each time AudioClip changes read position.
-
-
- UV1.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Rigidbody physics component for 2D sprites.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- This function ets the value of a static field of an object.
-
-
- Int parameter that is stored in the event and will be sent to the function.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- The Audio Low Pass Filter filter passes low frequencies of an.
-
-
- Mask specifying NavMesh area at point of hit.
-
-
- Tangent.
-
-
- Returns all components of Type type in the GameObject or any of its children.
-
-
- Describes when an AudioSource or AudioListener is updated.
-
-
- This function ets the value of a static field of an object.
-
-
- Object reference parameter that is stored in the event and will be sent to the function.
-
-
- The position of the rigidbody.
-
-
- Simple UIVertex with sensible settings for use in the UI system.
-
-
- Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.
-
-
- Flag set when hit.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- This function ets the value of a static field of an object.
-
-
- Representation of a listener in 3D space.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- The name of the function that will be called.
-
-
- The rotation of the rigdibody.
-
-
- Returns or sets the current custom frequency cutoff curve.
-
-
- RenderMode for the Canvas.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- Returns all components of Type type in the GameObject or any of its parents.
-
-
- Convert a managed array of System.Boolean to a Java array of boolean.
-
-
- Contains data describing a triangulation of a navmesh.
-
-
- Controls the game sound volume (0.0 to 1.0).
-
-
- The time at which the event will be fired off.
-
-
- Linear velocity of the rigidbody.
-
-
- Determines how much the filter's self-resonance is dampened.
-
-
- Convert a managed array of System.Byte to a Java array of byte.
-
-
- Element that can be used for screen rendering.
-
-
- Activates/Deactivates the GameObject.
-
-
- Vertices for the navmesh triangulation.
-
-
- The paused state of the audio system.
-
-
- Convert a managed array of System.Char to a Java array of char.
-
-
- Angular velocity in degrees per second.
-
-
- Function call options.
-
-
- Is the Canvas in World or Overlay mode?
-
-
- Is this game object tagged with tag ?
-
-
- Triangle indices for the navmesh triangulation.
-
-
- Convert a managed array of System.Int16 to a Java array of short.
-
-
- Should the total rigid-body mass be automatically calculated from the [[Collider2D.density]] of attached colliders?
-
-
- The Audio High Pass Filter passes high frequencies of an AudioSource and.
-
-
- Returns true if this Animation event has been fired by an Animation component.
-
-
- Is this the root Canvas?
-
-
- This lets you set whether the Audio Listener should be updated in the fixed or dynamic update.
-
-
- Returns one active GameObject tagged tag. Returns null if no GameObject was found.
-
-
- Convert a managed array of System.Int32 to a Java array of int.
-
-
- Mass of the rigidbody.
-
-
- NavMesh area indices for the navmesh triangulation.
-
-
- Returns true if this Animation event has been fired by an Animator component.
-
-
- Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.
-
-
-
-
-
- Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found.
-
-
- Convert a managed array of System.Int64 to a Java array of long.
-
-
- The center of mass of the rigidBody in local space.
-
-
- Provides a block of the listener (master)'s output data.
-
-
- NavMeshLayer values for the navmesh triangulation.
-
-
- The animation state that fired this event (Read Only).
-
-
- Provides a block of the listener (master)'s output data.
-
-
- Determines how much the filter's self-resonance isdampened.
-
-
- Get the render rect for the Canvas.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
-
-
- Convert a managed array of System.Single to a Java array of float.
-
-
- Gets the center of mass of the rigidBody in global space.
-
-
- Singleton class to access the baked NavMesh.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
-
-
- The animator state info related to this event (Read Only).
-
-
- Provides a block of the listener (master)'s spectrum data.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
-
-
- Provides a block of the listener (master)'s spectrum data.
-
-
- Convert a managed array of System.Double to a Java array of double.
-
-
- Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
-
-
- The Audio Distortion Filter distorts the sound from an AudioSource or.
-
-
- The animator clip info related to this event (Read Only).
-
-
- The rigidBody rotational inertia.
-
-
- Describes how far in the future the agents predict collisions for avoidance.
-
-
- Convert a managed array of System.IntPtr, representing Java objects, to a Java array of java.lang.Object.
-
-
- Spectrum analysis windowing types.
-
-
- The number of pixels per unit that is considered the default.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object.
-
-
- Convert a managed array of System.IntPtr, representing Java objects, to a Java array of java.lang.Object.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object.
-
-
- The maximum amount of nodes processed each frame in the asynchronous pathfinding process.
-
-
- Distortion value. 0.0 to 1.0. Default = 0.5.
-
-
- Allows for nested canvases to override pixelPerfect settings inherited from parent canvases.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object.
-
-
- Coefficient of drag.
-
-
- Convert a Java array of boolean to a managed array of System.Boolean.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object.
-
-
- Trace a line between two points on the NavMesh.
-
-
- Convert a Java array of byte to a managed array of System.Byte.
-
-
- Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.
-
-
- Coefficient of angular drag.
-
-
- Rolloff modes that a 3D sound can have in an audio source.
-
-
- Stores keyframe based animations.
-
-
- The Audio Echo Filter repeats a sound after a given Delay, attenuating.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
-
-
- Calculate a path between two points and store the resulting path.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
-
-
- Convert a Java array of char to a managed array of System.Char.
-
-
- The degree to which this object is affected by gravity.
-
-
- How far away from the camera is the Canvas generated.
-
-
- Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
-
-
- This defines the curve type of the different custom curves that can be queried and set within the AudioSource.
-
-
- Echo delay in ms. 10 to 5000. Default = 500.
-
-
- Animation length in seconds. (Read Only)
-
-
- Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
-
-
- The render order in which the canvas is being emitted to the scene.
-
-
- Locate the closest NavMesh edge from a point on the NavMesh.
-
-
- Convert a Java array of short to a managed array of System.Int16.
-
-
- Should this rigidbody be taken out of physics control?
-
-
- Adds a component class named className to the game object.
-
-
- Adds a component class named className to the game object.
-
-
- Should the rigidbody be prevented from rotating?
-
-
- Finds the closest point on NavMesh within specified range.
-
-
- Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.
-
-
- Override the sorting of canvas.
-
-
- Convert a Java array of int to a managed array of System.Int32.
-
-
- Frame rate at which keyframes are sampled. (Read Only)
-
-
- A representation of audio sources in 3D.
-
-
- Finds a game object by name and returns it.
-
-
- Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.
-
-
- Sets the cost for traversing over geometry of the layer type on all agents.
-
-
- Canvas' order within a sorting layer.
-
-
- Convert a Java array of long to a managed array of System.Int64.
-
-
- Controls whether physics will change the rotation of the object.
-
-
- Adds a component class named className to the game object.
-
-
- Sets the default wrap mode used in the animation state.
-
-
- The volume of the audio source (0.0 to 1.0).
-
-
- Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.
-
-
- Gets the cost for traversing over geometry of the layer type on all agents.
-
-
- For Overlay mode, display index on which the UI canvas will appear.
-
-
- Convert a Java array of float to a managed array of System.Single.
-
-
- Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D.
-
-
- AABB of this Animation Clip in local space of Animation component that it is attached too.
-
-
- Unique ID of the Canvas' sorting layer.
-
-
- Returns the layer index for a named layer.
-
-
- The pitch of the audio source.
-
-
- Indicates whether the rigid body should be simulated or not by the physics system.
-
-
- Convert a Java array of double to a managed array of System.Double.
-
-
- A UnityGUI event.
-
-
- Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).
-
-
- The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.
-
-
- Sets the cost for finding path over geometry of the area type on all agents.
-
-
- Physics interpolation used between updates.
-
-
- Cached calculated value based upon SortingLayerID.
-
-
- Convert a Java array of java.lang.Object to a managed array of System.IntPtr, representing Java objects.
-
-
- Playback position in seconds.
-
-
- Returns true if the animation contains curve that drives a humanoid rig.
-
-
- Gets the cost for path finding over geometry of the area type.
-
-
- The mouse position.
-
-
- Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.
-
-
- Name of the Canvas' sorting layer.
-
-
- The sleep state that the rigidbody will initially be in.
-
-
- Returns the number of elements in the array.
-
-
- Playback position in PCM samples.
-
-
- Animation Events for this animation clip.
-
-
- Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.
-
-
- The relative movement of the mouse compared to last event.
-
-
- Returns the area index for a named NavMesh area type.
-
-
- The method used by the physics engine to check if two objects have collided.
-
-
- Construct a new primitive array object.
-
-
- The default AudioClip to play.
-
-
- Samples an animation at a given time for any animated properties.
-
-
- 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.
-
-
- Is Shift held down? (Read Only)
-
-
- Calculates triangulation of the current navmesh.
-
-
- Construct a new primitive array object.
-
-
- Moves the rigidbody to position.
-
-
- 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.
-
-
- Assigns the curve to animate a specific property.
-
-
- The target group to which the AudioSource should route its signal.
-
-
- Is Control key held down? (Read Only)
-
-
- Construct a new primitive array object.
-
-
- Rotates the rigidbody to angle (given in degrees).
-
-
- Returns the default material that can be used for rendering normal elements on the Canvas.
-
-
- Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.
-
-
- Shape of the obstacle.
-
-
- In order to insure better interpolation of quaternions, call this function after you are finished setting animation curves.
-
-
- Is the clip playing right now (Read Only)?
-
-
- Returns the default material that can be used for rendering text elements on the Canvas.
-
-
- Is Alt/Option key held down? (Read Only)
-
-
- Construct a new primitive array object.
-
-
- Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.
-
-
- Clears all curves from the clip.
-
-
- Is the audio clip looping?
-
-
- Construct a new primitive array object.
-
-
- Chorus modulation depth. 0.0 to 1.0. Default = 0.03.
-
-
- Is Command/Windows key held down? (Read Only)
-
-
- An obstacle for NavMeshAgents to avoid.
-
-
- Force all canvases to update their content.
-
-
- This makes the audio source not take into account the volume of the audio listener.
-
-
- Construct a new primitive array object.
-
-
- Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0.
-
-
- Is Caps Lock on? (Read Only)
-
-
- This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid.
-
-
- Height of the obstacle's cylinder shape.
-
-
- Adds an animation event to the clip.
-
-
- Is the rigidbody "sleeping"?
-
-
- If set to true, the audio source will automatically start playing on awake.
-
-
- Construct a new primitive array object.
-
-
- Is the current keypress on the numeric keyboard? (Read Only)
-
-
- Given a point and a camera is the raycast valid.
-
-
- Radius of the obstacle's capsule shape.
-
-
- Construct a new primitive array object.
-
-
- Used by Animation.Play function.
-
-
- Is the rigidbody "awake"?
-
-
- 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.
-
-
- Is the current keypress a function key? (Read Only)
-
-
- Make the rigidbody "sleep".
-
-
- Velocity at which the obstacle moves around the NavMesh.
-
-
- Constructs a new array holding objects in class clazz. All elements are initially set to obj.
-
-
- A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state.
-
-
- The Audio Reverb Filter takes an Audio Clip and distortionates it in a.
-
-
- Used by Animation.Play function.
-
-
- The current event that's being processed right now.
-
-
- Should this obstacle make a cut-out in the navmesh.
-
-
- Whether the Audio Source should be updated in the fixed or dynamic update.
-
-
- Disables the "sleeping" state of a rigidbody.
-
-
- Returns the value of one element of a primitive array.
-
-
- Set the alpha of the group.
-
-
- Set/Get reverb preset properties.
-
-
- Should this obstacle be carved when it is constantly moving?
-
-
- Is this event a keyboard event? (Read Only)
-
-
- Is the group interactable (are the elements beneath the group enabled).
-
-
- Disposable helper class for managing BeginVertical / EndVertical.
-
-
- Check whether any of the collider(s) attached to this rigidbody are touching the collider or not.
-
-
- Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.
-
-
- Returns the value of one element of a primitive array.
-
-
- Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.
-
-
- Is this event a mouse event? (Read Only)
-
-
- Does this group block raycasting (allow collision).
-
-
- Disposable helper class for managing BeginArea / EndArea.
-
-
- Threshold distance for updating a moving carved hole (when carving is enabled).
-
-
- Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not.
-
-
- 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.
-
-
- The type of event.
-
-
- Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not.
-
-
- Should the group ignore parent groups?
-
-
- Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled).
-
-
- Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0.
-
-
- Returns the value of one element of a primitive array.
-
-
- Which mouse button was pressed.
-
-
- Enables or disables spatialization.
-
-
- Apply a force to the rigidbody.
-
-
- Disposable helper class for managing BeginScrollView / EndScrollView.
-
-
- Shape of the obstacle.
-
-
- Returns the value of one element of a primitive array.
-
-
- Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.
-
-
- Apply a force to the rigidbody.
-
-
- Returns true if the Group allows raycasts.
-
-
- Which modifier keys are held down.
-
-
- The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.
-
-
- Returns the value of one element of a primitive array.
-
-
- The center of the obstacle, measured in the object's local space.
-
-
- Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0.
-
-
- A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.
-
-
- How many consecutive mouse clicks have we received.
-
-
- Adds a force to the rigidbody2D relative to its coordinate system.
-
-
- Utility functions for implementing and extending the GUILayout class.
-
-
- Returns the value of one element of a primitive array.
-
-
- Bypass effects (Applied from filter components or global listener filters).
-
-
- Adds a force to the rigidbody2D relative to its coordinate system.
-
-
- The size of the obstacle, measured in the object's local space.
-
-
- The character typed.
-
-
- Is the UIRenderer a mask component.
-
-
- Returns the value of one element of a primitive array.
-
-
- 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.
-
-
- Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.
-
-
- Apply a force at a given position in space.
-
-
- Apply a force at a given position in space.
-
-
- The name of an ExecuteCommand or ValidateCommand Event.
-
-
- Returns the value of one element of a primitive array.
-
-
-
-
-
- When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.
-
-
- Apply a torque at the rigidbody's centre of mass.
-
-
- Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.
-
-
- The raw key code for keyboard events.
-
-
- Apply a torque at the rigidbody's centre of mass.
-
-
- Status of path.
-
-
- Returns an element of an Object array.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- Enable 'render stack' pop draw call.
-
-
- Sets the Doppler scale for this AudioSource.
-
-
- Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0.
-
-
- Index of display that the event belongs to.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- Get a local space point given the point point in rigidBody global space.
-
-
- Sets the value of one element in a primitive array.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- A path as calculated by the navigation system.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- The number of materials usable by this renderer.
-
-
- Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.
-
-
- Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- Sets the value of one element in a primitive array.
-
-
- Get a global space point given the point relativePoint in rigidBody local space.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- Corner points of the path. (Read Only)
-
-
- The number of materials usable by this renderer. Used internally for masking.
-
-
- Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.
-
-
- Sets the value of one element in a primitive array.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- Get a local space vector given the vector vector in rigidBody global space.
-
-
- Sets the priority of the AudioSource.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- Status of the path. (Read Only)
-
-
- Sets the value of one element in a primitive array.
-
-
- Depth of the renderer realative to the parent canvas.
-
-
- Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- Get a global space vector given the vector relativeVector in rigidBody local space.
-
-
- Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.
-
-
- Calculate the corners for the path.
-
-
- Create a keyboard event.
-
-
- Sets the value of one element in a primitive array.
-
-
- Reserve layout space for a rectangle for displaying some contents with a specific style.
-
-
- Indicates whether geometry emitted by this renderer is ignored.
-
-
- Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.
-
-
- The velocity of the rigidbody at the point Point in global space.
-
-
- Erase all corner points from path.
-
-
- Within the Min distance the AudioSource will cease to grow louder in volume.
-
-
- Depth of the renderer relative to the root canvas.
-
-
- Sets the value of one element in a primitive array.
-
-
- Get the rectangle last used by GUILayout for a control.
-
-
- Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.
-
-
- Get a filtered event type for a given control ID.
-
-
- The velocity of the rigidbody at the point Point in local space.
-
-
- True if any change has occured that would invalidate the positions of generated geometry.
-
-
- Link type specifier.
-
-
- (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.
-
-
- Sets the value of one element in a primitive array.
-
-
- Reserve layout space for a rectangle with a specific aspect ratio.
-
-
- Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0.
-
-
- Specialized values for the given states used by GUIStyle objects.
-
-
- Reserve layout space for a rectangle with a specific aspect ratio.
-
-
- State of OffMeshLink.
-
-
- Sets the value of one element in a primitive array.
-
-
- Reserve layout space for a rectangle with a specific aspect ratio.
-
-
- Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.
-
-
- Sets/Gets how the AudioSource attenuates over distance.
-
-
- Use this event.
-
-
- The background image used by GUI elements in this given state.
-
-
- Reserve layout space for a rectangle with a specific aspect ratio.
-
-
- Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.
-
-
- Sets an element of an Object array.
-
-
- Is link valid (Read Only).
-
-
- Get the current color of the renderer.
-
-
- Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.
-
-
- The text color used by GUI elements in this state.
-
-
- Get the next queued [Event] from the event system.
-
-
- PanLevel has been deprecated. Use spatialBlend instead.
-
-
- Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.
-
-
- Is link active (Read Only).
-
-
- Get the current alpha of the renderer.
-
-
- 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.
-
-
- AndroidInput provides support for off-screen touch input, such as a touchpad.
-
-
- Returns the current number of events that are stored in the event queue.
-
-
- Pan has been deprecated. Use panStereo instead.
-
-
- Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha.
-
-
- Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only).
-
-
- Link type specifier (Read Only).
-
-
- Font Style applied to GUI Texts, Text Meshes or GUIStyles.
-
-
- General settings for how the GUI behaves.
-
-
- Property indicating whether the system provides secondary touch input.
-
-
- Link start world position (Read Only).
-
-
- Set the vertices for the UIRenderer.
-
-
- Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard.
-
-
- Should double-clicking select words in text fields.
-
-
- Set the vertices for the UIRenderer.
-
-
- Link end world position (Read Only).
-
-
- Property indicating the width of the secondary touchpad.
-
-
- How image and text is placed inside GUIStyle.
-
-
- Use this class to record to an AudioClip using a connected microphone.
-
-
- Plays the clip with an optional certain delay.
-
-
- Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered).
-
-
- Should triple-clicking select whole text in text fields.
-
-
- Plays the clip with an optional certain delay.
-
-
- A list of available microphone devices, identified by name.
-
-
- The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only).
-
-
- Property indicating the height of the secondary touchpad.
-
-
- The color of the cursor in text fields.
-
-
- Disables rectangle clipping for this CanvasRenderer.
-
-
- Styling information for GUI elements.
-
-
- 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.
-
-
- Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables).
-
-
- Start Recording with device.
-
-
- The speed of text field cursor flashes.
-
-
- Link allowing movement outside the planar navigation mesh.
-
-
-
-
-
- Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.
-
-
- Stops recording.
-
-
-
-
-
- Rendering settings for when the component is displayed normally.
-
-
- The color of the selection rect in text fields.
-
-
- Is link active.
-
-
- Base class for AnimationClips and BlendTrees.
-
-
- Changes the time at which a sound that has already been scheduled to play will start.
-
-
- Query if a device is currently recording.
-
-
- Gets the current Material assigned to the CanvasRenderer.
-
-
- Rendering settings for when the mouse is hovering over the control.
-
-
- Is link occupied. (Read Only)
-
-
- Gets the current Material assigned to the CanvasRenderer.
-
-
- 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.
-
-
- Defines how GUI looks and behaves.
-
-
- Rendering settings for when the control is pressed down.
-
-
- Get the position in samples of the recording.
-
-
- Modify pathfinding cost for the link.
-
-
- Set the material for the canvas renderer. Used internally for masking.
-
-
- Stops playing the clip.
-
-
- Can link be traversed in both directions.
-
-
- Get the frequency capabilities of a device.
-
-
- Pauses playing the clip.
-
-
- The default font to use for all styles.
-
-
- Gets the current Material assigned to the CanvasRenderer. Used internally for masking.
-
-
- Rendering settings for when the control is turned on.
-
-
- NavMeshLayer for this OffMeshLink component.
-
-
- Unpause the paused playback of this AudioSource.
-
-
- Sets the texture used by this renderer's material.
-
-
- Rendering settings for when the control is turned on and the mouse is hovering it.
-
-
- Style used by default for GUI.Box controls.
-
-
- Movie Textures are textures onto which movies are played back.
-
-
- NavMesh area index for this OffMeshLink component.
-
-
- Plays an AudioClip, and scales the AudioSource volume by volumeScale.
-
-
- Sets the Mesh used by this renderer.
-
-
- Rendering settings for when the element is turned on and pressed down.
-
-
- Plays an AudioClip, and scales the AudioSource volume by volumeScale.
-
-
- Returns the AudioClip belonging to the MovieTexture.
-
-
- Style used by default for GUI.Label controls.
-
-
- Automatically update endpoints.
-
-
- Remove all cached vertices.
-
-
- Plays an AudioClip at a given position in world space.
-
-
- Rendering settings for when the element has keyboard focus.
-
-
- Plays an AudioClip at a given position in world space.
-
-
- The transform representing link start position.
-
-
- Set this to true to make the movie loop.
-
-
- Style used by default for GUI.TextField controls.
-
-
- Given a list of UIVertex, split the stream into it's component types.
-
-
- Rendering settings for when the element has keyboard and is turned on.
-
-
- The transform representing link end position.
-
-
- Convert a set of vertex components into a stream of UIVertex.
-
-
- Style used by default for GUI.TextArea controls.
-
-
- Returns whether the movie is playing or not.
-
-
- Set the custom curve for the given AudioSourceCurveType.
-
-
- The borders of all background images.
-
-
- 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.
-
-
- Style used by default for GUI.Button controls.
-
-
- Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents).
-
-
- Explicitly update the link endpoints.
-
-
- Get the current custom curve for the given AudioSourceCurveType.
-
-
- The margins between elements rendered in this style and any other GUI elements.
-
-
- The time, in seconds, that the movie takes to play back completely.
-
-
- Style used by default for GUI.Toggle controls.
-
-
- Utility class containing helper methods for working with RectTransform.
-
-
- Space from the edge of GUIStyle to the start of the contents.
-
-
- Starts playing the movie.
-
-
- Style used by default for Window controls (SA GUI.Window).
-
-
- These are speaker types defined for use with AudioSettings.speakerMode.
-
-
- Does the RectTransform contain the screen point as seen from the given camera?
-
-
- Extra space to be added to the background image.
-
-
- Provides a block of the currently playing source's output data.
-
-
- Does the RectTransform contain the screen point as seen from the given camera?
-
-
- Provides a block of the currently playing source's output data.
-
-
- Stops playing the movie, and rewinds it to the beginning.
-
-
- Style used by default for the background part of GUI.HorizontalSlider controls.
-
-
- Convert a given point in screen space into a pixel correct point.
-
-
- The font to use for rendering. If null, the default font for the current GUISkin is used instead.
-
-
- Provides a block of the currently playing audio source's spectrum data.
-
-
- Pauses playing the movie.
-
-
- Provides a block of the currently playing audio source's spectrum data.
-
-
- Types of UnityGUI input and processing events.
-
-
- Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls.
-
-
- Given a rect transform, return the corner points in pixel accurate coordinates.
-
-
- Value describing the current load state of the audio data associated with an AudioClip.
-
-
- The height of one line of text with this style, measured in pixels. (Read Only)
-
-
- Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.
-
-
- Transform a screen space point to a position in world space that is on the plane of the given RectTransform.
-
-
- A structure describing the webcam device.
-
-
- Shortcut for an empty GUIStyle.
-
-
- Style used by default for the background part of GUI.VerticalSlider controls.
-
-
- Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.
-
-
- Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.
-
-
- A human-readable name of the device. Varies across different systems.
-
-
- Types of modifier key that can be active during a keystroke event.
-
-
- Style used by default for the thumb that is dragged in GUI.VerticalSlider controls.
-
-
- The name of this GUIStyle. Used for getting them based on name.
-
-
- True if camera faces the same direction a screen does, false otherwise.
-
-
- Reverb presets used by the Reverb Zone class and the audio reverb filter.
-
-
- Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.
-
-
- Style used by default for the background part of GUI.HorizontalScrollbar controls.
-
-
- How image and text of the GUIContent is combined.
-
-
- WebCam Textures are textures onto which the live video input is rendered.
-
-
- Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.
-
-
- Scaling mode to draw textures with.
-
-
- Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls.
-
-
- Text alignment.
-
-
- Style used by default for the left button on GUI.HorizontalScrollbar controls.
-
-
- A heightmap based collider.
-
-
- Returns if the camera is currently playing.
-
-
- Should the text be wordwrapped?
-
-
- Style used by default for the right button on GUI.HorizontalScrollbar controls.
-
-
- The GUI class is the interface for Unity's GUI with manual positioning.
-
-
- The terrain that stores the heightmap.
-
-
- What to do when the contents to be rendered is too large to fit within the area given.
-
-
- Set this to specify the name of the device to use.
-
-
- Style used by default for the background part of GUI.VerticalScrollbar controls.
-
-
- Set the requested frame rate of the camera device (in frames per second).
-
-
- Pixel offset to apply to the content of this GUIstyle.
-
-
- The global skin to use.
-
-
- Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls.
-
-
- Set the requested width of the camera device.
-
-
- The GUI transform matrix.
-
-
- If non-0, any GUI elements rendered with this style will have the width specified here.
-
-
- Style used by default for the up button on GUI.VerticalScrollbar controls.
-
-
- Set the requested height of the camera device.
-
-
- If non-0, any GUI elements rendered with this style will have the height specified here.
-
-
- The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only).
-
-
- Style used by default for the down button on GUI.VerticalScrollbar controls.
-
-
- Returns if the WebCamTexture is non-readable. (iOS only).
-
-
- Can GUI elements of this style be stretched horizontally for better layouting?
-
-
- Return a list of available devices.
-
-
- Global tinting color for the GUI.
-
-
- Style used by default for the background of ScrollView controls (see GUI.BeginScrollView).
-
-
- Can GUI elements of this style be stretched vertically for better layout?
-
-
- Global tinting color for all background elements rendered by the GUI.
-
-
- Returns an clockwise angle (in degrees), which can be used to rotate a polygon so camera contents are shown in correct orientation.
-
-
- Array of GUI styles for specific needs.
-
-
- The font size to use (for dynamic fonts).
-
-
- Tinting color for all text rendered by the GUI.
-
-
- Returns if the texture image is vertically flipped.
-
-
- Generic settings for how controls should behave with this skin.
-
-
- The font style to use (for dynamic fonts).
-
-
- Returns true if any controls changed the value of the input data.
-
-
- Enable HTML-style tags for Text Formatting Markup.
-
-
- Did the video buffer update this frame?
-
-
- Is the GUI enabled?
-
-
- The sorting depth of the currently executing GUI behaviour.
-
-
- Starts the camera.
-
-
- Get a named GUIStyle.
-
-
- Pauses the camera.
-
-
- Draw this GUIStyle on to the screen, internal version.
-
-
- Draw this GUIStyle on to the screen, internal version.
-
-
- Draw this GUIStyle on to the screen, internal version.
-
-
- Try to search for a GUIStyle. This functions returns NULL and does not give an error.
-
-
- Make a text or texture label on screen.
-
-
- Stops the camera.
-
-
- Draw this GUIStyle on to the screen, internal version.
-
-
- Draw this GUIStyle on to the screen, internal version.
-
-
- Make a text or texture label on screen.
-
-
- Draw this GUIStyle on to the screen, internal version.
-
-
- Make a text or texture label on screen.
-
-
- Marks WebCamTexture as unreadable (no GetPixel* functions will be available (iOS only)).
-
-
- Make a text or texture label on screen.
-
-
- Draw this GUIStyle with selected content.
-
-
- Make a text or texture label on screen.
-
-
- Draw this GUIStyle with selected content.
-
-
- Returns pixel color at coordinates (x, y).
-
-
- Make a text or texture label on screen.
-
-
- Draw this GUIStyle with selected content.
-
-
- Get a block of pixel colors.
-
-
- Get a block of pixel colors.
-
-
- Get the pixel position of a given string index.
-
-
- Draw a texture within a rectangle.
-
-
- Draw a texture within a rectangle.
-
-
- Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition.
-
-
- Draw a texture within a rectangle.
-
-
- Returns the pixels data in raw format.
-
-
- Draw a texture within a rectangle.
-
-
- Returns the pixels data in raw format.
-
-
- Calculate the size of a some content if it is rendered with this style.
-
-
- Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle.
-
-
- This class defines a pair of clips used by AnimatorOverrideController.
-
-
- Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle.
-
-
- Calculate the size of an element formatted with this style, and a given space to content.
-
-
- The original clip from the controller.
-
-
- Make a graphical box.
-
-
- How tall this element will be when rendered with content and a specific width.
-
-
- Make a graphical box.
-
-
- Make a graphical box.
-
-
- The override animation clip.
-
-
- Make a graphical box.
-
-
- Calculate the minimum and maximum widths for this style rendered with content.
-
-
- Make a graphical box.
-
-
- Make a graphical box.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Different methods for how the GUI system handles text being too large to fit the rectangle allocated.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a button that is active as long as the user holds it down.
-
-
- Make a button that is active as long as the user holds it down.
-
-
- Make a button that is active as long as the user holds it down.
-
-
- Make a button that is active as long as the user holds it down.
-
-
- Make a button that is active as long as the user holds it down.
-
-
- Make a button that is active as long as the user holds it down.
-
-
- Make a single-line text field where the user can edit a string.
-
-
- Make a single-line text field where the user can edit a string.
-
-
- Make a single-line text field where the user can edit a string.
-
-
- Make a single-line text field where the user can edit a string.
-
-
- Make a text field where the user can enter a password.
-
-
- Make a text field where the user can enter a password.
-
-
- Make a text field where the user can enter a password.
-
-
- Make a text field where the user can enter a password.
-
-
- Make a Multi-line text area where the user can edit a string.
-
-
- Make a Multi-line text area where the user can edit a string.
-
-
- Make a Multi-line text area where the user can edit a string.
-
-
- Make a Multi-line text area where the user can edit a string.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a grid of buttons.
-
-
- Make a grid of buttons.
-
-
- Make a grid of buttons.
-
-
- Make a grid of buttons.
-
-
- Make a grid of buttons.
-
-
- Make a grid of buttons.
-
-
- A horizontal slider the user can drag to change a value between a min and a max.
-
-
- A horizontal slider the user can drag to change a value between a min and a max.
-
-
- A vertical slider the user can drag to change a value between a min and a max.
-
-
- A vertical slider the user can drag to change a value between a min and a max.
-
-
- Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.
-
-
- Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.
-
-
- Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.
-
-
- Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.
-
-
- Begin a group. Must be matched with a call to EndGroup.
-
-
- Begin a group. Must be matched with a call to EndGroup.
-
-
- Begin a group. Must be matched with a call to EndGroup.
-
-
- Begin a group. Must be matched with a call to EndGroup.
-
-
- Begin a group. Must be matched with a call to EndGroup.
-
-
- Begin a group. Must be matched with a call to EndGroup.
-
-
- Begin a group. Must be matched with a call to EndGroup.
-
-
- Begin a group. Must be matched with a call to EndGroup.
-
-
- End a group.
-
-
- Begin a scrolling view inside your GUI.
-
-
- Begin a scrolling view inside your GUI.
-
-
- Begin a scrolling view inside your GUI.
-
-
- Begin a scrolling view inside your GUI.
-
-
- Begin a scrolling view inside your GUI.
-
-
- Ends a scrollview started with a call to BeginScrollView.
-
-
- Ends a scrollview started with a call to BeginScrollView.
-
-
- Scrolls all enclosing scrollviews so they try to make position visible.
-
-
- Make a popup window.
-
-
- Make a popup window.
-
-
- Make a popup window.
-
-
- Make a popup window.
-
-
- Make a popup window.
-
-
- Make a popup window.
-
-
- Show a Modal Window.
-
-
- Show a Modal Window.
-
-
- Show a Modal Window.
-
-
- Show a Modal Window.
-
-
- Show a Modal Window.
-
-
- Show a Modal Window.
-
-
- Make a window draggable.
-
-
- Set the name of the next control.
-
-
- Get the name of named control that has focus.
-
-
- Move keyboard focus to a named control.
-
-
- Make a window draggable.
-
-
- Bring a specific window to front of the floating windows.
-
-
- Bring a specific window to back of the floating windows.
-
-
- Make a window become the active window.
-
-
- Remove focus from all windows.
-
-
- Disposable helper class for managing BeginGroup / EndGroup.
-
-
- Disposable helper class for managing BeginScrollView / EndScrollView.
-
-
- Callback to draw GUI within a window (used with GUI.Window).
-
-
- The contents of a GUI element.
-
-
- Shorthand for empty content.
-
-
- The text contained.
-
-
- The icon image contained.
-
-
- The tooltip of this element.
-
-
- The GUILayout class is the interface for Unity gui with automatic layout.
-
-
- Make an auto-layout label.
-
-
- Make an auto-layout label.
-
-
- Make an auto-layout label.
-
-
- Make an auto-layout label.
-
-
- Make an auto-layout label.
-
-
- Make an auto-layout label.
-
-
- Make an auto-layout box.
-
-
- Make an auto-layout box.
-
-
- Make an auto-layout box.
-
-
- Make an auto-layout box.
-
-
- Make an auto-layout box.
-
-
- Make an auto-layout box.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a single press button. The user clicks them and something happens immediately.
-
-
- Make a repeating button. The button returns true as long as the user holds down the mouse.
-
-
- Make a repeating button. The button returns true as long as the user holds down the mouse.
-
-
- Make a repeating button. The button returns true as long as the user holds down the mouse.
-
-
- Make a repeating button. The button returns true as long as the user holds down the mouse.
-
-
- Make a repeating button. The button returns true as long as the user holds down the mouse.
-
-
- Make a repeating button. The button returns true as long as the user holds down the mouse.
-
-
- Make a single-line text field where the user can edit a string.
-
-
- Make a single-line text field where the user can edit a string.
-
-
- Make a single-line text field where the user can edit a string.
-
-
- Make a single-line text field where the user can edit a string.
-
-
- Make a text field where the user can enter a password.
-
-
- Make a text field where the user can enter a password.
-
-
- Make a text field where the user can enter a password.
-
-
- Make a text field where the user can enter a password.
-
-
- Make a multi-line text field where the user can edit a string.
-
-
- Make a multi-line text field where the user can edit a string.
-
-
- Make a multi-line text field where the user can edit a string.
-
-
- Make a multi-line text field where the user can edit a string.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make an on/off toggle button.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a toolbar.
-
-
- Make a Selection Grid.
-
-
- Make a Selection Grid.
-
-
- Make a Selection Grid.
-
-
- Make a Selection Grid.
-
-
- Make a Selection Grid.
-
-
- Make a Selection Grid.
-
-
- A horizontal slider the user can drag to change a value between a min and a max.
-
-
- A horizontal slider the user can drag to change a value between a min and a max.
-
-
- A vertical slider the user can drag to change a value between a min and a max.
-
-
- A vertical slider the user can drag to change a value between a min and a max.
-
-
- Make a horizontal scrollbar.
-
-
- Make a horizontal scrollbar.
-
-
- Make a vertical scrollbar.
-
-
- Make a vertical scrollbar.
-
-
- Insert a space in the current layout group.
-
-
- Insert a flexible space element.
-
-
- Begin a Horizontal control group.
-
-
- Begin a Horizontal control group.
-
-
- Begin a Horizontal control group.
-
-
- Begin a Horizontal control group.
-
-
- Begin a Horizontal control group.
-
-
- Close a group started with BeginHorizontal.
-
-
- Begin a vertical control group.
-
-
- Begin a vertical control group.
-
-
- Begin a vertical control group.
-
-
- Begin a vertical control group.
-
-
- Begin a vertical control group.
-
-
- Close a group started with BeginVertical.
-
-
- Begin a GUILayout block of GUI controls in a fixed screen area.
-
-
- Begin a GUILayout block of GUI controls in a fixed screen area.
-
-
- Begin a GUILayout block of GUI controls in a fixed screen area.
-
-
- Begin a GUILayout block of GUI controls in a fixed screen area.
-
-
- Begin a GUILayout block of GUI controls in a fixed screen area.
-
-
- Begin a GUILayout block of GUI controls in a fixed screen area.
-
-
- Begin a GUILayout block of GUI controls in a fixed screen area.
-
-
- Begin a GUILayout block of GUI controls in a fixed screen area.
-
-
- Close a GUILayout block started with BeginArea.
-
-
- Begin an automatically laid out scrollview.
-
-
- Begin an automatically laid out scrollview.
-
-
- Begin an automatically laid out scrollview.
-
-
- Begin an automatically laid out scrollview.
-
-
- Begin an automatically laid out scrollview.
-
-
- Begin an automatically laid out scrollview.
-
-
- Begin an automatically laid out scrollview.
-
-
- End a scroll view begun with a call to BeginScrollView.
-
-
- End a scroll view begun with a call to BeginScrollView.
-
-
- Make a popup window that layouts its contents automatically.
-
-
- Make a popup window that layouts its contents automatically.
-
-
- Make a popup window that layouts its contents automatically.
-
-
- Make a popup window that layouts its contents automatically.
-
-
- Make a popup window that layouts its contents automatically.
-
-
- Make a popup window that layouts its contents automatically.
-
-
- Option passed to a control to give it an absolute width.
-
-
- Option passed to a control to specify a minimum width.
-
-
- Option passed to a control to specify a maximum width.
-
-
- Option passed to a control to give it an absolute height.
-
-
- Option passed to a control to specify a minimum height.
-
-
- Option passed to a control to specify a maximum height.
-
-
- Option passed to a control to allow or disallow horizontal expansion.
-
-
- Option passed to a control to allow or disallow vertical expansion.
-
-
- Disposable helper class for managing BeginHorizontal / EndHorizontal.
-
-
-
diff --git a/Pause Menu Assetstore/Library/assetDatabase3 b/Pause Menu Assetstore/Library/assetDatabase3
index d9b6868..cc71971 100644
Binary files a/Pause Menu Assetstore/Library/assetDatabase3 and b/Pause Menu Assetstore/Library/assetDatabase3 differ
diff --git a/Pause Menu Assetstore/Library/expandedItems b/Pause Menu Assetstore/Library/expandedItems
index 40f0460..4a242ac 100644
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diff --git a/Pause Menu Assetstore/Library/metadata/00/00000000000000004000000000000000 b/Pause Menu Assetstore/Library/metadata/00/00000000000000004000000000000000
index a023e12..2e9d895 100644
Binary files a/Pause Menu Assetstore/Library/metadata/00/00000000000000004000000000000000 and b/Pause Menu Assetstore/Library/metadata/00/00000000000000004000000000000000 differ
diff --git a/Pause Menu Assetstore/Library/metadata/00/00000000000000006100000000000000 b/Pause Menu Assetstore/Library/metadata/00/00000000000000006100000000000000
index f0b2fac..74f9c23 100644
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diff --git a/Pause Menu Assetstore/Library/metadata/00/00000000000000009000000000000000 b/Pause Menu Assetstore/Library/metadata/00/00000000000000009000000000000000
index 5db52f5..2272ece 100644
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diff --git a/Pause Menu Assetstore/Library/metadata/ed/edc997a6468b3484fb1dc2380fa842f7 b/Pause Menu Assetstore/Library/metadata/ed/edc997a6468b3484fb1dc2380fa842f7
index e340e66..b2da9ab 100644
Binary files a/Pause Menu Assetstore/Library/metadata/ed/edc997a6468b3484fb1dc2380fa842f7 and b/Pause Menu Assetstore/Library/metadata/ed/edc997a6468b3484fb1dc2380fa842f7 differ
diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/0b1a21e4bb1f34be459a66e0c5af43ff.bakeup b/Pause Menu Assetstore/Temp/ProcessJobs/0b1a21e4bb1f34be459a66e0c5af43ff.bakeup
deleted file mode 100644
index ddaa8f1..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/202603d9693ad0f2ed0025988c49642b.bakeres b/Pause Menu Assetstore/Temp/ProcessJobs/202603d9693ad0f2ed0025988c49642b.bakeres
deleted file mode 100644
index a5c042d..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/4494e74e3a0d4a6cc98200667125566e.clust b/Pause Menu Assetstore/Temp/ProcessJobs/4494e74e3a0d4a6cc98200667125566e.clust
deleted file mode 100644
index e400d0b..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/4494e74e3a0d4a6cc98200667125566e.lt b/Pause Menu Assetstore/Temp/ProcessJobs/4494e74e3a0d4a6cc98200667125566e.lt
deleted file mode 100644
index af9a9dc..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/4494e74e3a0d4a6cc98200667125566e.vis b/Pause Menu Assetstore/Temp/ProcessJobs/4494e74e3a0d4a6cc98200667125566e.vis
deleted file mode 100644
index 83566bc..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/4c1bb55750baf8393ebf979fdb53a829.bakert b/Pause Menu Assetstore/Temp/ProcessJobs/4c1bb55750baf8393ebf979fdb53a829.bakert
deleted file mode 100644
index 52e0501..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/65543a792773ceb2d42cdc6790a81f19.bakeao b/Pause Menu Assetstore/Temp/ProcessJobs/65543a792773ceb2d42cdc6790a81f19.bakeao
deleted file mode 100644
index b6144bc..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/73b33d97b37fdba6d2bdfbeecced899e.bakeindir b/Pause Menu Assetstore/Temp/ProcessJobs/73b33d97b37fdba6d2bdfbeecced899e.bakeindir
deleted file mode 100644
index 9d614cf..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/856aa359f70f317a2fac3f8273eba986.bakevb b/Pause Menu Assetstore/Temp/ProcessJobs/856aa359f70f317a2fac3f8273eba986.bakevb
deleted file mode 100644
index 7bb2c10..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/a250ab26b1d940a192aac001e9b449f4.bakedir b/Pause Menu Assetstore/Temp/ProcessJobs/a250ab26b1d940a192aac001e9b449f4.bakedir
deleted file mode 100644
index f3f6870..0000000
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diff --git a/Pause Menu Assetstore/Temp/ProcessJobs/f3c5a68784b1c310dff04a8c16d1580e.bakeindir b/Pause Menu Assetstore/Temp/ProcessJobs/f3c5a68784b1c310dff04a8c16d1580e.bakeindir
deleted file mode 100644
index b164f0a..0000000
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diff --git a/Pause Menu Assetstore/Temp/TarGZ/archtemp.tar b/Pause Menu Assetstore/Temp/TarGZ/archtemp.tar
deleted file mode 100644
index 4f290a8..0000000
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diff --git a/Pause Menu Assetstore/Temp/UnityTempFile-33371f10aabc60746a45813eb1044a1a b/Pause Menu Assetstore/Temp/UnityTempFile-33371f10aabc60746a45813eb1044a1a
deleted file mode 100644
index 6fc0577..0000000
--- a/Pause Menu Assetstore/Temp/UnityTempFile-33371f10aabc60746a45813eb1044a1a
+++ /dev/null
@@ -1,83 +0,0 @@
--debug
--target:library
--nowarn:0169
--out:Temp/Assembly-CSharp.dll
--r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll"
--r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll"
--define:UNITY_5_3_2
--define:UNITY_5_3
--define:UNITY_5
--define:ENABLE_NEW_BUGREPORTER
--define:ENABLE_AUDIO
--define:ENABLE_CACHING
--define:ENABLE_CLOTH
--define:ENABLE_DUCK_TYPING
--define:ENABLE_FRAME_DEBUGGER
--define:ENABLE_GENERICS
--define:ENABLE_HOME_SCREEN
--define:ENABLE_IMAGEEFFECTS
--define:ENABLE_LIGHT_PROBES_LEGACY
--define:ENABLE_MICROPHONE
--define:ENABLE_MULTIPLE_DISPLAYS
--define:ENABLE_PHYSICS
--define:ENABLE_PLUGIN_INSPECTOR
--define:ENABLE_SHADOWS
--define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
--define:ENABLE_SPRITERENDERER_FLIPPING
--define:ENABLE_SPRITES
--define:ENABLE_SPRITE_POLYGON
--define:ENABLE_TERRAIN
--define:ENABLE_RAKNET
--define:ENABLE_UNET
--define:ENABLE_UNITYEVENTS
--define:ENABLE_VR
--define:ENABLE_WEBCAM
--define:ENABLE_WWW
--define:ENABLE_CLOUD_SERVICES
--define:ENABLE_CLOUD_SERVICES_ADS
--define:ENABLE_CLOUD_HUB
--define:ENABLE_CLOUD_PROJECT_ID
--define:ENABLE_CLOUD_SERVICES_PURCHASING
--define:ENABLE_CLOUD_SERVICES_ANALYTICS
--define:ENABLE_CLOUD_SERVICES_UNET
--define:ENABLE_CLOUD_SERVICES_BUILD
--define:ENABLE_CLOUD_LICENSE
--define:ENABLE_EDITOR_METRICS
--define:ENABLE_EDITOR_METRICS_CACHING
--define:INCLUDE_DYNAMIC_GI
--define:INCLUDE_GI
--define:INCLUDE_IL2CPP
--define:INCLUDE_DIRECTX12
--define:PLATFORM_SUPPORTS_MONO
--define:RENDER_SOFTWARE_CURSOR
--define:ENABLE_LOCALIZATION
--define:ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION
--define:ENABLE_EDITOR_TESTS_RUNNER
--define:UNITY_STANDALONE_WIN
--define:UNITY_STANDALONE
--define:ENABLE_SUBSTANCE
--define:ENABLE_TEXTUREID_MAP
--define:ENABLE_RUNTIME_GI
--define:ENABLE_MOVIES
--define:ENABLE_NETWORK
--define:ENABLE_CRUNCH_TEXTURE_COMPRESSION
--define:ENABLE_LOG_MIXED_STACKTRACE
--define:ENABLE_UNITYWEBREQUEST
--define:ENABLE_EVENT_QUEUE
--define:ENABLE_CLUSTERINPUT
--define:ENABLE_WEBSOCKET_HOST
--define:ENABLE_MONO
--define:ENABLE_PROFILER
--define:DEBUG
--define:TRACE
--define:UNITY_ASSERTIONS
--define:UNITY_EDITOR
--define:UNITY_EDITOR_64
--define:UNITY_EDITOR_WIN
-"Assets/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs"
-"Assets/Pause Menu Assets/Scripts/Utlities/CoroutineUtlities.cs"
-"Assets/Pause Menu Assets/Scripts/Utlities/Rotate.cs"
--r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Runtime.Serialization.dll"
--r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Xml.Linq.dll"
diff --git a/Pause Menu Assetstore/Temp/UnityTempFile-357f6eace1f66c242a9401158fdcbd62 b/Pause Menu Assetstore/Temp/UnityTempFile-357f6eace1f66c242a9401158fdcbd62
deleted file mode 100644
index 6fc0577..0000000
--- a/Pause Menu Assetstore/Temp/UnityTempFile-357f6eace1f66c242a9401158fdcbd62
+++ /dev/null
@@ -1,83 +0,0 @@
--debug
--target:library
--nowarn:0169
--out:Temp/Assembly-CSharp.dll
--r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll"
--r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll"
--define:UNITY_5_3_2
--define:UNITY_5_3
--define:UNITY_5
--define:ENABLE_NEW_BUGREPORTER
--define:ENABLE_AUDIO
--define:ENABLE_CACHING
--define:ENABLE_CLOTH
--define:ENABLE_DUCK_TYPING
--define:ENABLE_FRAME_DEBUGGER
--define:ENABLE_GENERICS
--define:ENABLE_HOME_SCREEN
--define:ENABLE_IMAGEEFFECTS
--define:ENABLE_LIGHT_PROBES_LEGACY
--define:ENABLE_MICROPHONE
--define:ENABLE_MULTIPLE_DISPLAYS
--define:ENABLE_PHYSICS
--define:ENABLE_PLUGIN_INSPECTOR
--define:ENABLE_SHADOWS
--define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
--define:ENABLE_SPRITERENDERER_FLIPPING
--define:ENABLE_SPRITES
--define:ENABLE_SPRITE_POLYGON
--define:ENABLE_TERRAIN
--define:ENABLE_RAKNET
--define:ENABLE_UNET
--define:ENABLE_UNITYEVENTS
--define:ENABLE_VR
--define:ENABLE_WEBCAM
--define:ENABLE_WWW
--define:ENABLE_CLOUD_SERVICES
--define:ENABLE_CLOUD_SERVICES_ADS
--define:ENABLE_CLOUD_HUB
--define:ENABLE_CLOUD_PROJECT_ID
--define:ENABLE_CLOUD_SERVICES_PURCHASING
--define:ENABLE_CLOUD_SERVICES_ANALYTICS
--define:ENABLE_CLOUD_SERVICES_UNET
--define:ENABLE_CLOUD_SERVICES_BUILD
--define:ENABLE_CLOUD_LICENSE
--define:ENABLE_EDITOR_METRICS
--define:ENABLE_EDITOR_METRICS_CACHING
--define:INCLUDE_DYNAMIC_GI
--define:INCLUDE_GI
--define:INCLUDE_IL2CPP
--define:INCLUDE_DIRECTX12
--define:PLATFORM_SUPPORTS_MONO
--define:RENDER_SOFTWARE_CURSOR
--define:ENABLE_LOCALIZATION
--define:ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION
--define:ENABLE_EDITOR_TESTS_RUNNER
--define:UNITY_STANDALONE_WIN
--define:UNITY_STANDALONE
--define:ENABLE_SUBSTANCE
--define:ENABLE_TEXTUREID_MAP
--define:ENABLE_RUNTIME_GI
--define:ENABLE_MOVIES
--define:ENABLE_NETWORK
--define:ENABLE_CRUNCH_TEXTURE_COMPRESSION
--define:ENABLE_LOG_MIXED_STACKTRACE
--define:ENABLE_UNITYWEBREQUEST
--define:ENABLE_EVENT_QUEUE
--define:ENABLE_CLUSTERINPUT
--define:ENABLE_WEBSOCKET_HOST
--define:ENABLE_MONO
--define:ENABLE_PROFILER
--define:DEBUG
--define:TRACE
--define:UNITY_ASSERTIONS
--define:UNITY_EDITOR
--define:UNITY_EDITOR_64
--define:UNITY_EDITOR_WIN
-"Assets/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs"
-"Assets/Pause Menu Assets/Scripts/Utlities/CoroutineUtlities.cs"
-"Assets/Pause Menu Assets/Scripts/Utlities/Rotate.cs"
--r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Runtime.Serialization.dll"
--r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Xml.Linq.dll"
diff --git a/Pause Menu Assetstore/Temp/UnityTempFile-adc9c33798e10b5439f1ae61c3d25d7e b/Pause Menu Assetstore/Temp/UnityTempFile-adc9c33798e10b5439f1ae61c3d25d7e
deleted file mode 100644
index 1813c1f..0000000
--- a/Pause Menu Assetstore/Temp/UnityTempFile-adc9c33798e10b5439f1ae61c3d25d7e
+++ /dev/null
@@ -1,92 +0,0 @@
--debug
--target:library
--nowarn:0169
--out:Temp/Assembly-CSharp-Editor.dll
--r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll"
--r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll"
--r:Library/ScriptAssemblies/Assembly-CSharp.dll
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/EditorTestsRunner/Editor/nunit.framework.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/EditorTestsRunner/Editor/UnityEditor.EditorTestsRunner.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Editor/UnityEditor.UI.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll"
--r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TreeEditor/Editor/UnityEditor.TreeEditor.dll"
--r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.Graphs.dll"
--r:"C:/Program Files/Unity/Editor/Data/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll"
--r:"C:/Program Files/Unity/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll"
--r:"C:/Program Files (x86)/Microsoft Visual Studio Tools for Unity/2015/Editor/SyntaxTree.VisualStudio.Unity.Bridge.dll"
--define:UNITY_5_3_2
--define:UNITY_5_3
--define:UNITY_5
--define:ENABLE_NEW_BUGREPORTER
--define:ENABLE_AUDIO
--define:ENABLE_CACHING
--define:ENABLE_CLOTH
--define:ENABLE_DUCK_TYPING
--define:ENABLE_FRAME_DEBUGGER
--define:ENABLE_GENERICS
--define:ENABLE_HOME_SCREEN
--define:ENABLE_IMAGEEFFECTS
--define:ENABLE_LIGHT_PROBES_LEGACY
--define:ENABLE_MICROPHONE
--define:ENABLE_MULTIPLE_DISPLAYS
--define:ENABLE_PHYSICS
--define:ENABLE_PLUGIN_INSPECTOR
--define:ENABLE_SHADOWS
--define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
--define:ENABLE_SPRITERENDERER_FLIPPING
--define:ENABLE_SPRITES
--define:ENABLE_SPRITE_POLYGON
--define:ENABLE_TERRAIN
--define:ENABLE_RAKNET
--define:ENABLE_UNET
--define:ENABLE_UNITYEVENTS
--define:ENABLE_VR
--define:ENABLE_WEBCAM
--define:ENABLE_WWW
--define:ENABLE_CLOUD_SERVICES
--define:ENABLE_CLOUD_SERVICES_ADS
--define:ENABLE_CLOUD_HUB
--define:ENABLE_CLOUD_PROJECT_ID
--define:ENABLE_CLOUD_SERVICES_PURCHASING
--define:ENABLE_CLOUD_SERVICES_ANALYTICS
--define:ENABLE_CLOUD_SERVICES_UNET
--define:ENABLE_CLOUD_SERVICES_BUILD
--define:ENABLE_CLOUD_LICENSE
--define:ENABLE_EDITOR_METRICS
--define:ENABLE_EDITOR_METRICS_CACHING
--define:INCLUDE_DYNAMIC_GI
--define:INCLUDE_GI
--define:INCLUDE_IL2CPP
--define:INCLUDE_DIRECTX12
--define:PLATFORM_SUPPORTS_MONO
--define:RENDER_SOFTWARE_CURSOR
--define:ENABLE_LOCALIZATION
--define:ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION
--define:ENABLE_EDITOR_TESTS_RUNNER
--define:UNITY_STANDALONE_WIN
--define:UNITY_STANDALONE
--define:ENABLE_SUBSTANCE
--define:ENABLE_TEXTUREID_MAP
--define:ENABLE_RUNTIME_GI
--define:ENABLE_MOVIES
--define:ENABLE_NETWORK
--define:ENABLE_CRUNCH_TEXTURE_COMPRESSION
--define:ENABLE_LOG_MIXED_STACKTRACE
--define:ENABLE_UNITYWEBREQUEST
--define:ENABLE_EVENT_QUEUE
--define:ENABLE_CLUSTERINPUT
--define:ENABLE_WEBSOCKET_HOST
--define:ENABLE_MONO
--define:ENABLE_PROFILER
--define:DEBUG
--define:TRACE
--define:UNITY_ASSERTIONS
--define:UNITY_EDITOR
--define:UNITY_EDITOR_64
--define:UNITY_EDITOR_WIN
-Assets/Editor/Doxygen/DoxygenWindow.cs
--r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0\System.Runtime.Serialization.dll"
--r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0\System.Xml.Linq.dll"