UnityEngine.CoreModule Structure describing acceleration status of the device. Value of acceleration. Amount of time passed since last accelerometer measurement. The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. The order of the component in the component menu (lower is higher to the top). Add an item in the Component menu. The path to the component. Where in the component menu to add the new item. Add an item in the Component menu. The path to the component. Where in the component menu to add the new item. AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. Construct an AndroidJavaClass from the class name. Specifies the Java class name (e.g. <tt>java.lang.String</tt>). AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. Calls a Java method on an object (non-static). Specifies which method to call. An array of parameters passed to the method. Call a Java method on an object. Specifies which method to call. An array of parameters passed to the method. Call a static Java method on a class. Specifies which method to call. An array of parameters passed to the method. Call a static Java method on a class. Specifies which method to call. An array of parameters passed to the method. Construct an AndroidJavaObject based on the name of the class. Specifies the Java class name (e.g. "<tt>java.lang.String<tt>" or "<tt>javalangString<tt>"). An array of parameters passed to the constructor. IDisposable callback. Get the value of a field in an object (non-static). The name of the field (e.g. int counter; would have fieldName = "counter"). Retrieves the raw <tt>jclass</tt> pointer to the Java class. Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. Retrieves the raw <tt>jobject</tt> pointer to the Java object. Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. Get the value of a static field in an object type. The name of the field (e.g. <i>int counter;</i> would have fieldName = "counter"). Set the value of a field in an object (non-static). The name of the field (e.g. int counter; would have fieldName = "counter"). The value to assign to the field. It has to match the field type. Set the value of a static field in an object type. The name of the field (e.g. int counter; would have fieldName = "counter"). The value to assign to the field. It has to match the field type. This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation. The equivalent of the java.lang.Object equals() method. Returns true when the objects are equal and false if otherwise. The equivalent of the java.lang.Object hashCode() method. Returns the hash code of the java proxy object. Java interface implemented by the proxy. The equivalent of the java.lang.Object toString() method. Returns C# class name + " <c# proxy java object>". Java interface to be implemented by the proxy. Java interface to be implemented by the proxy. Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. Name of the invoked java method. Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. Name of the invoked java method. Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object. 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS). Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. Allocates a new Java object without invoking any of the constructors for the object. Attaches the current thread to a Java (Dalvik) VM. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. Deletes the global reference pointed to by <tt>obj</tt>. Deletes the local reference pointed to by <tt>obj</tt>. Detaches the current thread from a Java (Dalvik) VM. Ensures that at least a given number of local references can be created in the current thread. Clears any exception that is currently being thrown. Prints an exception and a backtrace of the stack to the <tt>logcat</tt> Determines if an exception is being thrown. Raises a fatal error and does not expect the VM to recover. This function does not return. This function loads a locally-defined class. Convert a Java array of <tt>boolean</tt> to a managed array of System.Boolean. Convert a Java array of <tt>byte</tt> to a managed array of System.Byte. Convert a Java array of <tt>char</tt> to a managed array of System.Char. Convert a Java array of <tt>double</tt> to a managed array of System.Double. Convert a Java array of <tt>float</tt> to a managed array of System.Single. Convert a Java array of <tt>int</tt> to a managed array of System.Int32. Convert a Java array of <tt>long</tt> to a managed array of System.Int64. Convert a Java array of <tt>java.lang.Object</tt> to a managed array of System.IntPtr, representing Java objects. Converts a <tt>java.lang.reflect.Field</tt> to a field ID. Converts a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object to a method ID. Convert a Java array of <tt>short</tt> to a managed array of System.Int16. Returns the number of elements in the array. Returns the value of one element of a primitive array. This function returns the value of an instance (nonstatic) field of an object. Returns the value of one element of a primitive array. This function returns the value of an instance (nonstatic) field of an object. Returns the value of one element of a primitive array. This function returns the value of an instance (nonstatic) field of an object. Returns the value of one element of a primitive array. This function returns the value of an instance (nonstatic) field of an object. Returns the field ID for an instance (nonstatic) field of a class. Returns the value of one element of a primitive array. This function returns the value of an instance (nonstatic) field of an object. Returns the value of one element of a primitive array. This function returns the value of an instance (nonstatic) field of an object. Returns the value of one element of a primitive array. This function returns the value of an instance (nonstatic) field of an object. Returns the method ID for an instance (nonstatic) method of a class or interface. Returns an element of an <tt>Object</tt> array. Returns the class of an object. This function returns the value of an instance (nonstatic) field of an object. Returns the value of one element of a primitive array. This function returns the value of an instance (nonstatic) field of an object. This function returns the value of a static field of an object. This function returns the value of a static field of an object. This function returns the value of a static field of an object. This function returns the value of a static field of an object. Returns the field ID for a static field of a class. This function returns the value of a static field of an object. This function returns the value of a static field of an object. This function returns the value of a static field of an object. Returns the method ID for a static method of a class. This function returns the value of a static field of an object. This function returns the value of a static field of an object. This function returns the value of a static field of an object. This function returns the value of an instance (nonstatic) field of an object. Returns a managed string object representing the string in modified UTF-8 encoding. Returns the length in bytes of the modified UTF-8 representation of a string. If <tt>clazz<tt> represents any class other than the class <tt>Object<tt>, then this function returns the object that represents the superclass of the class specified by <tt>clazz</tt>. Returns the version of the native method interface. Determines whether an object of <tt>clazz1<tt> can be safely cast to <tt>clazz2<tt>. Tests whether an object is an instance of a class. Tests whether two references refer to the same Java object. Construct a new primitive array object. Construct a new primitive array object. Construct a new primitive array object. Construct a new primitive array object. Construct a new primitive array object. Creates a new global reference to the object referred to by the <tt>obj</tt> argument. Construct a new primitive array object. Creates a new local reference that refers to the same object as <tt>obj</tt>. Construct a new primitive array object. Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with <init> as the method name and void (V) as the return type. Constructs a new array holding objects in class <tt>clazz<tt>. All elements are initially set to <tt>obj<tt>. Construct a new primitive array object. Constructs a new <tt>java.lang.String</tt> object from an array of characters in modified UTF-8 encoding. Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given <tt>result</tt> object. Creates a new local reference frame, in which at least a given number of local references can be created. Sets the value of one element in a primitive array. The array of native booleans. Index of the array element to set. The value to set - for 'true' use 1, for 'false' use 0. This function sets the value of an instance (nonstatic) field of an object. Sets the value of one element in a primitive array. This function sets the value of an instance (nonstatic) field of an object. Sets the value of one element in a primitive array. This function sets the value of an instance (nonstatic) field of an object. Sets the value of one element in a primitive array. This function sets the value of an instance (nonstatic) field of an object. Sets the value of one element in a primitive array. This function sets the value of an instance (nonstatic) field of an object. Sets the value of one element in a primitive array. This function sets the value of an instance (nonstatic) field of an object. Sets the value of one element in a primitive array. This function sets the value of an instance (nonstatic) field of an object. Sets an element of an <tt>Object</tt> array. This function sets the value of an instance (nonstatic) field of an object. Sets the value of one element in a primitive array. This function sets the value of an instance (nonstatic) field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function ets the value of a static field of an object. This function sets the value of an instance (nonstatic) field of an object. Causes a <tt>java.lang.Throwable</tt> object to be thrown. Constructs an exception object from the specified class with the <tt>message</tt> specified by message and causes that exception to be thrown. Convert a managed array of System.Boolean to a Java array of <tt>boolean</tt>. Convert a managed array of System.Byte to a Java array of <tt>byte</tt>. Convert a managed array of System.Char to a Java array of <tt>char</tt>. Convert a managed array of System.Double to a Java array of <tt>double</tt>. Convert a managed array of System.Single to a Java array of <tt>float</tt>. Convert a managed array of System.Int32 to a Java array of <tt>int</tt>. Convert a managed array of System.Int64 to a Java array of <tt>long</tt>. Convert a managed array of System.IntPtr, representing Java objects, to a Java array of <tt>java.lang.Object</tt>. Converts a field ID derived from cls to a <tt>java.lang.reflect.Field</tt> object. Converts a method ID derived from clazz to a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object. Convert a managed array of System.Int16 to a Java array of <tt>short</tt>. Helper interface for JNI interaction; signature creation and method lookups. Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. Set debug to true to log calls through the AndroidJNIHelper. Creates a managed array from a Java array. Java array object to be converted into a managed array. Creates a Java array from a managed array. Managed array to be converted into a Java array object. Creates a java proxy object which connects to the supplied proxy implementation. An implementatinon of a java interface in c#. Creates a UnityJavaRunnable object (implements java.lang.Runnable). A delegate representing the java.lang.Runnable. Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI. An array of objects that should be converted to Call parameters. Deletes any local jni references previously allocated by CreateJNIArgArray(). The array of arguments used as a parameter to CreateJNIArgArray(). The array returned by CreateJNIArgArray(). Scans a particular Java class for a constructor method matching a signature. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). Scans a particular Java class for a constructor method matching a signature. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). Get a JNI method ID for a constructor based on calling arguments. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Array with parameters to be passed to the constructor when invoked. Scans a particular Java class for a field matching a name and a signature. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the field as declared in Java. Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. Scans a particular Java class for a field matching a name and a signature. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the field as declared in Java. Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. Scans a particular Java class for a field matching a name and a signature. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the field as declared in Java. Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. Get a JNI field ID based on type detection. Generic parameter represents the field type. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the field as declared in Java. Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. Scans a particular Java class for a method matching a name and a signature. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the method as declared in Java. Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. Scans a particular Java class for a method matching a name and a signature. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the method as declared in Java. Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. Scans a particular Java class for a method matching a name and a signature. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the method as declared in Java. Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. Get a JNI method ID based on calling arguments. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the method as declared in Java. Array with parameters to be passed to the method when invoked. Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. Get a JNI method ID based on calling arguments. Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). Name of the method as declared in Java. Array with parameters to be passed to the method when invoked. Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. Creates the JNI signature string for particular object type. Object for which a signature is to be produced. Creates the JNI signature string for an object parameter list. Array of object for which a signature is to be produced. Creates the JNI signature string for an object parameter list. Array of object for which a signature is to be produced. Store a collection of Keyframes that can be evaluated over time. All keys defined in the animation curve. The number of keys in the curve. (Read Only) The behaviour of the animation after the last keyframe. The behaviour of the animation before the first keyframe. Add a new key to the curve. The time at which to add the key (horizontal axis in the curve graph). The value for the key (vertical axis in the curve graph). The index of the added key, or -1 if the key could not be added. Add a new key to the curve. The key to add to the curve. The index of the added key, or -1 if the key could not be added. Creates a constant "curve" starting at timeStart, ending at timeEnd and with the value value. The start time for the constant curve. The start time for the constant curve. The value for the constant curve. The constant curve created from the specified values. Creates an animation curve from an arbitrary number of keyframes. An array of Keyframes used to define the curve. Creates an empty animation curve. Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. The start time for the ease curve. The start value for the ease curve. The end time for the ease curve. The end value for the ease curve. The ease-in and out curve generated from the specified values. Evaluate the curve at time. The time within the curve you want to evaluate (the horizontal axis in the curve graph). The value of the curve, at the point in time specified. A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. The start time for the linear curve. The start value for the linear curve. The end time for the linear curve. The end value for the linear curve. The linear curve created from the specified values. Removes the keyframe at index and inserts key. The index of the key to move. The key (with its new time) to insert. The index of the keyframe after moving it. Removes a key. The index of the key to remove. Smooth the in and out tangents of the keyframe at index. The index of the keyframe to be smoothed. The smoothing weight to apply to the keyframe's tangents. Retrieves the key at index. (Read Only) Anisotropic filtering mode. Disable anisotropic filtering for all textures. Enable anisotropic filtering, as set for each texture. Enable anisotropic filtering for all textures. Access to application run-time data. The URL of the document (what is shown in a browser's address bar) for WebGL (Read Only). Priority of background loading thread. Returns a GUID for this build (Read Only). A unique cloud project identifier. It is unique for every project (Read Only). Return application company name (Read Only). Contains the path to the game data folder (Read Only). Returns false if application is altered in any way after it was built. Returns true if application integrity can be confirmed. Returns application identifier at runtime. On Apple platforms this is the 'bundleIdentifier' saved in the info.plist file, on Android it's the 'package' from the AndroidManifest.xml. Returns the name of the store or package that installed the application (Read Only). Returns application install mode (Read Only). Returns the type of Internet reachability currently possible on the device. Returns true when Unity is launched with the -batchmode flag from the command line (Read Only). Is the current Runtime platform a known console platform. Are we running inside the Unity editor? (Read Only) Whether the player currently has focus. Read-only. Is some level being loaded? (Read Only) (Obsolete). Is the current Runtime platform a known mobile platform. Returns true when in any kind of player is active.(Read Only). Checks whether splash screen is being shown. The total number of levels available (Read Only). The level index that was last loaded (Read Only). The name of the level that was last loaded (Read Only). Event that is fired if a log message is received. Event that is fired if a log message is received. This event occurs when an iOS or Android device notifies of low memory while the app is running in the foreground. You can release non-critical assets from memory (such as, textures or audio clips) in response to this in order to avoid the app being terminated. You can also load smaller versions of such assets. Furthermore, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated. This event corresponds to the following callbacks on the different platforms: - iOS: [UIApplicationDelegate applicationDidReceiveMemoryWarning] - Android: onLowMemory() and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL) Here is an example of handling the callback: Delegate method used to register for "Just Before Render" input updates for VR devices. Contains the path to a persistent data directory (Read Only). Returns the platform the game is running on (Read Only). Returns application product name (Read Only). Unity raises this event when the player application is qutting. Should the player be running when the application is in the background? Returns application running in sandbox (Read Only). Stack trace logging options. The default value is StackTraceLogType.ScriptOnly. How many bytes have we downloaded from the main unity web stream (Read Only). Contains the path to the StreamingAssets folder (Read Only). The language the user's operating system is running in. Instructs game to try to render at a specified frame rate. Contains the path to a temporary data / cache directory (Read Only). The version of the Unity runtime used to play the content. Returns application version number (Read Only). Unity raises this event when the player application wants to quit. Indicates whether Unity's webplayer security model is enabled. Delegate method for fetching advertising ID. Advertising ID. Indicates whether user has chosen to limit ad tracking. Error message. Cancels quitting the application. This is useful for showing a splash screen at the end of a game. Can the streamed level be loaded? Can the streamed level be loaded? Captures a screenshot at path filename as a PNG file. Pathname to save the screenshot file to. Factor by which to increase resolution. Captures a screenshot at path filename as a PNG file. Pathname to save the screenshot file to. Factor by which to increase resolution. Calls a function in the web page that contains the WebGL Player. Name of the function to call. Array of arguments passed in the call. Execution of a script function in the contained web page. The Javascript function to call. Returns an array of feature tags in use for this build. Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. How far has the download progressed? [0...1]. How far has the download progressed? [0...1]. Is Unity activated with the Pro license? Check if the user has authorized use of the webcam or microphone in the Web Player. Note: This is now obsolete. Use SceneManager.LoadScene instead. The level to load. The name of the level to load. Note: This is now obsolete. Use SceneManager.LoadScene instead. The level to load. The name of the level to load. Loads a level additively. Loads a level additively. Loads the level additively and asynchronously in the background. Loads the level additively and asynchronously in the background. Loads the level asynchronously in the background. Loads the level asynchronously in the background. Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. This is the delegate function when a mobile device notifies of low memory. Opens the url in a browser. Quits the player application. Request advertising ID for iOS, Android and Windows Store. Delegate method. Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked. Request authorization to use the webcam or microphone in the Web Player. Set an array of feature tags for this build. Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. Unloads the Unity runtime. Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. Index of the scene in the PlayerSettings to unload. Name of the scene to Unload. Return true if the scene is unloaded. Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. Index of the scene in the PlayerSettings to unload. Name of the scene to Unload. Return true if the scene is unloaded. Application installation mode (Read Only). Application installed via ad hoc distribution. Application installed via developer build. Application running in editor. Application installed via enterprise distribution. Application installed via online store. Application install mode unknown. Application sandbox type. Application not running in a sandbox. Application is running in broken sandbox. Application is running in a sandbox. Application sandbox type is unknown. Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. Constructor. The Assert class contains assertion methods for setting invariants in the code. Whether Unity should throw an exception on a failure. Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. Tolerance of approximation. Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. Tolerance of approximation. Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. Tolerance of approximation. Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. Tolerance of approximation. Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Tolerance of approximation. Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Tolerance of approximation. Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Tolerance of approximation. Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. Tolerance of approximation. Asserts that the values are not equal. Asserts that the values are not equal. Asserts that the values are not equal. Asserts that the condition is false. Asserts that the condition is false. Asserts that the value is not null. Asserts that the value is not null. Asserts that the value is null. Asserts that the value is null. Asserts that the condition is true. Asserts that the condition is true. An exception that is thrown on a failure. Assertions.Assert._raiseExceptions needs to be set to true. A float comparer used by Assertions.Assert performing approximate comparison. Default epsilon used by the comparer. Default instance of a comparer class with deafult error epsilon and absolute error check. Performs equality check with absolute error check. Expected value. Actual value. Comparison error. Result of the comparison. Performs equality check with relative error check. Expected value. Actual value. Comparison error. Result of the comparison. Creates an instance of the comparer. Should a relative check be used when comparing values? By default, an absolute check will be used. Allowed comparison error. By default, the FloatComparer.kEpsilon is used. Creates an instance of the comparer. Should a relative check be used when comparing values? By default, an absolute check will be used. Allowed comparison error. By default, the FloatComparer.kEpsilon is used. Creates an instance of the comparer. Should a relative check be used when comparing values? By default, an absolute check will be used. Allowed comparison error. By default, the FloatComparer.kEpsilon is used. Creates an instance of the comparer. Should a relative check be used when comparing values? By default, an absolute check will be used. Allowed comparison error. By default, the FloatComparer.kEpsilon is used. An extension class that serves as a wrapper for the Assert class. An extension method for Assertions.Assert.AreApproximatelyEqual. An extension method for Assertions.Assert.AreApproximatelyEqual. An extension method for Assertions.Assert.AreApproximatelyEqual. An extension method for Assertions.Assert.AreApproximatelyEqual. An extension method for Assertions.Assert.AreEqual. An extension method for Assertions.Assert.AreEqual. An extension method for Assertions.Assert.IsFalse. An extension method for Assertions.Assert.IsFalse. An extension method for Assertions.Assert.IsNull. An extension method for Assertions.Assert.IsNull. An extension method for Assertions.Assert.IsTrue. An extension method for Assertions.Assert.IsTrue. An extension method for Assertions.Assert.AreNotApproximatelyEqual. An extension method for Assertions.Assert.AreNotApproximatelyEqual. An extension method for Assertions.Assert.AreNotApproximatelyEqual. An extension method for Assertions.Assert.AreNotApproximatelyEqual. An extension method for Assertions.Assert.AreNotEqual. An extension method for Assertions.Assert.AreNotEqual. An extension method for Assertions.Assert.AreNotNull. An extension method for Assertions.Assert.AreNotNull. Asynchronous operation coroutine. Allow scenes to be activated as soon as it is ready. Event that is invoked upon operation completion. An event handler that is registered in the same frame as the call that creates it will be invoked next frame, even if the operation is able to complete synchronously. If a handler is registered after the operation has completed and has already invoked the complete event, the handler will be called synchronously. Action<AsyncOperation> handler - function signature for completion event handler. Has the operation finished? (Read Only) Priority lets you tweak in which order async operation calls will be performed. What's the operation's progress. (Read Only) Type of the imported(native) data. Acc - not supported. Aiff. iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. Impulse tracker. Protracker / Fasttracker MOD. MP2/MP3 MPEG. Ogg vorbis. ScreamTracker 3. 3rd party / unknown plugin format. VAG. Microsoft WAV. FastTracker 2 XM. Xbox360 XMA. Enumeration for SystemInfo.batteryStatus which represents the current status of the device's battery. Device is plugged in and charging. Device is unplugged and discharging. Device is plugged in and the battery is full. Device is plugged in, but is not charging. The device's battery status cannot be determined. If battery status is not available on your target platform, SystemInfo.batteryStatus will return this value. Use this BeforeRenderOrderAttribute when you need to specify a custom callback order for Application.onBeforeRender. The order, lowest to highest, that the Application.onBeforeRender event recievers will be called in. When applied to methods, specifies the order called during Application.onBeforeRender events. The sorting order, sorted lowest to highest. Behaviours are Components that can be enabled or disabled. Enabled Behaviours are Updated, disabled Behaviours are not. Has the Behaviour had enabled called. BillboardAsset describes how a billboard is rendered. Height of the billboard that is below ground. Height of the billboard. Number of pre-rendered images that can be switched when the billboard is viewed from different angles. Number of indices in the billboard mesh. The material used for rendering. Number of vertices in the billboard mesh. Width of the billboard. Constructs a new BillboardAsset. Get the array of billboard image texture coordinate data. The list that receives the array. Get the array of billboard image texture coordinate data. The list that receives the array. Get the indices of the billboard mesh. The list that receives the array. Get the indices of the billboard mesh. The list that receives the array. Get the vertices of the billboard mesh. The list that receives the array. Get the vertices of the billboard mesh. The list that receives the array. Set the array of billboard image texture coordinate data. The array of data to set. Set the array of billboard image texture coordinate data. The array of data to set. Set the indices of the billboard mesh. The array of data to set. Set the indices of the billboard mesh. The array of data to set. Set the vertices of the billboard mesh. The array of data to set. Set the vertices of the billboard mesh. The array of data to set. Renders a billboard from a BillboardAsset. The BillboardAsset to render. Constructor. Blend weights. Four bones affect each vertex. One bone affects each vertex. Two bones affect each vertex. Skinning bone weights of a vertex in the mesh. Index of first bone. Index of second bone. Index of third bone. Index of fourth bone. Skinning weight for first bone. Skinning weight for second bone. Skinning weight for third bone. Skinning weight for fourth bone. Describes a single bounding sphere for use by a CullingGroup. The position of the center of the BoundingSphere. The radius of the BoundingSphere. Initializes a BoundingSphere. The center of the sphere. The radius of the sphere. A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). Initializes a BoundingSphere. The center of the sphere. The radius of the sphere. A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). Represents an axis aligned bounding box. The center of the bounding box. The extents of the Bounding Box. This is always half of the size of the Bounds. The maximal point of the box. This is always equal to center+extents. The minimal point of the box. This is always equal to center-extents. The total size of the box. This is always twice as large as the extents. The closest point on the bounding box. Arbitrary point. The point on the bounding box or inside the bounding box. Is point contained in the bounding box? Creates a new Bounds. The location of the origin of the Bounds. The dimensions of the Bounds. Grows the Bounds to include the point. Grow the bounds to encapsulate the bounds. Expand the bounds by increasing its size by amount along each side. Expand the bounds by increasing its size by amount along each side. Does ray intersect this bounding box? Does ray intersect this bounding box? Does another bounding box intersect with this bounding box? Sets the bounds to the min and max value of the box. The smallest squared distance between the point and this bounding box. Returns a nicely formatted string for the bounds. Returns a nicely formatted string for the bounds. Represents an axis aligned bounding box with all values as integers. A BoundsInt.PositionCollection that contains all positions within the BoundsInt. The center of the bounding box. The maximal point of the box. The minimal point of the box. The position of the bounding box. The total size of the box. X value of the minimal point of the box. The maximal x point of the box. The minimal x point of the box. Y value of the minimal point of the box. The maximal y point of the box. The minimal y point of the box. Z value of the minimal point of the box. The maximal z point of the box. The minimal z point of the box. Clamps the position and size of this bounding box to the given bounds. Bounds to clamp to. Is point contained in the bounding box? Point to check. Whether the max limits are included in the check. Is point contained in the bounding box? Is point contained in the bounding box? Point to check. Whether the max limits are included in the check. Is point contained in the bounding box? An iterator that allows you to iterate over all positions within the BoundsInt. Current position of the enumerator. Returns this as an iterator that allows you to iterate over all positions within the BoundsInt. This BoundsInt.PositionEnumerator. Moves the enumerator to the next position. Whether the enumerator has successfully moved to the next position. Resets this enumerator to its starting state. Sets the bounds to the min and max value of the box. Returns a nicely formatted string for the bounds. Data structure for cache. Please refer to See Also:Caching.AddCache for more information. The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. Returns the index of the cache in the cache list. Allows you to specify the total number of bytes that can be allocated for the cache. Returns the path of the cache. Returns true if the cache is readonly. Returns true if the cache is ready. Returns the number of currently unused bytes in the cache. Returns the used disk space in bytes. Returns true if the cache is valid. Removes all cached content in the cache that has been cached by the current application. The number of seconds that AssetBundles may remain unused in the cache. Returns True when cache clearing succeeded. Removes all cached content in the cache that has been cached by the current application. The number of seconds that AssetBundles may remain unused in the cache. Returns True when cache clearing succeeded. Data structure for downloading AssetBundles to a customized cache path. See Also:UnityWebRequestAssetBundle.GetAssetBundle for more information. Hash128 which is used as the version of the AssetBundle. AssetBundle name which is used as the customized cache path. The Caching class lets you manage cached AssetBundles, downloaded using UnityWebRequestAssetBundle.GetAssetBundle(). Returns the cache count in the cache list. Controls compression of cache data. Enabled by default. Gets or sets the current cache in which AssetBundles should be cached. Returns the default cache which is added by Unity internally. Returns true if Caching system is ready for use. Add a cache with the given path. Path to the cache folder. Removes all the cached versions of the given AssetBundle from the cache. The AssetBundle name. Returns true when cache clearing succeeded. Removes all AssetBundle content that has been cached by the current application. The number of seconds that AssetBundles may remain unused in the cache. True when cache clearing succeeded, false if cache was in use. Removes all AssetBundle content that has been cached by the current application. The number of seconds that AssetBundles may remain unused in the cache. True when cache clearing succeeded, false if cache was in use. Removes the given version of the AssetBundle. The AssetBundle name. Version needs to be cleaned. Returns true when cache clearing succeeded. Can return false if any cached bundle is in use. Removes all the cached versions of the AssetBundle from the cache, except for the specified version. The AssetBundle name. Version needs to be kept. Returns true when cache clearing succeeded. Returns all paths of the cache in the cache list. List of all the cache paths. Returns the Cache at the given position in the cache list. Index of the cache to get. A reference to the Cache at the index specified. Returns the Cache that has the given cache path. The cache path. A reference to the Cache with the given path. Returns all cached versions of the given AssetBundle. The AssetBundle name. List of all the cached version. Checks if an AssetBundle is cached. Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. Version The version number of the AssetBundle to check for. Negative values are not allowed. True if an AssetBundle matching the url and version parameters has previously been loaded using UnityWebRequestAssetBundle.GetAssetBundle() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. Bumps the timestamp of a cached file to be the current time. Moves the source Cache after the destination Cache in the cache list. The Cache to move. The Cache which should come before the source Cache in the cache list. Moves the source Cache before the destination Cache in the cache list. The Cache to move. The Cache which should come after the source Cache in the cache list. Removes the Cache from cache list. The Cache to be removed. Returns true if the Cache is removed. A Camera is a device through which the player views the world. Gets the temporary RenderTexture target for this Camera. The rendering path that is currently being used (Read Only). Returns all enabled cameras in the scene. The number of cameras in the current scene. Dynamic Resolution Scaling. High dynamic range rendering. MSAA rendering. Determines whether the stereo view matrices are suitable to allow for a single pass cull. The aspect ratio (width divided by height). The color with which the screen will be cleared. Matrix that transforms from camera space to world space (Read Only). Identifies what kind of camera this is. How the camera clears the background. Should the camera clear the stencil buffer after the deferred light pass? Number of command buffers set up on this camera (Read Only). This is used to render parts of the scene selectively. Sets a custom matrix for the camera to use for all culling queries. The camera we are currently rendering with, for low-level render control only (Read Only). Camera's depth in the camera rendering order. How and if camera generates a depth texture. Mask to select which layers can trigger events on the camera. The far clipping plane distance. The field of view of the camera in degrees. The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties. Should camera rendering be forced into a RenderTexture. Per-layer culling distances. How to perform per-layer culling for a Camera. The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size. The first enabled camera tagged "MainCamera" (Read Only). The near clipping plane distance. Get or set the raw projection matrix with no camera offset (no jittering). Event that is fired after any camera finishes rendering. Event that is fired before any camera starts culling. Event that is fired before any camera starts rendering. Opaque object sorting mode. Is the camera orthographic (true) or perspective (false)? Camera's half-size when in orthographic mode. How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). Where on the screen is the camera rendered in pixel coordinates. How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). Get the view projection matrix used on the last frame. Set a custom projection matrix. Where on the screen is the camera rendered in normalized coordinates. The rendering path that should be used, if possible. How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). If not null, the camera will only render the contents of the specified scene. The size of the camera sensor, expressed in millimeters. Returns the eye that is currently rendering. If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. Distance to a point where virtual eyes converge. Stereoscopic rendering. The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect. Defines which eye of a VR display the Camera renders into. Set the target display for this Camera. Destination render texture. An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. Transparent object sorting mode. Should the jittered matrix be used for transparency rendering? Whether or not the Camera will use occlusion culling during rendering. Enable [UsePhysicalProperties] to use physical camera properties to compute the field of view and the frustum. Get the world-space speed of the camera (Read Only). Matrix that transforms from world to camera space. Add a command buffer to be executed at a specified place. When to execute the command buffer during rendering. The buffer to execute. Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. The point during the graphics processing at which this command buffer should commence on the GPU. The buffer to execute. The desired async compute queue type to execute the buffer on. Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. Normalized viewport coordinates to use for the frustum calculation. Z-depth from the camera origin at which the corners will be calculated. Camera eye projection matrix to use. Output array for the frustum corner vectors. Cannot be null and length must be >= 4. Calculates and returns oblique near-plane projection matrix. Vector4 that describes a clip plane. Oblique near-plane projection matrix. Delegate type for camera callbacks. Makes this camera's settings match other camera. Copy camera settings to the other camera. Sets the non-jittered projection matrix, sourced from the VR SDK. Specifies the stereoscopic eye whose non-jittered projection matrix will be sourced from the VR SDK. Converts focal length to field of view. Focal length in millimeters. Sensor size in millimeters. Use sensor height to get vertical field of view. Use sensor width to get horizontal field of view. Field of view in degrees. Converts field of view to focal length. Use either sensor height and vertical field of view, or sensor width and horizontal field of view. Field of view in degrees. Sensor size in millimeters. Focal length in millimeters. Fills an array of Camera with the current cameras in the scene, without allocating a new array. An array to be filled up with cameras currently in the scene. Get command buffers to be executed at a specified place. When to execute the command buffer during rendering. Array of command buffers. Gets the non-jittered projection matrix of a specific left or right stereoscopic eye. Specifies the stereoscopic eye whose non-jittered projection matrix needs to be returned. The non-jittered projection matrix of the specified stereoscopic eye. Gets the projection matrix of a specific left or right stereoscopic eye. Specifies the stereoscopic eye whose projection matrix needs to be returned. The projection matrix of the specified stereoscopic eye. Gets the left or right view matrix of a specific stereoscopic eye. Specifies the stereoscopic eye whose view matrix needs to be returned. The view matrix of the specified stereoscopic eye. A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering. A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function. The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled. Camera eye corresponding to stereoscopic rendering of the left eye. Camera eye corresponding to non-stereoscopic rendering. Camera eye corresponding to stereoscopic rendering of the right eye. Remove all command buffers set on this camera. Remove command buffer from execution at a specified place. When to execute the command buffer during rendering. The buffer to execute. Remove command buffers from execution at a specified place. When to execute the command buffer during rendering. Render the camera manually. Render into a static cubemap from this camera. The cube map to render to. A bitmask which determines which of the six faces are rendered to. False if rendering fails, else true. Render into a cubemap from this camera. A bitfield indicating which cubemap faces should be rendered into. The texture to render to. False if rendering fails, else true. Render one side of a stereoscopic 360-degree image into a cubemap from this camera. The texture to render to. A bitfield indicating which cubemap faces should be rendered into. Set to the integer value 63 to render all faces. A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for non-stereoscopic rendering. False if rendering fails, else true. Render the camera with shader replacement. Revert all camera parameters to default. Revert the aspect ratio to the screen's aspect ratio. Make culling queries reflect the camera's built in parameters. Make the projection reflect normal camera's parameters. Remove shader replacement from camera. Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes. Reset the camera to using the Unity computed view matrices for all stereoscopic eyes. Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera. Make the rendering position reflect the camera's position in the scene. Returns a ray going from camera through a screen point. Optional argument that can be used to specify which eye transform to use. Default is Mono. Returns a ray going from camera through a screen point. Optional argument that can be used to specify which eye transform to use. Default is Mono. Transforms position from screen space into viewport space. Transforms position from screen space into world space. Make the camera render with shader replacement. Sets a custom projection matrix for a specific stereoscopic eye. Specifies the stereoscopic eye whose projection matrix needs to be set. The matrix to be set. Sets a custom view matrix for a specific stereoscopic eye. Specifies the stereoscopic view matrix to set. The matrix to be set. Sets the Camera to render to the chosen buffers of one or more RenderTextures. The RenderBuffer(s) to which color information will be rendered. The RenderBuffer to which depth information will be rendered. Sets the Camera to render to the chosen buffers of one or more RenderTextures. The RenderBuffer(s) to which color information will be rendered. The RenderBuffer to which depth information will be rendered. Enum used to specify either the left or the right eye of a stereoscopic camera. Specifies the target to be the left eye. Specifies the target to be the right eye. Returns a ray going from camera through a viewport point. Optional argument that can be used to specify which eye transform to use. Default is Mono. Returns a ray going from camera through a viewport point. Optional argument that can be used to specify which eye transform to use. Default is Mono. Transforms position from viewport space into screen space. Transforms position from viewport space into world space. The 3d vector in Viewport space. The 3d vector in World space. Transforms position from world space into screen space. Optional argument that can be used to specify which eye transform to use. Default is Mono. Transforms position from world space into screen space. Optional argument that can be used to specify which eye transform to use. Default is Mono. Transforms position from world space into viewport space. Optional argument that can be used to specify which eye transform to use. Default is Mono. Transforms position from world space into viewport space. Optional argument that can be used to specify which eye transform to use. Default is Mono. Values for Camera.clearFlags, determining what to clear when rendering a Camera. Clear only the depth buffer. Don't clear anything. Clear with the skybox. Clear with a background color. Describes different types of camera. Used to indicate a regular in-game camera. Used to indicate a camera that is used for rendering previews in the Editor. Used to indicate a camera that is used for rendering reflection probes. Used to indicate that a camera is used for rendering the Scene View in the Editor. Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor. Representation of RGBA colors. Alpha component of the color (0 is transparent, 1 is opaque). Blue component of the color. Solid black. RGBA is (0, 0, 0, 1). Solid blue. RGBA is (0, 0, 1, 1). Completely transparent. RGBA is (0, 0, 0, 0). Cyan. RGBA is (0, 1, 1, 1). Green component of the color. A version of the color that has had the gamma curve applied. Gray. RGBA is (0.5, 0.5, 0.5, 1). The grayscale value of the color. (Read Only) Solid green. RGBA is (0, 1, 0, 1). English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). A linear value of an sRGB color. Magenta. RGBA is (1, 0, 1, 1). Returns the maximum color component value: Max(r,g,b). Red component of the color. Solid red. RGBA is (1, 0, 0, 1). Solid white. RGBA is (1, 1, 1, 1). Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! Constructs a new Color with given r,g,b,a components. Red component. Green component. Blue component. Alpha component. Constructs a new Color with given r,g,b components and sets a to 1. Red component. Green component. Blue component. Creates an RGB colour from HSV input. Hue [0..1]. Saturation [0..1]. Value [0..1]. Output HDR colours. If true, the returned colour will not be clamped to [0..1]. An opaque colour with HSV matching the input. Creates an RGB colour from HSV input. Hue [0..1]. Saturation [0..1]. Value [0..1]. Output HDR colours. If true, the returned colour will not be clamped to [0..1]. An opaque colour with HSV matching the input. Colors can be implicitly converted to and from Vector4. Colors can be implicitly converted to and from Vector4. Linearly interpolates between colors a and b by t. Color a Color b Float for combining a and b Linearly interpolates between colors a and b by t. Divides color a by the float b. Each color component is scaled separately. Subtracts color b from color a. Each component is subtracted separately. Multiplies two colors together. Each component is multiplied separately. Multiplies color a by the float b. Each color component is scaled separately. Multiplies color a by the float b. Each color component is scaled separately. Adds two colors together. Each component is added separately. Calculates the hue, saturation and value of an RGB input color. An input color. Output variable for hue. Output variable for saturation. Output variable for value. Access the r, g, b,a components using [0], [1], [2], [3] respectively. Returns a nicely formatted string of this color. Returns a nicely formatted string of this color. Representation of RGBA colors in 32 bit format. Alpha component of the color. Blue component of the color. Green component of the color. Red component of the color. Constructs a new Color32 with given r, g, b, a components. Color32 can be implicitly converted to and from Color. Color32 can be implicitly converted to and from Color. Linearly interpolates between colors a and b by t. Linearly interpolates between colors a and b by t. Returns a nicely formatted string of this color. Returns a nicely formatted string of this color. Represents a color gamut. sRGB color gamut. Display-P3 color gamut. DolbyHDR high dynamic range color gamut. HDR10 high dynamic range color gamut. Rec. 2020 color gamut. Rec. 709 color gamut. Color space for player settings. Gamma color space. Linear color space. Uninitialized color space. Attribute used to configure the usage of the ColorField and Color Picker for a color. If set to true the Color is treated as a HDR color. Maximum allowed HDR color component value when using the HDR Color Picker. Maximum exposure value allowed in the HDR Color Picker. Minimum allowed HDR color component value when using the Color Picker. Minimum exposure value allowed in the HDR Color Picker. If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker. Attribute for Color fields. Used for configuring the GUI for the color. If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. Set to true if the color should be treated as a HDR color (default value: false). Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). Maximum exposure value allowed in the HDR Color Picker (default value: 3). Attribute for Color fields. Used for configuring the GUI for the color. If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. Set to true if the color should be treated as a HDR color (default value: false). Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). Maximum exposure value allowed in the HDR Color Picker (default value: 3). Attribute for Color fields. Used for configuring the GUI for the color. If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. Set to true if the color should be treated as a HDR color (default value: false). Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). Maximum exposure value allowed in the HDR Color Picker (default value: 3). A collection of common color functions. Returns the color as a hexadecimal string in the format "RRGGBB". The color to be converted. Hexadecimal string representing the color. Returns the color as a hexadecimal string in the format "RRGGBBAA". The color to be converted. Hexadecimal string representing the color. Attempts to convert a html color string. Case insensitive html string to be converted into a color. The converted color. True if the string was successfully converted else false. Struct used to describe meshes to be combined using Mesh.CombineMeshes. The baked lightmap UV scale and offset applied to the Mesh. Mesh to combine. The realtime lightmap UV scale and offset applied to the Mesh. Sub-Mesh index of the Mesh. Matrix to transform the Mesh with before combining. Interface into compass functionality. Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start(). Accuracy of heading reading in degrees. The heading in degrees relative to the magnetic North Pole. (Read Only) The raw geomagnetic data measured in microteslas. (Read Only) Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only) The heading in degrees relative to the geographic North Pole. (Read Only) Base class for everything attached to GameObjects. The game object this component is attached to. A component is always attached to a game object. The tag of this game object. The Transform attached to this GameObject. Calls the method named methodName on every MonoBehaviour in this game object or any of its children. Name of the method to call. Optional parameter to pass to the method (can be any value). Should an error be raised if the method does not exist for a given target object? Calls the method named methodName on every MonoBehaviour in this game object or any of its children. Name of the method to call. Optional parameter to pass to the method (can be any value). Should an error be raised if the method does not exist for a given target object? Calls the method named methodName on every MonoBehaviour in this game object or any of its children. Name of the method to call. Optional parameter to pass to the method (can be any value). Should an error be raised if the method does not exist for a given target object? Calls the method named methodName on every MonoBehaviour in this game object or any of its children. Name of the method to call. Optional parameter to pass to the method (can be any value). Should an error be raised if the method does not exist for a given target object? Is this game object tagged with tag ? The tag to compare. Returns the component of Type type if the game object has one attached, null if it doesn't. The type of Component to retrieve. Generic version. See the page for more details. Returns the component with name type if the game object has one attached, null if it doesn't. Returns the component of Type type in the GameObject or any of its children using depth first search. The type of Component to retrieve. A component of the matching type, if found. Generic version. See the page for more details. A component of the matching type, if found. Returns the component of Type type in the GameObject or any of its parents. The type of Component to retrieve. A component of the matching type, if found. Generic version. See the page for more details. A component of the matching type, if found. Returns all components of Type type in the GameObject. The type of Component to retrieve. Generic version. See the page for more details. Returns all components of Type type in the GameObject or any of its children. The type of Component to retrieve. Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. Returns all components of Type type in the GameObject or any of its children. The type of Component to retrieve. Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. Generic version. See the page for more details. Should Components on inactive GameObjects be included in the found set? includeInactive decides which children of the GameObject will be searched. The GameObject that you call GetComponentsInChildren on is always searched regardless. A list of all found components matching the specified type. Generic version. See the page for more details. A list of all found components matching the specified type. Returns all components of Type type in the GameObject or any of its parents. The type of Component to retrieve. Should inactive Components be included in the found set? Generic version. See the page for more details. Should inactive Components be included in the found set? Generic version. See the page for more details. Should inactive Components be included in the found set? Calls the method named methodName on every MonoBehaviour in this game object. Name of the method to call. Optional parameter for the method. Should an error be raised if the target object doesn't implement the method for the message? Calls the method named methodName on every MonoBehaviour in this game object. Name of the method to call. Optional parameter for the method. Should an error be raised if the target object doesn't implement the method for the message? Calls the method named methodName on every MonoBehaviour in this game object. Name of the method to call. Optional parameter for the method. Should an error be raised if the target object doesn't implement the method for the message? Calls the method named methodName on every MonoBehaviour in this game object. Name of the method to call. Optional parameter for the method. Should an error be raised if the target object doesn't implement the method for the message? Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. Name of method to call. Optional parameter value for the method. Should an error be raised if the method does not exist on the target object? Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. Name of method to call. Optional parameter value for the method. Should an error be raised if the method does not exist on the target object? Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. Name of method to call. Optional parameter value for the method. Should an error be raised if the method does not exist on the target object? Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. Name of method to call. Optional parameter value for the method. Should an error be raised if the method does not exist on the target object? GPU data buffer, mostly for use with compute shaders. Number of elements in the buffer (Read Only). Size of one element in the buffer (Read Only). Copy counter value of append/consume buffer into another buffer. Append/consume buffer to copy the counter from. A buffer to copy the counter to. Target byte offset in dst. Create a Compute Buffer. Number of elements in the buffer. Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. Type of the buffer, default is ComputeBufferType.Default (structured buffer). Create a Compute Buffer. Number of elements in the buffer. Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. Type of the buffer, default is ComputeBufferType.Default (structured buffer). Read data values from the buffer into an array. The array can only use <a href="https:docs.microsoft.comen-usdotnetframeworkinteropblittable-and-non-blittable-types">blittable<a> types. An array to receive the data. Partial read of data values from the buffer into an array. An array to receive the data. The first element index in data where retrieved elements are copied. The first element index of the compute buffer from which elements are read. The number of elements to retrieve. Retrieve a native (underlying graphics API) pointer to the buffer. Pointer to the underlying graphics API buffer. Returns true if this compute buffer is valid and false otherwise. Release a Compute Buffer. Sets counter value of append/consume buffer. Value of the append/consume counter. Set the buffer with values from an array. Array of values to fill the buffer. Partial copy of data values from an array into the buffer. Array of values to fill the buffer. The first element index in data to copy to the compute buffer. The first element index in compute buffer to receive the data. The number of elements to copy. ComputeBuffer type. Append-consume ComputeBuffer type. ComputeBuffer with a counter. Default ComputeBuffer type (structured buffer). ComputeBuffer used for Graphics.DrawProceduralIndirect, ComputeShader.DispatchIndirect or Graphics.DrawMeshInstancedIndirect arguments. Raw ComputeBuffer type (byte address buffer). Compute Shader asset. Execute a compute shader. Which kernel to execute. A single compute shader asset can have multiple kernel entry points. Number of work groups in the X dimension. Number of work groups in the Y dimension. Number of work groups in the Z dimension. Execute a compute shader. Which kernel to execute. A single compute shader asset can have multiple kernel entry points. Buffer with dispatch arguments. The byte offset into the buffer, where the draw arguments start. Find ComputeShader kernel index. Name of kernel function. The Kernel index, or logs a "FindKernel failed" error message if the kernel is not found. Get kernel thread group sizes. Which kernel to query. A single compute shader asset can have multiple kernel entry points. Thread group size in the X dimension. Thread group size in the Y dimension. Thread group size in the Z dimension. Checks whether a shader contains a given kernel. The name of the kernel to look for. True if the kernel is found, false otherwise. Set a bool parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a bool parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Sets an input or output compute buffer. For which kernel the buffer is being set. See FindKernel. Property name ID, use Shader.PropertyToID to get it. Name of the buffer variable in shader code. Buffer to set. Sets an input or output compute buffer. For which kernel the buffer is being set. See FindKernel. Property name ID, use Shader.PropertyToID to get it. Name of the buffer variable in shader code. Buffer to set. Set a float parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a float parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set multiple consecutive float parameters at once. Array variable name in the shader code. Property name ID, use Shader.PropertyToID to get it. Value array to set. Set multiple consecutive float parameters at once. Array variable name in the shader code. Property name ID, use Shader.PropertyToID to get it. Value array to set. Set an integer parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set an integer parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set multiple consecutive integer parameters at once. Array variable name in the shader code. Property name ID, use Shader.PropertyToID to get it. Value array to set. Set multiple consecutive integer parameters at once. Array variable name in the shader code. Property name ID, use Shader.PropertyToID to get it. Value array to set. Set a Matrix parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a Matrix parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a Matrix array parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a Matrix array parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a texture parameter. For which kernel the texture is being set. See FindKernel. Property name ID, use Shader.PropertyToID to get it. Name of the buffer variable in shader code. Texture to set. Set a texture parameter. For which kernel the texture is being set. See FindKernel. Property name ID, use Shader.PropertyToID to get it. Name of the buffer variable in shader code. Texture to set. Set a texture parameter from a global texture property. For which kernel the texture is being set. See FindKernel. Property name ID, use Shader.PropertyToID to get it. Name of the buffer variable in shader code. Global texture property to assign to shader. Property name ID, use Shader.PropertyToID to get it. Set a texture parameter from a global texture property. For which kernel the texture is being set. See FindKernel. Property name ID, use Shader.PropertyToID to get it. Name of the buffer variable in shader code. Global texture property to assign to shader. Property name ID, use Shader.PropertyToID to get it. Set a vector parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a vector parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a vector array parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. Set a vector array parameter. Variable name in shader code. Property name ID, use Shader.PropertyToID to get it. Value to set. The ContextMenu attribute allows you to add commands to the context menu. Adds the function to the context menu of the component. The name of the context menu item. Whether this is a validate function (defaults to false). Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. Adds the function to the context menu of the component. The name of the context menu item. Whether this is a validate function (defaults to false). Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. Adds the function to the context menu of the component. The name of the context menu item. Whether this is a validate function (defaults to false). Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. Use this attribute to add a context menu to a field that calls a named method. The name of the function that should be called. The name of the context menu item. Use this attribute to add a context menu to a field that calls a named method. The name of the context menu item. The name of the function that should be called. MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines, and do not hold any exposed properties or functions. Holds data for a single application crash event and provides access to all gathered crash reports. Returns last crash report, or null if no reports are available. Returns all currently available reports in a new array. Crash report data as formatted text. Time, when the crash occured. Remove report from available reports list. Remove all reports from available reports list. Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files. The default file name used by newly created instances of this type. The display name for this type shown in the Assets/Create menu. The position of the menu item within the Assets/Create menu. Class for handling cube maps, Use this to create or modify existing. The format of the pixel data in the texture (Read Only). How many mipmap levels are in this texture (Read Only). Actually apply all previous SetPixel and SetPixels changes. When set to true, mipmap levels are recalculated. When set to true, system memory copy of a texture is released. Creates a Unity cubemap out of externally created native cubemap object. The width and height of each face of the cubemap should be the same. Format of underlying cubemap object. Does the cubemap have mipmaps? Native cubemap texture object. Create a new empty cubemap texture. Width/height of a cube face in pixels. Pixel data format to be used for the Cubemap. Should mipmaps be created? Returns pixel color at coordinates (face, x, y). Returns pixel colors of a cubemap face. The face from which pixel data is taken. Mipmap level for the chosen face. Sets pixel color at coordinates (face, x, y). Sets pixel colors of a cubemap face. Pixel data for the Cubemap face. The face to which the new data should be applied. The mipmap level for the face. Performs smoothing of near edge regions. Pixel distance at edges over which to apply smoothing. Class for handling Cubemap arrays. Number of cubemaps in the array (Read Only). Texture format (Read Only). Actually apply all previous SetPixels changes. When set to true, mipmap levels are recalculated. When set to true, system memory copy of a texture is released. Create a new cubemap array. Cubemap face size in pixels. Number of elements in the cubemap array. Format of the pixel data. Should mipmaps be created? Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. Create a new cubemap array. Cubemap face size in pixels. Number of elements in the cubemap array. Format of the pixel data. Should mipmaps be created? Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. Returns pixel colors of a single array slice/face. Cubemap face to read pixels from. Array slice to read pixels from. Mipmap level to read pixels from. Array of pixel colors. Returns pixel colors of a single array slice/face. Cubemap face to read pixels from. Array slice to read pixels from. Mipmap level to read pixels from. Array of pixel colors in low precision (8 bits/channel) format. Set pixel colors for a single array slice/face. An array of pixel colors. Cubemap face to set pixels for. Array element index to set pixels for. Mipmap level to set pixels for. Set pixel colors for a single array slice/face. An array of pixel colors in low precision (8 bits/channel) format. Cubemap face to set pixels for. Array element index to set pixels for. Mipmap level to set pixels for. Cubemap face. Left facing side (-x). Downward facing side (-y). Backward facing side (-z). Right facing side (+x). Upwards facing side (+y). Forward facing side (+z). Cubemap face is unknown or unspecified. Describes a set of bounding spheres that should have their visibility and distances maintained. Pauses culling group execution. Sets the callback that will be called when a sphere's visibility and/or distance state has changed. Locks the CullingGroup to a specific camera. Create a CullingGroup. Clean up all memory used by the CullingGroup immediately. Erase a given bounding sphere by moving the final sphere on top of it. The index of the entry to erase. Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one. The index of the entry to erase. An array of entries. The number of entries in the array that are actually used. Get the current distance band index of a given sphere. The index of the sphere. The sphere's current distance band index. Returns true if the bounding sphere at index is currently visible from any of the contributing cameras. The index of the bounding sphere. True if the sphere is visible; false if it is invisible. Retrieve the indices of spheres that have particular visibility and/or distance states. True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. The distance band that retrieved spheres must be in. An array that will be filled with the retrieved sphere indices. The index of the sphere to begin searching at. The number of sphere indices found and written into the result array. Retrieve the indices of spheres that have particular visibility and/or distance states. True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. The distance band that retrieved spheres must be in. An array that will be filled with the retrieved sphere indices. The index of the sphere to begin searching at. The number of sphere indices found and written into the result array. Retrieve the indices of spheres that have particular visibility and/or distance states. True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. The distance band that retrieved spheres must be in. An array that will be filled with the retrieved sphere indices. The index of the sphere to begin searching at. The number of sphere indices found and written into the result array. Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. An array of bounding distances. The distances should be sorted in increasing order. An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour. Sets the number of bounding spheres in the bounding spheres array that are actually being used. The number of bounding spheres being used. Sets the array of bounding sphere definitions that the CullingGroup should compute culling for. The BoundingSpheres to cull. Set the reference point from which distance bands are measured. A fixed point to measure the distance from. A transform to measure the distance from. The transform's position will be automatically tracked. Set the reference point from which distance bands are measured. A fixed point to measure the distance from. A transform to measure the distance from. The transform's position will be automatically tracked. This delegate is used for recieving a callback when a sphere's distance or visibility state has changed. A CullingGroupEvent that provides information about the sphere that has changed. Provides information about the current and previous states of one sphere in a CullingGroup. The current distance band index of the sphere, after the most recent culling pass. Did this sphere change from being visible to being invisible in the most recent culling pass? Did this sphere change from being invisible to being visible in the most recent culling pass? The index of the sphere that has changed. Was the sphere considered visible by the most recent culling pass? The distance band index of the sphere before the most recent culling pass. Was the sphere visible before the most recent culling pass? Cursor API for setting the cursor (mouse pointer). Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all. Determines whether the hardware pointer is visible or not. Sets the mouse cursor to the given texture. Specify a custom cursor that you wish to use as a cursor. The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults), in order to be used as a cursor. The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. How the cursor should behave. Confine cursor to the game window. Lock cursor to the center of the game window. Cursor behavior is unmodified. Determines whether the mouse cursor is rendered using software rendering or, on supported platforms, hardware rendering. Use hardware cursors on supported platforms. Force the use of software cursors. Custom Render Textures are an extension to Render Textures, enabling you to render directly to the Texture using a Shader. Bitfield that allows to enable or disable update on each of the cubemap faces. Order from least significant bit is +X, -X, +Y, -Y, +Z, -Z. If true, the Custom Render Texture is double buffered so that you can access it during its own update. otherwise the Custom Render Texture will be not be double buffered. Color with which the Custom Render Texture is initialized. This parameter will be ignored if an initializationMaterial is set. Material with which the Custom Render Texture is initialized. Initialization texture and color are ignored if this parameter is set. Specify how the texture should be initialized. Specify if the texture should be initialized with a Texture and a Color or a Material. Texture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set. Material with which the content of the Custom Render Texture is updated. Shader Pass used to update the Custom Render Texture. Specify how the texture should be updated. Space in which the update zones are expressed (Normalized or Pixel space). If true, Update zones will wrap around the border of the Custom Render Texture. Otherwise, Update zones will be clamped at the border of the Custom Render Texture. Clear all Update Zones. Create a new Custom Render Texture. Create a new Custom Render Texture. Create a new Custom Render Texture. Returns the list of Update Zones. Output list of Update Zones. Triggers an initialization of the Custom Render Texture. Setup the list of Update Zones for the Custom Render Texture. Triggers the update of the Custom Render Texture. Number of upate pass to perform. Specify the source of a Custom Render Texture initialization. Custom Render Texture is initalized with a Material. Custom Render Texture is initialized by a Texture multiplied by a Color. Frequency of update or initialization of a Custom Render Texture. Initialization/Update will only occur when triggered by the script. Initialization/Update will occur once at load time and then can be triggered again by script. Initialization/Update will occur at every frame. Structure describing an Update Zone. If true, and if the texture is double buffered, a request is made to swap the buffers before the next update. Otherwise, the buffers will not be swapped. Shader Pass used to update the Custom Render Texture for this Update Zone. Rotation of the Update Zone. Position of the center of the Update Zone within the Custom Render Texture. Size of the Update Zone. Space in which coordinates are provided for Update Zones. Coordinates are normalized. (0, 0) is top left and (1, 1) is bottom right. Coordinates are expressed in pixels. (0, 0) is top left (width, height) is bottom right. Base class for custom yield instructions to suspend coroutines. Indicates if coroutine should be kept suspended. Class containing methods to ease debugging while developing a game. Reports whether the development console is visible. The development console cannot be made to appear using: In the Build Settings dialog there is a check box called "Development Build". Get default debug logger. Assert a condition and logs an error message to the Unity console on failure. Condition you expect to be true. Object to which the message applies. String or object to be converted to string representation for display. Assert a condition and logs an error message to the Unity console on failure. Condition you expect to be true. Object to which the message applies. String or object to be converted to string representation for display. Assert a condition and logs an error message to the Unity console on failure. Condition you expect to be true. Object to which the message applies. String or object to be converted to string representation for display. Assert a condition and logs an error message to the Unity console on failure. Condition you expect to be true. Object to which the message applies. String or object to be converted to string representation for display. Assert a condition and logs a formatted error message to the Unity console on failure. Condition you expect to be true. A composite format string. Format arguments. Object to which the message applies. Assert a condition and logs a formatted error message to the Unity console on failure. Condition you expect to be true. A composite format string. Format arguments. Object to which the message applies. Pauses the editor. Clears errors from the developer console. Draws a line between specified start and end points. Point in world space where the line should start. Point in world space where the line should end. Color of the line. How long the line should be visible for. Should the line be obscured by objects closer to the camera? Draws a line between specified start and end points. Point in world space where the line should start. Point in world space where the line should end. Color of the line. How long the line should be visible for. Should the line be obscured by objects closer to the camera? Draws a line between specified start and end points. Point in world space where the line should start. Point in world space where the line should end. Color of the line. How long the line should be visible for. Should the line be obscured by objects closer to the camera? Draws a line between specified start and end points. Point in world space where the line should start. Point in world space where the line should end. Color of the line. How long the line should be visible for. Should the line be obscured by objects closer to the camera? Draws a line from start to start + dir in world coordinates. Point in world space where the ray should start. Direction and length of the ray. Color of the drawn line. How long the line will be visible for (in seconds). Should the line be obscured by other objects closer to the camera? Draws a line from start to start + dir in world coordinates. Point in world space where the ray should start. Direction and length of the ray. Color of the drawn line. How long the line will be visible for (in seconds). Should the line be obscured by other objects closer to the camera? Draws a line from start to start + dir in world coordinates. Point in world space where the ray should start. Direction and length of the ray. Color of the drawn line. How long the line will be visible for (in seconds). Should the line be obscured by other objects closer to the camera? Draws a line from start to start + dir in world coordinates. Point in world space where the ray should start. Direction and length of the ray. Color of the drawn line. How long the line will be visible for (in seconds). Should the line be obscured by other objects closer to the camera? Logs message to the Unity Console. String or object to be converted to string representation for display. Object to which the message applies. Logs message to the Unity Console. String or object to be converted to string representation for display. Object to which the message applies. A variant of Debug.Log that logs an assertion message to the console. String or object to be converted to string representation for display. Object to which the message applies. A variant of Debug.Log that logs an assertion message to the console. String or object to be converted to string representation for display. Object to which the message applies. Logs a formatted assertion message to the Unity console. A composite format string. Format arguments. Object to which the message applies. Logs a formatted assertion message to the Unity console. A composite format string. Format arguments. Object to which the message applies. A variant of Debug.Log that logs an error message to the console. String or object to be converted to string representation for display. Object to which the message applies. A variant of Debug.Log that logs an error message to the console. String or object to be converted to string representation for display. Object to which the message applies. Logs a formatted error message to the Unity console. A composite format string. Format arguments. Object to which the message applies. Logs a formatted error message to the Unity console. A composite format string. Format arguments. Object to which the message applies. A variant of Debug.Log that logs an error message to the console. Object to which the message applies. Runtime Exception. A variant of Debug.Log that logs an error message to the console. Object to which the message applies. Runtime Exception. Logs a formatted message to the Unity Console. A composite format string. Format arguments. Object to which the message applies. Logs a formatted message to the Unity Console. A composite format string. Format arguments. Object to which the message applies. A variant of Debug.Log that logs a warning message to the console. String or object to be converted to string representation for display. Object to which the message applies. A variant of Debug.Log that logs a warning message to the console. String or object to be converted to string representation for display. Object to which the message applies. Logs a formatted warning message to the Unity Console. A composite format string. Format arguments. Object to which the message applies. Logs a formatted warning message to the Unity Console. A composite format string. Format arguments. Object to which the message applies. Attribute used to make a float, int, or string variable in a script be delayed. Attribute used to make a float, int, or string variable in a script be delayed. Depth texture generation mode for Camera. Generate a depth texture. Generate a depth + normals texture. Specifies whether motion vectors should be rendered (if possible). Do not generate depth texture (Default). Describes physical orientation of the device as determined by the OS. The device is held parallel to the ground with the screen facing downwards. The device is held parallel to the ground with the screen facing upwards. The device is in landscape mode, with the device held upright and the home button on the right side. The device is in landscape mode, with the device held upright and the home button on the left side. The device is in portrait mode, with the device held upright and the home button at the bottom. The device is in portrait mode but upside down, with the device held upright and the home button at the top. The orientation of the device cannot be determined. Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. A stationary gaming console. Desktop or laptop computer. A handheld device like mobile phone or a tablet. Device type is unknown. You should never see this in practice. Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. Provides access to a display / screen for rendering operations. Gets the state of the display and returns true if the display is active and false if otherwise. Color RenderBuffer. Depth RenderBuffer. The list of currently connected Displays. Contains at least one (main) display. Main Display. Vertical resolution that the display is rendering at. Horizontal resolution that the display is rendering at. Vertical native display resolution. Horizontal native display resolution. Activate an external display. Eg. Secondary Monitors connected to the System. This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate. Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width). Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height). Desired Refresh Rate. Query relative mouse coordinates. Mouse Input Position as Coordinates. Set rendering size and position on screen (Windows only). Change Window Width (Windows Only). Change Window Height (Windows Only). Change Window Position X (Windows Only). Change Window Position Y (Windows Only). Sets rendering resolution for the display. Rendering width in pixels. Rendering height in pixels. A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. Add a RectTransform to be driven. The object to drive properties. The RectTransform to be driven. The properties to be driven. Clear the list of RectTransforms being driven. An enumeration of transform properties that can be driven on a RectTransform by an object. Selects all driven properties. Selects driven property RectTransform.anchoredPosition. Selects driven property RectTransform.anchoredPosition3D. Selects driven property RectTransform.anchoredPosition.x. Selects driven property RectTransform.anchoredPosition.y. Selects driven property RectTransform.anchoredPosition3D.z. Selects driven property combining AnchorMaxX and AnchorMaxY. Selects driven property RectTransform.anchorMax.x. Selects driven property RectTransform.anchorMax.y. Selects driven property combining AnchorMinX and AnchorMinY. Selects driven property RectTransform.anchorMin.x. Selects driven property RectTransform.anchorMin.y. Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY. Deselects all driven properties. Selects driven property combining PivotX and PivotY. Selects driven property RectTransform.pivot.x. Selects driven property RectTransform.pivot.y. Selects driven property Transform.localRotation. Selects driven property combining ScaleX, ScaleY && ScaleZ. Selects driven property Transform.localScale.x. Selects driven property Transform.localScale.y. Selects driven property Transform.localScale.z. Selects driven property combining SizeDeltaX and SizeDeltaY. Selects driven property RectTransform.sizeDelta.x. Selects driven property RectTransform.sizeDelta.y. Allows to control the dynamic Global Illumination. Allows for scaling the contribution coming from realtime & static lightmaps. Is precomputed realtime Global Illumination output converged? When enabled, new dynamic Global Illumination output is shown in each frame. Threshold for limiting updates of realtime GI. The unit of measurement is "percentage intensity change". Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. The Renderer that should get a new color. The emissive Color. Allows overriding the distant environment lighting for Realtime GI, without changing the Skybox Material. Array of float values to be used for Realtime GI environment lighting. Schedules an update of the environment texture. Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. The Renderer to use when searching for a system to update. The Terrain to use when searching for systems to update. Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. The Renderer to use when searching for a system to update. The Terrain to use when searching for systems to update. Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. The Renderer to use when searching for a system to update. The Terrain to use when searching for systems to update. THe mode that a listener is operating in. The listener will bind to one argument bool functions. The listener will use the function binding specified by the even. The listener will bind to one argument float functions. The listener will bind to one argument int functions. The listener will bind to one argument Object functions. The listener will bind to one argument string functions. The listener will bind to zero argument functions. Zero argument delegate used by UnityEvents. One argument delegate used by UnityEvents. Two argument delegate used by UnityEvents. Three argument delegate used by UnityEvents. Four argument delegate used by UnityEvents. A zero argument persistent callback that can be saved with the scene. Add a non persistent listener to the UnityEvent. Callback function. Constructor. Invoke all registered callbacks (runtime and persistent). Remove a non persistent listener from the UnityEvent. Callback function. One argument version of UnityEvent. Two argument version of UnityEvent. Three argument version of UnityEvent. Four argument version of UnityEvent. Abstract base class for UnityEvents. Get the number of registered persistent listeners. Get the target method name of the listener at index index. Index of the listener to query. Get the target component of the listener at index index. Index of the listener to query. Given an object, function name, and a list of argument types; find the method that matches. Object to search for the method. Function name to search for. Argument types for the function. Remove all non-persisent (ie created from script) listeners from the event. Modify the execution state of a persistent listener. Index of the listener to query. State to set. Controls the scope of UnityEvent callbacks. Callback is always issued. Callback is not issued. Callback is only issued in the Runtime and Editor playmode. Add this attribute to a class to prevent the class and its inherited classes from being created with ObjectFactory methods. Default constructor. Add this attribute to a class to prevent creating a Preset from the instances of the class. Makes all instances of a script execute in edit mode. A helper structure used to initialize a LightDataGI structure as a directional light. The direct light color. The direction of the light. The indirect light color. The light's instanceID. The lightmode. The penumbra width for soft shadows in radians. True if the light casts shadows, otherwise False. Available falloff models for baking. Inverse squared distance falloff model. Inverse squared distance falloff model (without smooth range attenuation). Quadratic falloff model. Linear falloff model. Falloff model is undefined. The interop structure to pass light information to the light baking backends. There are helper structures for Directional, Point, Spot and Rectangle lights to correctly initialize this structure. The color of the light. The cone angle for spot lights. The falloff model to use for baking point and spot lights. The indirect color of the light. The inner cone angle for spot lights. The light's instanceID. The lightmap mode for the light. The orientation of the light. The position of the light. The range of the light. Unused for directional lights. Set to 1 for shadow casting lights, 0 otherwise. The light's sphere radius for point and spot lights, or the width for rectangle lights. The height for rectangle lights. The type of the light. Initialize the struct with the parameters from the given light type. Initialize the struct with the parameters from the given light type. Initialize the struct with the parameters from the given light type. Initialize the struct with the parameters from the given light type. Initialize a light so that the baking backends ignore it. Utility class for converting Unity Lights to light types recognized by the baking backends. Extracts informations from Lights. The lights baketype. Returns the light's light mode. Extract type specific information from Lights. The input light. Extracts directional light information. Extracts point light information. Extracts spot light information. Extracts rectangle light information. Extract type specific information from Lights. The input light. Extracts directional light information. Extracts point light information. Extracts spot light information. Extracts rectangle light information. Extract type specific information from Lights. The input light. Extracts directional light information. Extracts point light information. Extracts spot light information. Extracts rectangle light information. Extract type specific information from Lights. The input light. Extracts directional light information. Extracts point light information. Extracts spot light information. Extracts rectangle light information. Extracts the indirect color from a light. Extracts the inner cone angle of spot lights. Interface to the light baking backends. Delegate called when converting lights into a form that the baking backends understand. The list of lights to be converted. The output generated by the delegate function. Lights that should be skipped must be added to the output, initialized with InitNoBake on the LightDataGI structure. Resets the light conversion delegate to Unity's default conversion function. Set a delegate that converts a list of lights to a list of LightDataGI structures that are passed to the baking backends. Must be reset by calling ResetDelegate again. The lightmode. A light can be realtime, mixed, baked or unknown. Unknown lights will be ignored by the baking backends. The light is fully baked and has no realtime component. The light is mixed. Mixed lights are interpreted based on the global light mode setting in the lighting window. The light is realtime. No contribution will be baked in lightmaps or light probes. The light should be ignored by the baking backends. The light type. An infinite directional light. A point light emitting light in all directions. A light shaped like a rectangle emitting light into the hemisphere that it is facing. A spot light emitting light in a direction with a cone shaped opening angle. Contains normalized linear color values for red, green, blue in the range of 0 to 1, and an additional intensity value. The blue color value in the range of 0.0 to 1.0. The green color value in the range of 0.0 to 1.0. The intensity value used to scale the red, green and blue values. The red color value in the range of 0.0 to 1.0. Returns a black color. Returns a black color. Converts a Light's color value to a normalized linear color value, automatically handling gamma conversion if necessary. Light color. Light intensity. Returns the normalized linear color value. A helper structure used to initialize a LightDataGI structure as a point light. The direct light color. The falloff model to use for baking the point light. The indirect light color. The light's instanceID. The lightmode. The light's position. The light's range. True if the light casts shadows, otherwise False. The light's sphere radius, influencing soft shadows. A helper structure used to initialize a LightDataGI structure as a rectangle light. The direct light color. The height of the rectangle light. The indirect light color. The light's instanceID. The lightmode. The light's orientation. The light's position. The light's range. True if the light casts shadows, otherwise False. The width of the rectangle light. A helper structure used to initialize a LightDataGI structure as a spot light. The direct light color. The outer angle for the spot light. The falloff model to use for baking the spot light. The indirect light color. The inner angle for the spot light. The light's instanceID. The lightmode. The light's orientation. The light's position. The light's range. True if the light casts shadows, otherwise False. The light's sphere radius, influencing soft shadows. The class representing the player loop in Unity. Returns the default update order of all engine systems in Unity. Set a new custom update order of all engine systems in Unity. The representation of a single system being updated by the player loop in Unity. The loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. A list of sub systems which run as part of this item in the player loop. This property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler. A managed delegate. You can set this to create a new C# entrypoint in the player loop. A native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. An implementation of IPlayable that produces a Camera texture. Creates a CameraPlayable in the PlayableGraph. The PlayableGraph object that will own the CameraPlayable. Camera used to produce a texture in the PlayableGraph. A CameraPlayable linked to the PlayableGraph. An implementation of IPlayable that allows application of a Material shader to one or many texture inputs to produce a texture output. Creates a MaterialEffectPlayable in the PlayableGraph. The PlayableGraph object that will own the MaterialEffectPlayable. Material used to modify linked texture playable inputs. Shader pass index.(Note: -1 for all passes). A MaterialEffectPlayable linked to the PlayableGraph. An implementation of IPlayable that allows mixing two textures. Creates a TextureMixerPlayable in the PlayableGraph. The PlayableGraph object that will own the TextureMixerPlayable. A TextureMixerPlayable linked to the PlayableGraph. A PlayableBinding that contains information representing a TexturePlayableOutput. Creates a PlayableBinding that contains information representing a TexturePlayableOutput. A reference to a UnityEngine.Object that acts as a key for this binding. The name of the TexturePlayableOutput. Returns a PlayableBinding that contains information that is used to create a TexturePlayableOutput. An IPlayableOutput implementation that will be used to manipulate textures. Returns an invalid TexturePlayableOutput. Update phase in the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Update phase in the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Update phase in the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Update phase in the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Update phase in the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Update phase in the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Update phase in the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Native engine system updated by the native player loop. Values for the blend state. Turns on alpha-to-coverage. Blend state for render target 0. Blend state for render target 1. Blend state for render target 2. Blend state for render target 3. Blend state for render target 4. Blend state for render target 5. Blend state for render target 6. Blend state for render target 7. Determines whether each render target uses a separate blend state. Creates a new blend state with the specified values. Determines whether each render target uses a separate blend state. Turns on alpha-to-coverage. Default values for the blend state. Camera related properties in CullingParameters. Get a camera culling plane. Plane index (up to 5). Camera culling plane. Get a shadow culling plane. Plane index (up to 5). Shadow culling plane. Set a camera culling plane. Plane index (up to 5). Camera culling plane. Set a shadow culling plane. Plane index (up to 5). Shadow culling plane. Core Camera related properties in CullingParameters. Culling results (visible objects, lights, reflection probes). Array of visible lights. Off screen lights that still effect visible scene vertices. Array of visible reflection probes. Visible renderers. Calculates the view and projection matrices and shadow split data for a directional light. The index into the active light array. The cascade index. The number of cascades. The cascade ratios. The resolution of the shadowmap. The near plane offset for the light. The computed view matrix. The computed projection matrix. The computed cascade data. If false, the shadow map for this cascade does not need to be rendered this frame. Calculates the view and projection matrices and shadow split data for a point light. The index into the active light array. The cubemap face to be rendered. The amount by which to increase the camera FOV above 90 degrees. The computed view matrix. The computed projection matrix. The computed split data. If false, the shadow map for this light and cubemap face does not need to be rendered this frame. Calculates the view and projection matrices and shadow split data for a spot light. The index into the active light array. The computed view matrix. The computed projection matrix. The computed split data. If false, the shadow map for this light does not need to be rendered this frame. Perform culling for a Camera. Camera to cull for. Render loop the culling results will be used with. Culling results. Flag indicating whether culling succeeded. Perform culling with custom CullingParameters. Parameters for culling. Render loop the culling results will be used with. Culling results. Fills a compute buffer with per-object light indices. The compute buffer object to fill. Get culling parameters for a camera. Camera to get parameters for. Resultant culling parameters. Generate single-pass stereo aware culling parameters. Flag indicating whether culling parameters are valid. Get culling parameters for a camera. Camera to get parameters for. Resultant culling parameters. Generate single-pass stereo aware culling parameters. Flag indicating whether culling parameters are valid. If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. Array of indices that map from VisibleLight indices to internal per-object light list indices. Gets the number of per-object light indices. The number of per-object light indices. Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges. The index of the shadow-casting light. The bounds to be computed. True if the light affects at least one shadow casting object in the scene. If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. If an element of the array is set to -1, the light corresponding to that element will be disabled. Array with light indices that map from VisibleLight to internal per-object light lists. Values for the depth state. How should depth testing be performed. Controls whether pixels from this object are written to the depth buffer. Creates a new depth state with the given values. Controls whether pixels from this object are written to the depth buffer. How should depth testing be performed. Default values for the depth state. Flags controlling RenderLoop.DrawRenderers. When set, enables dynamic batching. When set, enables GPU instancing. No flags are set. Settings for ScriptableRenderContext.DrawRenderers. Other flags controlling object rendering. The maxiumum number of passes that can be rendered in 1 DrawRenderers call. What kind of per-object data to setup during rendering. How to sort objects during rendering. Create a draw settings struct. Camera to use. Camera's transparency sort mode is used to determine whether to use orthographic or distance based sorting. Shader pass to use. Set the Material to use for all drawers that would render in this group. Override material. Pass to use in the material. Set the shader passes that this draw call can render. Index of the shader pass to use. Name of the shader pass. Describes how to sort objects during rendering. Camera position, used to determine distances to objects. What kind of sorting to do while rendering. Should orthographic sorting be used? Camera view matrix, used to determine distances to objects. Settings for RenderLoop.DrawShadows. Culling results to use. The index of the shadow-casting light to be rendered. The split data. Create a shadow settings object. The cull results for this light. The light index. Filter settings for ScriptableRenderContext.DrawRenderers. Only render objects in the given layer mask. The rendering layer mask to use when filtering available renderers for drawing. Render objects whose material render queue in inside this range. Specifies whether the values of the struct should be initialized. Describes a subset of objects to be rendered. See Also: ScriptableRenderContext.DrawRenderers. Use this format usages to figure out the capabilities of specific GraphicsFormat To blend on a rendertexture. To sample textures with a linear filter To perform resource load and store on a texture To create and render to a MSAA 2X rendertexture. To create and render to a MSAA 4X rendertexture. To create and render to a MSAA 8X rendertexture. To create and render to a rendertexture. To create and sample textures. Use this format to create either Textures or RenderTextures from scripts. A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. A four-component, 16-bit packed unsigned normalized format that has a 1-bit A component in bit 15, a 5-bit R component in bits 10..14, a 5-bit G component in bits 5..9, and a 5-bit B component in bits 0..4. A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9. A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. A three-component, 32-bit packed unsigned floating-point format that has a 10-bit B component in bits 22..31, an 11-bit G component in bits 11..21, an 11-bit R component in bits 0..10. A four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit R component in bits 4..7, and a 4-bit A component in bits 0..3. A four-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit R component in bits 1..5, and a 1-bit A component in bit 0. A three-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit R component in bits 0..4. A three-component, 24-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. A three-component, 24-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. A three-component, 24-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2 A three-component, 24-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2. A four-component, 32-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. A four-component, 32-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. A four-component, 32-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit R component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. A four-component, 32-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. A four-component, 32-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3. A one-component, 16-bit unsigned normalized format that has a single 16-bit depth component. A two-component, 32-bit format that has 24 unsigned normalized bits in the depth component and, optionally: 8 bits that are unused. A two-component, 32-bit packed format that has 8 unsigned integer bits in the stencil component, and 24 unsigned normalized bits in the depth component. A one-component, 32-bit signed floating-point format that has 32-bits in the depth component. A two-component format that has 32 signed float bits in the depth component and 8 unsigned integer bits in the stencil component. There are optionally: 24-bits that are unused. A three-component, 32-bit packed unsigned floating-point format that has a 5-bit shared exponent in bits 27..31, a 9-bit B component mantissa in bits 18..26, a 9-bit G component mantissa in bits 9..17, and a 9-bit R component mantissa in bits 0..8. The format is not specified. A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data. A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data. A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations. A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). A one-component, 16-bit signed floating-point format that has a single 16-bit R component. A one-component, 16-bit signed integer format that has a single 16-bit R component. A one-component, 16-bit signed normalized format that has a single 16-bit R component. A one-component, 16-bit unsigned integer format that has a single 16-bit R component. A one-component, 16-bit unsigned normalized format that has a single 16-bit R component. A two-component, 32-bit signed floating-point format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. A two-component, 32-bit signed integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. A two-component, 32-bit signed normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. A two-component, 32-bit unsigned integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. A two-component, 32-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3. A three-component, 48-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. A three-component, 48-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. A three-component, 48-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. A three-component, 48-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. A three-component, 48-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5. A four-component, 64-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. A four-component, 64-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. A four-component, 64-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. A four-component, 64-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. A four-component, 64-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7. A one-component, 32-bit signed floating-point format that has a single 32-bit R component. A one-component, 32-bit signed integer format that has a single 32-bit R component. A one-component, 32-bit unsigned integer format that has a single 32-bit R component. A two-component, 64-bit signed floating-point format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. A two-component, 64-bit signed integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. A two-component, 64-bit unsigned integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7. A three-component, 96-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. A three-component, 96-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. A three-component, 96-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11. A four-component, 128-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. A four-component, 128-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. A four-component, 128-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15. A four-component, 16-bit packed unsigned normalized format that has a 4-bit R component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit B component in bits 4..7, and a 4-bit A component in bits 0..3. A four-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit B component in bits 1..5, and a 1-bit A component in bit 0. A three-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit B component in bits 0..4. A one-component, 8-bit signed integer format that has a single 8-bit R component. A one-component, 8-bit signed normalized format that has a single 8-bit R component. A one-component, 8-bit unsigned normalized format that has a single 8-bit R component stored with sRGB nonlinear encoding. A one-component, 8-bit unsigned integer format that has a single 8-bit R component. A one-component, 8-bit unsigned normalized format that has a single 8-bit R component. A two-component, 16-bit signed integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. A two-component, 16-bit signed normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. A two-component, 16-bit unsigned integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1. A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1. A three-component, 24-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. A three-component, 24-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2. A three-component, 24-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. A three-component, 24-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2. A four-component, 32-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. A four-component, 32-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. A four-component, 32-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit B component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3. A four-component, 32-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. A four-component, 32-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3. A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values. A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha. A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha. A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed floating-point RGB texel data. A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned floating-point RGB texel data. A three-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. A three-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. A three-component, ETC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque. A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data. A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components. A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data. A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding. A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding applied. A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values. A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied. A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values. A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied. A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values. A one-component, 8-bit unsigned integer format that has 8-bits in the stencil component. Defines a series of commands and settings that describes how Unity renders a frame. When the IRenderPipeline is invalid or destroyed this returns true. Defines custom rendering for this RenderPipeline. Structure that holds the rendering commands for this loop. Cameras to render. An asset that produces a specific IRenderPipeline. Create a IRenderPipeline specific to this asset. Created pipeline. Override this method to destroy RenderPipeline cached state. LODGroup culling parameters. Rendering view height in pixels. Camera position. Camera's field of view. Indicates whether camera is orthographic. Orhographic camera size. Values for the raster state. Controls which sides of polygons should be culled (not drawn). Enable clipping based on depth. Scales the maximum Z slope. Scales the minimum resolvable depth buffer value. Creates a new raster state with the given values. Controls which sides of polygons should be culled (not drawn). Scales the minimum resolvable depth buffer value. Scales the maximum Z slope. Default values for the raster state. Visible reflection probes sorting options. Sort probes by importance. Sort probes by importance, then by size. Do not sort reflection probes. Sort probes from largest to smallest. What kind of per-object data to setup during rendering. Do not setup any particular per-object data besides the transformation matrix. Setup per-object lightmaps. Setup per-object light probe SH data. Setup per-object light probe proxy volume data. Setup per-object motion vectors. Setup per-object occlusion probe data. Setup per-object occlusion probe proxy volume data (occlusion in alpha channels). Setup per-object reflection probe data. Setup per-object shadowmask. Setup per-object light indices. Object encapsulating the duration of a single renderpass that contains one or more subpasses. The RenderPass object provides a new way to switch rendertargets in the context of a Scriptable Rendering Pipeline. As opposed to the SetRenderTargets function, the RenderPass object specifies a clear beginning and an end for the rendering, alongside explicit load/store actions on the rendering surfaces. The RenderPass object also allows running multiple subpasses within the same renderpass, where the pixel shaders have a read access to the current pixel value within the renderpass. This allows for efficient implementation of various rendering methods on tile-based GPUs, such as deferred rendering. RenderPasses are natively implemented on Metal (iOS) and Vulkan, but the API is fully functional on all rendering backends via emulation (using legacy SetRenderTargets calls and reading the current pixel values via texel fetches). A quick example on how to use the RenderPass API within the Scriptable Render Pipeline to implement deferred rendering: The RenderPass mechanism has the following limitations: - All attachments must have the same resolution and MSAA sample count - The rendering results of previous subpasses are only available within the same screen-space pixel coordinate via the UNITY_READ_FRAMEBUFFER_INPUT(x) macro in the shader; the attachments cannot be bound as textures or otherwise accessed until the renderpass has ended - iOS Metal does not allow reading from the Z-Buffer, so an additional render target is needed to work around that - The maximum amount of attachments allowed per RenderPass is currently 8 + depth, but note that various GPUs may have stricter limits. Read only: array of RenderPassAttachment objects currently bound into this RenderPass. Read only: The ScriptableRenderContext object this RenderPass was created for. Read only: The depth/stencil attachment used in this RenderPass, or null if none. Read only: The height of the RenderPass surfaces in pixels. Read only: MSAA sample count for this RenderPass. Read only: The width of the RenderPass surfaces in pixels. Create a RenderPass and start it within the ScriptableRenderContext. The ScriptableRenderContext object currently being rendered. The width of the RenderPass surfaces in pixels. The height of the RenderPass surfaces in pixels. MSAA sample count; set to 1 to disable antialiasing. Array of color attachments to use within this RenderPass. The attachment to be used as the depthstencil buffer for this RenderPass, or null to disable depthstencil. End the RenderPass. This class encapsulates a single subpass within a RenderPass. RenderPasses can never be standalone, they must always contain at least one SubPass. See Also: RenderPass. Create a subpass and start it. The RenderPass object this subpass is part of. Array of attachments to be used as the color render targets in this subpass. All attachments in this array must also be declared in the RenderPass constructor. Array of attachments to be used as input attachments in this subpass. All attachments in this array must also be declared in the RenderPass constructor. If true, the depth attachment is read-only in this subpass. Some renderers require this in order to be able to use the depth attachment as input. End the subpass. A declaration of a single color or depth rendering surface to be attached into a RenderPass. The currently assigned clear color for this attachment. Default is black. Currently assigned depth clear value for this attachment. Default value is 1.0. Currently assigned stencil clear value for this attachment. Default is 0. The RenderTextureFormat of this attachment. The load action to be used on this attachment when the RenderPass starts. The store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called. When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. The target surface to receive the MSAA-resolved pixels. Binds this RenderPassAttachment to the given target surface. The surface to use as the backing storage for this RenderPassAttachment. Whether to read in the existing contents of the surface when the RenderPass starts. Whether to store the rendering results of the attachment when the RenderPass ends. When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. Color clear value. Ignored on depth/stencil attachments. Depth clear value. Ignored on color surfaces. Stencil clear value. Ignored on color or depth-only surfaces. Create a RenderPassAttachment to be used with RenderPass. The format of this attachment. Defines a series of commands and settings that describes how Unity renders a frame. Call that should be issued by an SRP when the SRP begins to render a Camera so that other systems can inject per camera render logic. Call that should be issued by an SRP when the SRP begins to render so that other systems can inject 'pre render' logic. When the IRenderPipeline is invalid or destroyed this returns true. Call the delegate used during SRP rendering before a single camera starts rendering. Call the delegate used during SRP rendering before a render begins. Dispose the Renderpipeline destroying all internal state. Defines custom rendering for this RenderPipeline. An asset that produces a specific IRenderPipeline. Returns the list of current IRenderPipeline's created by the asset. Enumerable of created pipelines. Create a IRenderPipeline specific to this asset. Created pipeline. Destroys all cached data and created IRenderLoop's. Return the default 2D Material for this pipeline. Default material. Return the default Line Material for this pipeline. Default material. Return the default Material for this pipeline. Default material. Return the default particle Material for this pipeline. Default material. Return the default Shader for this pipeline. Default shader. Return the default Terrain Material for this pipeline. Default material. Return the default UI ETC1 Material for this pipeline. Default material. Return the default UI Material for this pipeline. Default material. Return the default UI overdraw Material for this pipeline. Default material. Create a IRenderPipeline specific to this asset. Created pipeline. Default implementation of OnDisable for RenderPipelineAsset. See ScriptableObject.OnDisable Default implementation of OnValidate for RenderPipelineAsset. See MonoBehaviour.OnValidate Render Pipeline manager. Returns the instance of the currently used Render Pipeline. Describes a material render queue range. A range that includes all objects. Inclusive upper bound for the range. Inclusive lower bound for the range. A range that includes only opaque objects. A range that includes only transparent objects. A set of values used to override the render state. Note that it is not enough to set e.g. blendState, but that mask must also include RenderStateMask.Blend for the override to occur. Specifies the new blend state. Specifies the new depth state. Specifies which parts of the render state that is overriden. Specifies the new raster state. The value to be compared against and/or the value to be written to the buffer based on the stencil state. Specifies the new stencil state. Creates a new render state block with the specified mask. Specifies which parts of the render state that is overriden. Maps a RenderType to a specific render state override. Specifices the RenderType to override the render state for. Specifies the values to override the render state with. Creates a new render state mapping with the specified values. Specifices the RenderType to override the render state for. Specifies the values to override the render state with. Creates a new render state mapping with the specified values. Specifices the RenderType to override the render state for. Specifies the values to override the render state with. Specifies which parts of the render state that is overriden. When set, the blend state is overridden. When set, the depth state is overridden. When set, all render states are overridden. No render states are overridden. When set, the raster state is overridden. When set, the stencil state and reference value is overridden. Values for the blend state. Operation used for blending the alpha (A) channel. Operation used for blending the color (RGB) channel. Blend factor used for the alpha (A) channel of the destination. Blend factor used for the color (RGB) channel of the destination. Blend factor used for the alpha (A) channel of the source. Blend factor used for the color (RGB) channel of the source. Specifies which color components will get written into the target framebuffer. Creates a new blend state with the given values. Specifies which color components will get written into the target framebuffer. Blend factor used for the color (RGB) channel of the source. Blend factor used for the color (RGB) channel of the destination. Blend factor used for the alpha (A) channel of the source. Blend factor used for the alpha (A) channel of the destination. Operation used for blending the color (RGB) channel. Operation used for blending the alpha (A) channel. Default values for the blend state. Parameters controlling culling process in CullResults. Camera Properties used for culling. Culling Flags for the culling. CullingMask used for culling. CullingMatrix used for culling. Number of culling planes to use. The projection matrix generated for single-pass stereo culling. Distance between the virtual eyes. The view matrix generated for single-pass stereo culling. Is the cull orthographic. Layers to cull. LODParameters for culling. Position for the origin of th cull. Reflection Probe Sort options for the cull. Scene Mask to use for the cull. Shadow distance to use for the cull. Fetch the culling plane at the given index. Get the distance for the culling of a specific layer. Set the culling plane at a given index. Set the distance for the culling of a specific layer. Defines state and drawing commands used in a custom render pipelines. Draw subset of visible objects. Specifies parts of the render state to override. Specifies parts of the render state to override for specific render types. Specifies which set of visible objects to draw. Specifies how to draw the objects. Specifies how the renderers should be further filtered. Draw subset of visible objects. Specifies parts of the render state to override. Specifies parts of the render state to override for specific render types. Specifies which set of visible objects to draw. Specifies how to draw the objects. Specifies how the renderers should be further filtered. Draw subset of visible objects. Specifies parts of the render state to override. Specifies parts of the render state to override for specific render types. Specifies which set of visible objects to draw. Specifies how to draw the objects. Specifies how the renderers should be further filtered. Draw shadow casters for a single light. Specifies which set of shadow casters to draw, and how to draw them. Draw skybox. Camera to draw the skybox for. Execute a custom graphics command buffer. Command buffer to execute. Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution: CommandBuffer.BeginSample CommandBuffer.CopyCounterValue CommandBuffer.CopyTexture CommandBuffer.CreateGPUFence CommandBuffer.DispatchCompute CommandBuffer.EndSample CommandBuffer.IssuePluginEvent CommandBuffer.SetComputeBufferParam CommandBuffer.SetComputeFloatParam CommandBuffer.SetComputeFloatParams CommandBuffer.SetComputeTextureParam CommandBuffer.SetComputeVectorParam CommandBuffer.WaitOnGPUFence All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue. The CommandBuffer to be executed. Describes the desired async compute queue the supplied CommandBuffer should be executed on. Setup camera specific global shader variables. Camera to setup shader variables for. Set up the stereo shader variables and state. Setup camera specific global shader variables. Camera to setup shader variables for. Set up the stereo shader variables and state. Fine-grain control to begin stereo rendering on the scriptable render context. Camera to enable stereo rendering on. Indicate completion of stereo rendering on a single frame. Camera to indicate completion of stereo rendering. Stop stereo rendering on the scriptable render context. Camera to disable stereo rendering on. Submit rendering loop for execution. Shader pass name identifier. Create shader pass name identifier. Pass name. Describes the culling information for a given shadow split (e.g. directional cascade). The number of culling planes. The culling sphere. The first three components of the vector describe the sphere center, and the last component specifies the radius. Gets a culling plane. The culling plane index. The culling plane. Sets a culling plane. The index of the culling plane to set. The culling plane. How to sort objects during rendering. Sort objects back to front. Sort renderers taking canvas order into account. Typical sorting for opaque objects. Typical sorting for transparencies. Do not sort objects. Sort objects to reduce draw state changes. Sort objects in rough front-to-back buckets. Sort by material render queue. Sort by renderer sorting layer. Values for the stencil state. The function used to compare the reference value to the current contents of the buffer. The function used to compare the reference value to the current contents of the buffer for back-facing geometry. The function used to compare the reference value to the current contents of the buffer for front-facing geometry. Controls whether the stencil buffer is enabled. What to do with the contents of the buffer if the stencil test fails. What to do with the contents of the buffer if the stencil test fails for back-facing geometry. What to do with the contents of the buffer if the stencil test fails for front-facing geometry. What to do with the contents of the buffer if the stencil test (and the depth test) passes. What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. An 8 bit mask as an 0–255 integer, used when writing to the buffer. What to do with the contents of the buffer if the stencil test passes, but the depth test fails. What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. Creates a new stencil state with the given values. An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. An 8 bit mask as an 0–255 integer, used when writing to the buffer. Controls whether the stencil buffer is enabled. The function used to compare the reference value to the current contents of the buffer for front-facing geometry. What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. What to do with the contents of the buffer if the stencil test fails for front-facing geometry. What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. The function used to compare the reference value to the current contents of the buffer for back-facing geometry. What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. What to do with the contents of the buffer if the stencil test fails for back-facing geometry. What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. The function used to compare the reference value to the current contents of the buffer. What to do with the contents of the buffer if the stencil test (and the depth test) passes. What to do with the contents of the buffer if the stencil test fails. What to do with the contents of the buffer if the stencil test passes, but the depth test. Creates a new stencil state with the given values. An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer. An 8 bit mask as an 0–255 integer, used when writing to the buffer. Controls whether the stencil buffer is enabled. The function used to compare the reference value to the current contents of the buffer for front-facing geometry. What to do with the contents of the buffer if the stencil test (and the depth test) passes for front-facing geometry. What to do with the contents of the buffer if the stencil test fails for front-facing geometry. What to do with the contents of the buffer if the stencil test passes, but the depth test fails for front-facing geometry. The function used to compare the reference value to the current contents of the buffer for back-facing geometry. What to do with the contents of the buffer if the stencil test (and the depth test) passes for back-facing geometry. What to do with the contents of the buffer if the stencil test fails for back-facing geometry. What to do with the contents of the buffer if the stencil test passes, but the depth test fails for back-facing geometry. The function used to compare the reference value to the current contents of the buffer. What to do with the contents of the buffer if the stencil test (and the depth test) passes. What to do with the contents of the buffer if the stencil test fails. What to do with the contents of the buffer if the stencil test passes, but the depth test. Default values for the stencil state. Describes the rendering features supported by a given render pipeline. Get / Set a SupportedRenderingFeatures. This is the fallback mode if the mode the user had previously selected is no longer available. See SupportedRenderingFeatures.supportedMixedLightingModes. Flags for supported reflection probes. Are light probe proxy volumes supported? Are motion vectors supported? Can renderers support receiving shadows? Are reflection probes supported? What baking types are supported. The unsupported ones will be hidden from the UI. See LightmapBakeType. Specifies what modes are supported. Has to be at least one. See LightmapsMode. Specifies what LightmapMixedBakeMode that are supported. Please define a SupportedRenderingFeatures.defaultMixedLightingMode in case multiple modes are supported. Same as MixedLightingMode for baking, but is used to determine what is supported by the pipeline. Same as MixedLightingMode.IndirectOnly but determines if it is supported by the pipeline. No mode is supported. Same as MixedLightingMode.Shadowmask but determines if it is supported by the pipeline. Same as MixedLightingMode.Subtractive but determines if it is supported by the pipeline. Supported modes for ReflectionProbes. Default reflection probe support. Rotated reflection probes are supported. A list of data channels that describe a vertex in a mesh. The color channel. The normal channel. The common format is Vector3. The position channel. The common format is Vector3. The tangent channel. The common format is Vector4. The primary UV channel. The common format is Vector2. Additional UV channel. The common format is Vector2. Additional UV channel. The common format is Vector2. Additional UV channel. The common format is Vector2. Additional UV channel. The common format is Vector2. Additional UV channel. The common format is Vector2. Additional UV channel. The common format is Vector2. Additional UV channel. The common format is Vector2. Holds data of a visible light. Light color multiplied by intensity. Light flags, see VisibleLightFlags. Accessor to Light component. Light type. Light transformation matrix. Light range. Light's influence rectangle on screen. Spot light angle. Flags for VisibleLight. Light intersects far clipping plane. Light intersects near clipping plane. No flags are set. Holds data of a visible reflection probe. Probe blending distance. Probe bounding box. Should probe use box projection. Probe projection center. Shader data for probe HDR texture decoding. Probe importance. Probe transformation matrix. Accessor to ReflectionProbe component. Probe texture. Experimental render settings features. If enabled, ambient trilight will be sampled using the old radiance sampling method. A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers. To achieve a pixel perfect render, Sprites must be displaced to discrete positions at render time. This value defines the minimum distance between these positions. This doesn’t affect the GameObject's transform position. A struct that holds a rich set of information that describes the bind pose of this Sprite. The length of the bone. This is important for the leaf bones to describe their length without needing another bone as the terminal bone. The name of the bone. This is useful when recreating bone hierarchy at editor or runtime. You can also use this as a way of resolving the bone path when a Sprite is bound to a more complex or richer hierarchy. The ID of the parent of this bone. The position in local space of this bone. The rotation of this bone in local space. A list of methods designed for reading and writing to the rich internal data of a Sprite. Returns an array of BindPoses. The sprite to retrieve the bind pose from. A list of bind poses for this sprite. There is no need to dispose the returned NativeArray. Returns a list of SpriteBone in this Sprite. The sprite to get the list of SpriteBone from. An array of SpriteBone that belongs to this Sprite. Returns a list of BoneWeight that corresponds to each and every vertice in this Sprite. The Sprite to get the BoneWeights from. The list of BoneWeight. The length should equal the number of vertices. There is no need to call dispose on this NativeArray. Returns a list of indices. This is the same as Sprite.triangle. A read-only list of indices indicating how the triangles are formed between the vertices. The array is marked as undisposable. Retrieves a strided accessor to the internal vertex attributes. A read-only list of. Returns the number of vertices in this Sprite. Checks if a specific channel exists for this Sprite. True if the channel exists. Sets the bind poses for this Sprite. The list of bind poses for this Sprite. The array must be disposed of by the caller. Sets the SpriteBones for this Sprite. Sets the BoneWeight for this Sprite. The length of the input array must match the number of vertices. The list of BoneWeight for this Sprite. The array must be disposed of by the caller. Set the indices for this Sprite. This is the same as Sprite.triangle. The list of indices for this Sprite. The array must be disposed of by the caller. Sets a specific channel of the VertexAttribute. The list of values for this specific VertexAttribute channel. The array must be disposed of by the caller. Sets the vertex count. This resizes the internal buffer. It also preserves any configurations of VertexAttributes. A list of methods that allow the caller to override what the SpriteRenderer renders. Stop using the deformable buffer to render the Sprite and use the original mesh instead. Returns an array of vertices to be deformed by the caller. Provides the JobHandle that updates the deform buffer to the SpriteRenderer. Object that is used to resolve references to an ExposedReference field. Creates a type whos value is resolvable at runtime. The default value, in case the value cannot be resolved. The name of the ExposedReference. Gets the value of the reference by resolving it given the ExposedPropertyResolver context object. The ExposedPropertyResolver context object. The resolved reference value. Filtering mode for textures. Corresponds to the settings in a. Bilinear filtering - texture samples are averaged. Point filtering - texture pixels become blocky up close. Trilinear filtering - texture samples are averaged and also blended between mipmap levels. A flare asset. Read more about flares in the. FlareLayer component. Fog mode to use. Exponential fog. Exponential squared fog (default). Linear fog. Struct containing basic FrameTimings and accompanying relevant data. The CPU time for a given frame, in ms. This is the CPU clock time at the point GPU finished rendering the frame and interrupted the CPU. This is the CPU clock time at the point Present was called for the current frame. The GPU time for a given frame, in ms. This was the height scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. This was the vsync mode for the given frame and the linked frame timings. This was the width scale factor of the Dynamic Resolution system(if used) for the given frame and the linked frame timings. The FrameTimingManager allows the user to capture and access FrameTiming data for multple frames. This function triggers the FrameTimingManager to capture a snapshot of FrameTiming's data, that can then be accessed by the user. This returns the frequency of CPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. CPU timer frequency for current platform. This returns the frequency of GPU timer on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. GPU timer frequency for current platform. Allows the user to access the currently captured FrameTimings. User supplies a desired number of frames they would like FrameTimings for. This should be equal to or less than the maximum FrameTimings the platform can capture. An array of FrameTiming structs that is passed in by the user and will be filled with data as requested. It is the users job to make sure the array that is passed is large enough to hold the requested number of FrameTimings. Returns the number of FrameTimings it actually was able to get. This will always be equal to or less than the requested numFrames depending on availability of captured FrameTimings. This returns the number of vsyncs per second on the current platform, used to interpret timing results. If the platform does not support returning this value it will return 0. Number of vsyncs per second of the current platform. This struct contains the view space coordinates of the near projection plane. Position in view space of the bottom side of the near projection plane. Position in view space of the left side of the near projection plane. Position in view space of the right side of the near projection plane. Position in view space of the top side of the near projection plane. Z distance from the origin of view space to the far projection plane. Z distance from the origin of view space to the near projection plane. Platform agnostic fullscreen mode. Not all platforms support all modes. Exclusive Mode. Fullscreen window. Maximized window. Windowed. Base class for all entities in Unity scenes. Defines whether the GameObject is active in the Scene. The local active state of this GameObject. (Read Only) Editor only API that specifies if a game object is static. The layer the game object is in. A layer is in the range [0...31]. Scene that the GameObject is part of. The tag of this game object. The Transform attached to this GameObject. Adds a component class named className to the game object. Adds a component class of type componentType to the game object. C# Users can use a generic version. Generic version. See the page for more details. Calls the method named methodName on every MonoBehaviour in this game object or any of its children. Calls the method named methodName on every MonoBehaviour in this game object or any of its children. Calls the method named methodName on every MonoBehaviour in this game object or any of its children. Is this game object tagged with tag ? The tag to compare. Creates a game object with a primitive mesh renderer and appropriate collider. The type of primitive object to create. Creates a new game object, named name. The name that the GameObject is created with. A list of Components to add to the GameObject on creation. Creates a new game object, named name. The name that the GameObject is created with. A list of Components to add to the GameObject on creation. Creates a new game object, named name. The name that the GameObject is created with. A list of Components to add to the GameObject on creation. Finds a GameObject by name and returns it. Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found. The name of the tag to search GameObjects for. Returns one active GameObject tagged tag. Returns null if no GameObject was found. The tag to search for. Returns the component of Type type if the game object has one attached, null if it doesn't. The type of Component to retrieve. Generic version. See the page for more details. Returns the component with name type if the game object has one attached, null if it doesn't. The type of Component to retrieve. Returns the component of Type type in the GameObject or any of its children using depth first search. The type of Component to retrieve. A component of the matching type, if found. Returns the component of Type type in the GameObject or any of its children using depth first search. The type of Component to retrieve. A component of the matching type, if found. Generic version. See the page for more details. A component of the matching type, if found. Generic version. See the page for more details. A component of the matching type, if found. Returns the component of Type type in the GameObject or any of its parents. Type of component to find. Returns the component <T> in the GameObject or any of its parents. Returns all components of Type type in the GameObject. The type of Component to retrieve. Generic version. See the page for more details. Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved. The type of Component to retrieve. List to receive the results. Returns all components of Type type in the GameObject into List results. List of type T to receive the results. Returns all components of Type type in the GameObject or any of its children. The type of Component to retrieve. Should Components on inactive GameObjects be included in the found set? Returns all components of Type type in the GameObject or any of its children. The type of Component to retrieve. Should Components on inactive GameObjects be included in the found set? Generic version. See the page for more details. Should inactive GameObjects be included in the found set? A list of all found components matching the specified type. Generic version. See the page for more details. Should inactive GameObjects be included in the found set? A list of all found components matching the specified type. Return all found Components into List results. List to receive found Components. Should inactive GameObjects be included in the found set? Return all found Components into List results. List to receive found Components. Should inactive GameObjects be included in the found set? Returns all components of Type type in the GameObject or any of its parents. The type of Component to retrieve. Should inactive Components be included in the found set? Generic version. See the page for more details. Should inactive Components be included in the found set? Generic version. See the page for more details. Should inactive Components be included in the found set? Find Components in GameObject or parents, and return them in List results. Should inactive Components be included in the found set? List holding the found Components. Calls the method named methodName on every MonoBehaviour in this game object. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named methodName on every MonoBehaviour in this game object. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named methodName on every MonoBehaviour in this game object. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. The name of the method to call. An optional parameter value to pass to the called method. Should an error be raised if the method doesn't exist on the target object? Activates/Deactivates the GameObject. Activate or deactivation the object. Utility class for common geometric functions. Calculates a bounding box given an array of positions and a transformation matrix. Calculates frustum planes. The camera with the view frustum that you want to calculate planes from. The planes that form the camera's view frustum. Calculates frustum planes. The camera with the view frustum that you want to calculate planes from. An array of 6 Planes that will be overwritten with the calculated plane values. Calculates frustum planes. A matrix that transforms from world space to projection space, from which the planes will be calculated. The planes that enclose the projection space described by the matrix. Calculates frustum planes. A matrix that transforms from world space to projection space, from which the planes will be calculated. An array of 6 Planes that will be overwritten with the calculated plane values. Returns true if bounds are inside the plane array. Creates a plane from a given list of vertices. Works for concave polygons and polygons that have multiple aligned vertices. An array of vertex positions that define the shape of a polygon. If successful, a valid plane that goes through all the vertices. Returns true on success, false if the algorithm failed to create a plane from the given vertices. Gizmos are used to give visual debugging or setup aids in the scene view. Sets the color for the gizmos that will be drawn next. Set the gizmo matrix used to draw all gizmos. Draw a solid box with center and size. Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation. The apex of the truncated pyramid. Vertical field of view (ie, the angle at the apex in degrees). Distance of the frustum's far plane. Distance of the frustum's near plane. Width/height ratio. Draw a texture in the scene. The size and position of the texture on the "screen" defined by the XY plane. The texture to be displayed. An optional material to apply the texture. Inset from the rectangle's left edge. Inset from the rectangle's right edge. Inset from the rectangle's top edge. Inset from the rectangle's bottom edge. Draw a texture in the scene. The size and position of the texture on the "screen" defined by the XY plane. The texture to be displayed. An optional material to apply the texture. Inset from the rectangle's left edge. Inset from the rectangle's right edge. Inset from the rectangle's top edge. Inset from the rectangle's bottom edge. Draw a texture in the scene. The size and position of the texture on the "screen" defined by the XY plane. The texture to be displayed. An optional material to apply the texture. Inset from the rectangle's left edge. Inset from the rectangle's right edge. Inset from the rectangle's top edge. Inset from the rectangle's bottom edge. Draw a texture in the scene. The size and position of the texture on the "screen" defined by the XY plane. The texture to be displayed. An optional material to apply the texture. Inset from the rectangle's left edge. Inset from the rectangle's right edge. Inset from the rectangle's top edge. Inset from the rectangle's bottom edge. Draw an icon at a position in the scene view. Draw an icon at a position in the scene view. Draws a line starting at from towards to. Draws a mesh. Mesh to draw as a gizmo. Position (default is zero). Rotation (default is no rotation). Scale (default is no scale). Submesh to draw (default is -1, which draws whole mesh). Draws a mesh. Mesh to draw as a gizmo. Position (default is zero). Rotation (default is no rotation). Scale (default is no scale). Submesh to draw (default is -1, which draws whole mesh). Draws a ray starting at from to from + direction. Draws a ray starting at from to from + direction. Draws a solid sphere with center and radius. Draw a wireframe box with center and size. Draws a wireframe mesh. Mesh to draw as a gizmo. Position (default is zero). Rotation (default is no rotation). Scale (default is no scale). Submesh to draw (default is -1, which draws whole mesh). Draws a wireframe mesh. Mesh to draw as a gizmo. Position (default is zero). Rotation (default is no rotation). Scale (default is no scale). Submesh to draw (default is -1, which draws whole mesh). Draws a wireframe sphere with center and radius. Low-level graphics library. Select whether to invert the backface culling (true) or not (false). The current modelview matrix. Controls whether Linear-to-sRGB color conversion is performed while rendering. Should rendering be done in wireframe? Begin drawing 3D primitives. Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. Clear the current render buffer. Should the depth buffer be cleared? Should the color buffer be cleared? The color to clear with, used only if clearColor is true. The depth to clear Z buffer with, used only if clearDepth is true. Clear the current render buffer with camera's skybox. Should the depth buffer be cleared? Camera to get projection parameters and skybox from. Sets current vertex color. End drawing 3D primitives. Sends queued-up commands in the driver's command buffer to the GPU. Compute GPU projection matrix from camera's projection matrix. Source projection matrix. Will this projection be used for rendering into a RenderTexture? Adjusted projection matrix for the current graphics API. Invalidate the internally cached render state. Send a user-defined event to a native code plugin. User defined id to send to the callback. Native code callback to queue for Unity's renderer to invoke. Send a user-defined event to a native code plugin. User defined id to send to the callback. Native code callback to queue for Unity's renderer to invoke. Mode for Begin: draw line strip. Mode for Begin: draw lines. Load the identity matrix to the current modelview matrix. Helper function to set up an ortho perspective transform. Setup a matrix for pixel-correct rendering. Setup a matrix for pixel-correct rendering. Load an arbitrary matrix to the current projection matrix. Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. Sets current texture coordinate (x,y) for the actual texture unit. Sets current texture coordinate (x,y,z) to the actual texture unit. Sets the current modelview matrix to the one specified. Restores both projection and modelview matrices off the top of the matrix stack. Saves both projection and modelview matrices to the matrix stack. Mode for Begin: draw quads. Resolves the render target for subsequent operations sampling from it. Sets current texture coordinate (v.x,v.y,v.z) for all texture units. Sets current texture coordinate (x,y) for all texture units. Sets current texture coordinate (x,y,z) for all texture units. Mode for Begin: draw triangle strip. Mode for Begin: draw triangles. Submit a vertex. Submit a vertex. Set the rendering viewport. Gradient used for animating colors. All alpha keys defined in the gradient. All color keys defined in the gradient. Control how the gradient is evaluated. Create a new Gradient object. Calculate color at a given time. Time of the key (0 - 1). Setup Gradient with an array of color keys and alpha keys. Color keys of the gradient (maximum 8 color keys). Alpha keys of the gradient (maximum 8 alpha keys). Alpha key used by Gradient. Alpha channel of key. Time of the key (0 - 1). Gradient alpha key. Alpha of key (0 - 1). Time of the key (0 - 1). Color key used by Gradient. Color of key. Time of the key (0 - 1). Gradient color key. Color of key. Time of the key (0 - 1). Select how gradients will be evaluated. Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color. Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time. Raw interface to Unity's drawing functions. Currently active color buffer (Read Only). Returns the currently active color gamut. Currently active depth/stencil buffer (Read Only). Graphics Tier classification for current device. Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use. Copies source texture into destination render texture with a shader. Source texture. The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. Material to use. Material's shader could do some post-processing effect, for example. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Offset applied to the source texture coordinate. Scale applied to the source texture coordinate. Copies source texture into destination render texture with a shader. Source texture. The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. Material to use. Material's shader could do some post-processing effect, for example. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Offset applied to the source texture coordinate. Scale applied to the source texture coordinate. Copies source texture into destination render texture with a shader. Source texture. The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. Material to use. Material's shader could do some post-processing effect, for example. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Offset applied to the source texture coordinate. Scale applied to the source texture coordinate. Copies source texture into destination render texture with a shader. Source texture. The destination RenderTexture. Set this to null to blit directly to screen. See description for more information. Material to use. Material's shader could do some post-processing effect, for example. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Offset applied to the source texture coordinate. Scale applied to the source texture coordinate. Copies source texture into destination, for multi-tap shader. Source texture. Destination RenderTexture, or null to blit directly to screen. Material to use for copying. Material's shader should do some post-processing effect. Variable number of filtering offsets. Offsets are given in pixels. Clear random write targets for level pixel shaders. This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. Source texture. Destination texture. Source element (e.g. cubemap face). Set this to 0 for 2d source textures. Destination element (e.g. cubemap face or texture array element). True if the call succeeded. This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. Source texture. Destination texture. Source element (e.g. cubemap face). Set this to 0 for 2d source textures. Destination element (e.g. cubemap face or texture array element). True if the call succeeded. Copy texture contents. Source texture. Destination texture. Source texture element (cubemap face, texture array layer or 3D texture depth slice). Source texture mipmap level. Destination texture element (cubemap face, texture array layer or 3D texture depth slice). Destination texture mipmap level. X coordinate of source texture region to copy (left side is zero). Y coordinate of source texture region to copy (bottom is zero). Width of source texture region to copy. Height of source texture region to copy. X coordinate of where to copy region in destination texture (left side is zero). Y coordinate of where to copy region in destination texture (bottom is zero). Copy texture contents. Source texture. Destination texture. Source texture element (cubemap face, texture array layer or 3D texture depth slice). Source texture mipmap level. Destination texture element (cubemap face, texture array layer or 3D texture depth slice). Destination texture mipmap level. X coordinate of source texture region to copy (left side is zero). Y coordinate of source texture region to copy (bottom is zero). Width of source texture region to copy. Height of source texture region to copy. X coordinate of where to copy region in destination texture (left side is zero). Y coordinate of where to copy region in destination texture (bottom is zero). Copy texture contents. Source texture. Destination texture. Source texture element (cubemap face, texture array layer or 3D texture depth slice). Source texture mipmap level. Destination texture element (cubemap face, texture array layer or 3D texture depth slice). Destination texture mipmap level. X coordinate of source texture region to copy (left side is zero). Y coordinate of source texture region to copy (bottom is zero). Width of source texture region to copy. Height of source texture region to copy. X coordinate of where to copy region in destination texture (left side is zero). Y coordinate of where to copy region in destination texture (bottom is zero). Creates a GPUFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. Returns a new GPUFence. Draw a mesh. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Material to use. to use. If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. Should the mesh cast shadows? Should the mesh receive shadows? Should the mesh use light probes? If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. LightProbeUsage for the mesh. Draw a mesh. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Material to use. to use. If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. Should the mesh cast shadows? Should the mesh receive shadows? Should the mesh use light probes? If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. LightProbeUsage for the mesh. Draw a mesh. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Material to use. to use. If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. Should the mesh cast shadows? Should the mesh receive shadows? Should the mesh use light probes? If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. LightProbeUsage for the mesh. Draw a mesh. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Material to use. to use. If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. Should the mesh cast shadows? Should the mesh receive shadows? Should the mesh use light probes? If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. LightProbeUsage for the mesh. Draw a mesh. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Material to use. to use. If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. Should the mesh cast shadows? Should the mesh receive shadows? Should the mesh use light probes? If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. LightProbeUsage for the mesh. Draw the same mesh multiple times using GPU instancing. The Mesh to draw. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Material to use. The array of object transformation matrices. The number of instances to be drawn. Additional material properties to apply. See MaterialPropertyBlock. Should the meshes cast shadows? Should the meshes receive shadows? to use. If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only. LightProbeUsage for the instances. Draw the same mesh multiple times using GPU instancing. The Mesh to draw. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Material to use. The array of object transformation matrices. The number of instances to be drawn. Additional material properties to apply. See MaterialPropertyBlock. Should the meshes cast shadows? Should the meshes receive shadows? to use. If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only. LightProbeUsage for the instances. Draw the same mesh multiple times using GPU instancing. The Mesh to draw. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Material to use. The bounding volume surrounding the instances you intend to draw. The GPU buffer containing the arguments for how many instances of this mesh to draw. The byte offset into the buffer, where the draw arguments start. Additional material properties to apply. See MaterialPropertyBlock. Should the mesh cast shadows? Should the mesh receive shadows? to use. If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only. LightProbeUsage for the instances. Draw a mesh immediately. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. Subset of the mesh to draw. Draw a mesh immediately. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. Subset of the mesh to draw. Draw a mesh immediately. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. Subset of the mesh to draw. Draw a mesh immediately. The Mesh to draw. Position of the mesh. Rotation of the mesh. Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. Subset of the mesh to draw. Draws a fully procedural geometry on the GPU. Draws a fully procedural geometry on the GPU. Topology of the procedural geometry. Buffer with draw arguments. Byte offset where in the buffer the draw arguments are. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. Texture to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. Texture to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. Texture to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. Texture to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. Texture to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. Texture to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. Texture to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Draw a texture in screen coordinates. Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. Texture to draw. Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. Number of pixels from the left that are not affected by scale. Number of pixels from the right that are not affected by scale. Number of pixels from the top that are not affected by scale. Number of pixels from the bottom that are not affected by scale. Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. If -1 (default), draws all passes in the material. Otherwise, draws given pass only. Execute a command buffer. The buffer to execute. Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution: CommandBuffer.BeginSample CommandBuffer.CopyCounterValue CommandBuffer.CopyTexture CommandBuffer.CreateGPUFence CommandBuffer.DispatchCompute CommandBuffer.EndSample CommandBuffer.IssuePluginEvent CommandBuffer.SetComputeBufferParam CommandBuffer.SetComputeFloatParam CommandBuffer.SetComputeFloatParams CommandBuffer.SetComputeTextureParam CommandBuffer.SetComputeVectorParam CommandBuffer.WaitOnGPUFence All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue. The CommandBuffer to be executed. Describes the desired async compute queue the suuplied CommandBuffer should be executed on. Set random write target for level pixel shaders. Index of the random write target in the shader. RenderTexture to set as write target. Whether to leave the append/consume counter value unchanged. Set random write target for level pixel shaders. Index of the random write target in the shader. RenderTexture to set as write target. Whether to leave the append/consume counter value unchanged. Sets current render target. RenderTexture to set as active render target. Mipmap level to render into (use 0 if not mipmapped). Cubemap face to render into (use Unknown if not a cubemap). Depth slice to render into (use 0 if not a 3D or 2DArray render target). Color buffer to render into. Depth buffer to render into. Color buffers to render into (for multiple render target effects). Full render target setup information. Sets current render target. RenderTexture to set as active render target. Mipmap level to render into (use 0 if not mipmapped). Cubemap face to render into (use Unknown if not a cubemap). Depth slice to render into (use 0 if not a 3D or 2DArray render target). Color buffer to render into. Depth buffer to render into. Color buffers to render into (for multiple render target effects). Full render target setup information. Sets current render target. RenderTexture to set as active render target. Mipmap level to render into (use 0 if not mipmapped). Cubemap face to render into (use Unknown if not a cubemap). Depth slice to render into (use 0 if not a 3D or 2DArray render target). Color buffer to render into. Depth buffer to render into. Color buffers to render into (for multiple render target effects). Full render target setup information. Sets current render target. RenderTexture to set as active render target. Mipmap level to render into (use 0 if not mipmapped). Cubemap face to render into (use Unknown if not a cubemap). Depth slice to render into (use 0 if not a 3D or 2DArray render target). Color buffer to render into. Depth buffer to render into. Color buffers to render into (for multiple render target effects). Full render target setup information. Instructs the GPU's processing of the graphics queue to wait until the given GPUFence is passed. The GPUFence that the GPU will be instructed to wait upon before proceeding with its processing of the graphics queue. On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. Base class for images & text strings displayed in a GUI. Returns bounding rectangle of GUIElement in screen coordinates. Returns bounding rectangle of GUIElement in screen coordinates. Is a point on screen inside the element? Is a point on screen inside the element? Component added to a camera to make it render 2D GUI elements. Get the GUI element at a specific screen position. A texture image used in a 2D GUI. The border defines the number of pixels from the edge that are not affected by scale. The color of the GUI texture. Pixel inset used for pixel adjustments for size and position. The texture used for drawing. Interface into the Gyroscope. Returns the attitude (ie, orientation in space) of the device. Sets or retrieves the enabled status of this gyroscope. Returns the gravity acceleration vector expressed in the device's reference frame. Returns rotation rate as measured by the device's gyroscope. Returns unbiased rotation rate as measured by the device's gyroscope. Sets or retrieves gyroscope interval in seconds. Returns the acceleration that the user is giving to the device. Represent the hash value. Get if the hash value is valid or not. (Read Only) Compute a hash of the input string. Construct the Hash128. Convert the input string to Hash128. Convert Hash128 to string. Use this PropertyAttribute to add a header above some fields in the Inspector. The header text. Add a header above some fields in the Inspector. The header text. Provide a custom documentation URL for a class. Initialize the HelpURL attribute with a documentation url. The custom documentation URL for this class. The documentation URL specified for this class. Bit mask that controls object destruction, saving and visibility in inspectors. The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. The object will not be saved when building a player. The object will not be saved to the scene in the editor. The object will not be unloaded by Resources.UnloadUnusedAssets. The GameObject is not shown in the Hierarchy, not saved to to Scenes, and not unloaded by Resources.UnloadUnusedAssets. The object will not appear in the hierarchy. It is not possible to view it in the inspector. A normal, visible object. This is the default. The object is not be editable in the inspector. Makes a variable not show up in the inspector but be serialized. Interface for objects used as resolvers on ExposedReferences. Remove a value for the given reference. Identifier of the ExposedReference. Retrieves a value for the given identifier. Identifier of the ExposedReference. Is the identifier valid? The value stored in the table. Assigns a value for an ExposedReference. Identifier of the ExposedReference. The value to assigned to the ExposedReference. Interface for custom logger implementation. To selective enable debug log message. To runtime toggle debug logging [ON/OFF]. Set Logger.ILogHandler. Check logging is enabled based on the LogType. Retrun true in case logs of LogType will be logged otherwise returns false. Logs message to the Unity Console using default logger. Logs message to the Unity Console using default logger. Logs message to the Unity Console using default logger. Logs message to the Unity Console using default logger. Logs message to the Unity Console using default logger. Logs message to the Unity Console using default logger. Logs message to the Unity Console using default logger. A variant of ILogger.Log that logs an error message. A variant of ILogger.Log that logs an error message. A variant of ILogger.Log that logs an exception message. Logs a formatted message. A variant of Logger.Log that logs an warning message. A variant of Logger.Log that logs an warning message. Interface for custom log handler implementation. A variant of ILogHandler.LogFormat that logs an exception message. Runtime Exception. Object to which the message applies. Logs a formatted message. The type of the log message. Object to which the message applies. A composite format string. Format arguments. Any Image Effect with this attribute will be rendered after Dynamic Resolution stage. Any Image Effect with this attribute can be rendered into the scene view camera. Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. Controls IME input. Enable IME input only when a text field is selected (default). Disable IME input. Enable IME input. Interface into the Input system. Last measured linear acceleration of a device in three-dimensional space. (Read Only) Number of acceleration measurements which occurred during last frame. Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables). Is any key or mouse button currently held down? (Read Only) Returns true the first frame the user hits any key or mouse button. (Read Only) Should Back button quit the application? Only usable on Android, Windows Phone or Windows Tablets. Property for accessing compass (handheld devices only). (Read Only) This property controls if input sensors should be compensated for screen orientation. The current text input position used by IMEs to open windows. The current IME composition string being typed by the user. Device physical orientation as reported by OS. (Read Only) Property indicating whether keypresses are eaten by a textinput if it has focus (default true). Returns default gyroscope. Controls enabling and disabling of IME input composition. Does the user have an IME keyboard input source selected? Returns the keyboard input entered this frame. (Read Only) Property for accessing device location (handheld devices only). (Read Only) The current mouse position in pixel coordinates. (Read Only) Indicates if a mouse device is detected. The current mouse scroll delta. (Read Only) Property indicating whether the system handles multiple touches. Enables/Disables mouse simulation with touches. By default this option is enabled. Returns true when Stylus Touch is supported by a device or platform. Number of touches. Guaranteed not to change throughout the frame. (Read Only) Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables). Bool value which let's users check if touch pressure is supported. Returns whether the device on which application is currently running supports touch input. Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables). Returns the value of the virtual axis identified by axisName. Returns the value of the virtual axis identified by axisName with no smoothing filtering applied. Returns true while the virtual button identified by buttonName is held down. The name of the button such as Jump. True when an axis has been pressed and not released. Returns true during the frame the user pressed down the virtual button identified by buttonName. Returns true the first frame the user releases the virtual button identified by buttonName. Returns an array of strings describing the connected joysticks. Returns true while the user holds down the key identified by name. Think auto fire. Returns true while the user holds down the key identified by the key KeyCode enum parameter. Returns true during the frame the user starts pressing down the key identified by name. Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter. Returns true during the frame the user releases the key identified by name. Returns true during the frame the user releases the key identified by the key KeyCode enum parameter. Returns whether the given mouse button is held down. Returns true during the frame the user pressed the given mouse button. Returns true during the frame the user releases the given mouse button. Returns object representing status of a specific touch. (Does not allocate temporary variables). Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. Interface to receive callbacks upon serialization and deserialization. Implement this method to receive a callback after Unity deserializes your object. Implement this method to receive a callback before Unity serializes your object. IJobParallelForTransform. Execute. Index. TransformAccessArray. Extension methods for IJobParallelForTransform. Schedule. Job data. TransformAccessArray. Job handle dependency. Job handle. Position, rotation and scale of an object. The scale of the transform relative to the parent. The rotation of the transform relative to the parent transform's rotation. The scale of the transform relative to the parent. The position of the transform in world space. The rotation of the transform in world space stored as a Quaternion. TransformAccessArray. Returns array capacity. isCreated. Length. Add. Transform. Allocate. Capacity. Desired job count. TransformAccessArray. Constructor. Transforms. Desired job count. Capacity. Constructor. Transforms. Desired job count. Capacity. Dispose. Remove item at index. Index. Set transforms. Transforms. Array indexer. Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. 'a' key. The '0' key on the top of the alphanumeric keyboard. The '1' key on the top of the alphanumeric keyboard. The '2' key on the top of the alphanumeric keyboard. The '3' key on the top of the alphanumeric keyboard. The '4' key on the top of the alphanumeric keyboard. The '5' key on the top of the alphanumeric keyboard. The '6' key on the top of the alphanumeric keyboard. The '7' key on the top of the alphanumeric keyboard. The '8' key on the top of the alphanumeric keyboard. The '9' key on the top of the alphanumeric keyboard. Alt Gr key. Ampersand key '&'. Asterisk key '*'. At key '@'. 'b' key. Back quote key '`'. Backslash key '\'. The backspace key. Break key. 'c' key. Capslock key. Caret key '^'. The Clear key. Colon ':' key. Comma ',' key. 'd' key. The forward delete key. Dollar sign key '$'. Double quote key '"'. Down arrow key. 'e' key. End key. Equals '=' key. Escape key. Exclamation mark key '!'. 'f' key. F1 function key. F10 function key. F11 function key. F12 function key. F13 function key. F14 function key. F15 function key. F2 function key. F3 function key. F4 function key. F5 function key. F6 function key. F7 function key. F8 function key. F9 function key. 'g' key. Greater than '>' key. 'h' key. Hash key '#'. Help key. Home key. 'i' key. Insert key key. 'j' key. Button 0 on first joystick. Button 1 on first joystick. Button 10 on first joystick. Button 11 on first joystick. Button 12 on first joystick. Button 13 on first joystick. Button 14 on first joystick. Button 15 on first joystick. Button 16 on first joystick. Button 17 on first joystick. Button 18 on first joystick. Button 19 on first joystick. Button 2 on first joystick. Button 3 on first joystick. Button 4 on first joystick. Button 5 on first joystick. Button 6 on first joystick. Button 7 on first joystick. Button 8 on first joystick. Button 9 on first joystick. Button 0 on second joystick. Button 1 on second joystick. Button 10 on second joystick. Button 11 on second joystick. Button 12 on second joystick. Button 13 on second joystick. Button 14 on second joystick. Button 15 on second joystick. Button 16 on second joystick. Button 17 on second joystick. Button 18 on second joystick. Button 19 on second joystick. Button 2 on second joystick. Button 3 on second joystick. Button 4 on second joystick. Button 5 on second joystick. Button 6 on second joystick. Button 7 on second joystick. Button 8 on second joystick. Button 9 on second joystick. Button 0 on third joystick. Button 1 on third joystick. Button 10 on third joystick. Button 11 on third joystick. Button 12 on third joystick. Button 13 on third joystick. Button 14 on third joystick. Button 15 on third joystick. Button 16 on third joystick. Button 17 on third joystick. Button 18 on third joystick. Button 19 on third joystick. Button 2 on third joystick. Button 3 on third joystick. Button 4 on third joystick. Button 5 on third joystick. Button 6 on third joystick. Button 7 on third joystick. Button 8 on third joystick. Button 9 on third joystick. Button 0 on forth joystick. Button 1 on forth joystick. Button 10 on forth joystick. Button 11 on forth joystick. Button 12 on forth joystick. Button 13 on forth joystick. Button 14 on forth joystick. Button 15 on forth joystick. Button 16 on forth joystick. Button 17 on forth joystick. Button 18 on forth joystick. Button 19 on forth joystick. Button 2 on forth joystick. Button 3 on forth joystick. Button 4 on forth joystick. Button 5 on forth joystick. Button 6 on forth joystick. Button 7 on forth joystick. Button 8 on forth joystick. Button 9 on forth joystick. Button 0 on fifth joystick. Button 1 on fifth joystick. Button 10 on fifth joystick. Button 11 on fifth joystick. Button 12 on fifth joystick. Button 13 on fifth joystick. Button 14 on fifth joystick. Button 15 on fifth joystick. Button 16 on fifth joystick. Button 17 on fifth joystick. Button 18 on fifth joystick. Button 19 on fifth joystick. Button 2 on fifth joystick. Button 3 on fifth joystick. Button 4 on fifth joystick. Button 5 on fifth joystick. Button 6 on fifth joystick. Button 7 on fifth joystick. Button 8 on fifth joystick. Button 9 on fifth joystick. Button 0 on sixth joystick. Button 1 on sixth joystick. Button 10 on sixth joystick. Button 11 on sixth joystick. Button 12 on sixth joystick. Button 13 on sixth joystick. Button 14 on sixth joystick. Button 15 on sixth joystick. Button 16 on sixth joystick. Button 17 on sixth joystick. Button 18 on sixth joystick. Button 19 on sixth joystick. Button 2 on sixth joystick. Button 3 on sixth joystick. Button 4 on sixth joystick. Button 5 on sixth joystick. Button 6 on sixth joystick. Button 7 on sixth joystick. Button 8 on sixth joystick. Button 9 on sixth joystick. Button 0 on seventh joystick. Button 1 on seventh joystick. Button 10 on seventh joystick. Button 11 on seventh joystick. Button 12 on seventh joystick. Button 13 on seventh joystick. Button 14 on seventh joystick. Button 15 on seventh joystick. Button 16 on seventh joystick. Button 17 on seventh joystick. Button 18 on seventh joystick. Button 19 on seventh joystick. Button 2 on seventh joystick. Button 3 on seventh joystick. Button 4 on seventh joystick. Button 5 on seventh joystick. Button 6 on seventh joystick. Button 7 on seventh joystick. Button 8 on seventh joystick. Button 9 on seventh joystick. Button 0 on eighth joystick. Button 1 on eighth joystick. Button 10 on eighth joystick. Button 11 on eighth joystick. Button 12 on eighth joystick. Button 13 on eighth joystick. Button 14 on eighth joystick. Button 15 on eighth joystick. Button 16 on eighth joystick. Button 17 on eighth joystick. Button 18 on eighth joystick. Button 19 on eighth joystick. Button 2 on eighth joystick. Button 3 on eighth joystick. Button 4 on eighth joystick. Button 5 on eighth joystick. Button 6 on eighth joystick. Button 7 on eighth joystick. Button 8 on eighth joystick. Button 9 on eighth joystick. Button 0 on any joystick. Button 1 on any joystick. Button 10 on any joystick. Button 11 on any joystick. Button 12 on any joystick. Button 13 on any joystick. Button 14 on any joystick. Button 15 on any joystick. Button 16 on any joystick. Button 17 on any joystick. Button 18 on any joystick. Button 19 on any joystick. Button 2 on any joystick. Button 3 on any joystick. Button 4 on any joystick. Button 5 on any joystick. Button 6 on any joystick. Button 7 on any joystick. Button 8 on any joystick. Button 9 on any joystick. 'k' key. Numeric keypad 0. Numeric keypad 1. Numeric keypad 2. Numeric keypad 3. Numeric keypad 4. Numeric keypad 5. Numeric keypad 6. Numeric keypad 7. Numeric keypad 8. Numeric keypad 9. Numeric keypad '/'. Numeric keypad enter. Numeric keypad '='. Numeric keypad '-'. Numeric keypad '*'. Numeric keypad '.'. Numeric keypad '+'. 'l' key. Left Alt key. Left Command key. Left arrow key. Left square bracket key '['. Left Command key. Left Control key. Left Parenthesis key '('. Left shift key. Left Windows key. Less than '<' key. 'm' key. Menu key. Minus '-' key. The Left (or primary) mouse button. Right mouse button (or secondary mouse button). Middle mouse button (or third button). Additional (fourth) mouse button. Additional (fifth) mouse button. Additional (or sixth) mouse button. Additional (or seventh) mouse button. 'n' key. Not assigned (never returned as the result of a keystroke). Numlock key. 'o' key. 'p' key. Page down. Page up. Pause on PC machines. Period '.' key. Plus key '+'. Print key. 'q' key. Question mark '?' key. Quote key '. 'r' key. Return key. Right Alt key. Right Command key. Right arrow key. Right square bracket key ']'. Right Command key. Right Control key. Right Parenthesis key ')'. Right shift key. Right Windows key. 's' key. Scroll lock key. Semicolon ';' key. Slash '/' key. Space key. Sys Req key. 't' key. The tab key. 'u' key. Underscore '_' key. Up arrow key. 'v' key. 'w' key. 'x' key. 'y' key. 'z' key. A single keyframe that can be injected into an animation curve. Sets the incoming tangent for this key. The incoming tangent affects the slope of the curve from the previous key to this key. Sets the incoming weight for this key. The incoming weight affects the slope of the curve from the previous key to this key. Sets the outgoing tangent for this key. The outgoing tangent affects the slope of the curve from this key to the next key. Sets the outgoing weight for this key. The outgoing weight affects the slope of the curve from this key to the next key. TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead. The time of the keyframe. The value of the curve at keyframe. Weighted mode for the keyframe. Create a keyframe. Create a keyframe. Create a keyframe. LayerMask allow you to display the LayerMask popup menu in the inspector. Converts a layer mask value to an integer value. Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them. List of layer names to convert to a layer mask. The layer mask created from the layerNames. Implicitly converts an integer to a LayerMask. Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the. Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the. Script interface for a. The strength of the flare. The color of the flare. The fade speed of the flare. The to use. Script interface for. This property describes the output of the last Global Illumination bake. The multiplier that defines the strength of the bounce lighting. The color of the light. The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. Candle light is 1800K. If you want to use lightsUseCCT, lightsUseLinearIntensity has to be enabled to ensure physically correct output. See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.lightsUseCCT. Number of command buffers set up on this light (Read Only). The cookie texture projected by the light. The size of a directional light's cookie. This is used to light certain objects in the scene selectively. The to use for this light. The Intensity of a light is multiplied with the Light color. Per-light, per-layer shadow culling distances. Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers. The range of the light. How to render the light. Shadow mapping constant bias. The custom resolution of the shadow map. Near plane value to use for shadow frustums. Shadow mapping normal-based bias. The resolution of the shadow map. How this light casts shadows Strength of light's shadows. The angle of the light's spotlight cone in degrees. The type of the light. Add a command buffer to be executed at a specified place. When to execute the command buffer during rendering. The buffer to execute. A mask specifying which shadow passes to execute the buffer for. Add a command buffer to be executed at a specified place. When to execute the command buffer during rendering. The buffer to execute. A mask specifying which shadow passes to execute the buffer for. Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. The point during the graphics processing at which this command buffer should commence on the GPU. The buffer to execute. The desired async compute queue type to execute the buffer on. A mask specifying which shadow passes to execute the buffer for. Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. The point during the graphics processing at which this command buffer should commence on the GPU. The buffer to execute. The desired async compute queue type to execute the buffer on. A mask specifying which shadow passes to execute the buffer for. Get command buffers to be executed at a specified place. When to execute the command buffer during rendering. Array of command buffers. Remove all command buffers set on this light. Remove command buffer from execution at a specified place. When to execute the command buffer during rendering. The buffer to execute. Remove command buffers from execution at a specified place. When to execute the command buffer during rendering. Sets a light dirty to notify the light baking backends to update their internal light representation. Struct describing the result of a Global Illumination bake for a given light. Is the light contribution already stored in lightmaps and/or lightprobes? This property describes what part of a light's contribution was baked. In case of a LightmapBakeType.Mixed light, describes what Mixed mode was used to bake the light, irrelevant otherwise. In case of a LightmapBakeType.Mixed light, contains the index of the occlusion mask channel to use if any, otherwise -1. In case of a LightmapBakeType.Mixed light, contains the index of the light as seen from the occlusion probes point of view if any, otherwise -1. Enum describing what part of a light contribution can be baked. Baked lights cannot move or change in any way during run time. All lighting for static objects gets baked into lightmaps. Lighting and shadows for dynamic objects gets baked into Light Probes. Mixed lights allow a mix of realtime and baked lighting, based on the Mixed Lighting Mode used. These lights cannot move, but can change color and intensity at run time. Changes to color and intensity only affect direct lighting as indirect lighting gets baked. If using Subtractive mode, changes to color or intensity are not calculated at run time on static objects. Realtime lights cast run time light and shadows. They can change position, orientation, color, brightness, and many other properties at run time. No lighting gets baked into lightmaps or light probes.. Data of a lightmap. Lightmap storing color of incoming light. Lightmap storing dominant direction of incoming light. Texture storing occlusion mask per light (ShadowMask, up to four lights). Stores lightmaps of the scene. Lightmap array. Non-directional, Directional or Directional Specular lightmaps rendering mode. Holds all data needed by the light probes. Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps. Light intensity (no directional information), encoded as 1 lightmap. Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy Directional rendering mode. Dual lightmap rendering mode. Single, traditional lightmap rendering mode. Light Probe Group. Editor only function to access and modify probe positions. The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects. The bounding box mode for generating the 3D grid of interpolated Light Probes. The world-space bounding box in which the 3D grid of interpolated Light Probes is generated. The 3D grid resolution on the z-axis. The 3D grid resolution on the y-axis. The 3D grid resolution on the z-axis. Checks if Light Probe Proxy Volumes are supported. The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated. Interpolated Light Probe density. The mode in which the interpolated Light Probe positions are generated. Determines how many Spherical Harmonics bands will be evaluated to compute the ambient color. Sets the way the Light Probe Proxy Volume refreshes. The resolution mode for generating the grid of interpolated Light Probes. The size of the bounding box in which the 3D grid of interpolated Light Probes is generated. The bounding box mode for generating a grid of interpolated Light Probes. The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space. The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space. A custom local-space bounding box is used. The user is able to edit the bounding box. The mode in which the interpolated Light Probe positions are generated. Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells. Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells. An enum describing the Quality option used by the Light Probe Proxy Volume component. This option will use only two SH coefficients bands: L0 and L1. The coefficients are sampled from the Light Probe Proxy Volume 3D Texture. Using this option might increase the draw call batch sizes by not having to change the L2 coefficients per Renderer. This option will use L0 and L1 SH coefficients from the Light Probe Proxy Volume 3D Texture. The L2 coefficients are constant per Renderer. By having to provide the L2 coefficients, draw call batches might be broken. An enum describing the way a Light Probe Proxy Volume refreshes in the Player. Automatically detects updates in Light Probes and triggers an update of the Light Probe volume. Causes Unity to update the Light Probe Proxy Volume every frame. Use this option to indicate that the Light Probe Proxy Volume is never to be automatically updated by Unity. The resolution mode for generating a grid of interpolated Light Probes. The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2. The custom mode allows you to specify the 3D grid resolution. Triggers an update of the Light Probe Proxy Volume. Stores light probes for the scene. Coefficients of baked light probes. The number of cells space is divided into (Read Only). The number of light probes (Read Only). Positions of the baked light probes (Read Only). Calculate light probes and occlusion probes at the given world space positions. The array of world space positions used to evaluate the probes. The array where the resulting light probes are written to. The array where the resulting occlusion probes are written to. Calculate light probes and occlusion probes at the given world space positions. The array of world space positions used to evaluate the probes. The array where the resulting light probes are written to. The array where the resulting occlusion probes are written to. Returns an interpolated probe for the given position for both realtime and baked light probes combined. How the Light is rendered. Automatically choose the render mode. Force the Light to be a pixel light. Force the Light to be a vertex light. Allows mixed lights to control shadow caster culling when Shadowmasks are present. Use the global Shadowmask Mode from the quality settings. Render all shadow casters into the shadow map. This corresponds with the distance Shadowmask mode. Render only non-lightmapped objects into the shadow map. This corresponds with the Shadowmask mode. Shadow casting options for a Light. Cast "hard" shadows (with no shadow filtering). Do not cast shadows (default). Cast "soft" shadows (with 4x PCF filtering). The type of a Light. The light is an area light. It affects only lightmaps and lightprobes. The light is a directional light. The light is a point light. The light is a spot light. Control the direction lines face, when using the LineRenderer or TrailRenderer. Lines face the direction of the Transform Component. Lines face the Z axis of the Transform Component. Lines face the camera. The line renderer is used to draw free-floating lines in 3D space. Select whether the line will face the camera, or the orientation of the Transform Component. Set the color gradient describing the color of the line at various points along its length. Set the color at the end of the line. Set the width at the end of the line. Configures a line to generate Normals and Tangents. With this data, Scene lighting can affect the line via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. Connect the start and end positions of the line together to form a continuous loop. Set this to a value greater than 0, to get rounded corners on each end of the line. Set this to a value greater than 0, to get rounded corners between each segment of the line. Set the number of line segments. Set the number of line segments. Set the color at the start of the line. Set the width at the start of the line. Choose whether the U coordinate of the line texture is tiled or stretched. If enabled, the lines are defined in world space. Set the curve describing the width of the line at various points along its length. Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. Creates a snapshot of LineRenderer and stores it in mesh. A static mesh that will receive the snapshot of the line. The camera used for determining which way view space lines will face. Include the rotation and scale of the Transform in the baked mesh. Creates a snapshot of LineRenderer and stores it in mesh. A static mesh that will receive the snapshot of the line. The camera used for determining which way view space lines will face. Include the rotation and scale of the Transform in the baked mesh. Creates a snapshot of LineRenderer and stores it in mesh. A static mesh that will receive the snapshot of the line. The camera used for determining which way view space lines will face. Include the rotation and scale of the Transform in the baked mesh. Creates a snapshot of LineRenderer and stores it in mesh. A static mesh that will receive the snapshot of the line. The camera used for determining which way view space lines will face. Include the rotation and scale of the Transform in the baked mesh. Get the position of a vertex in the line. The index of the position to retrieve. The position at the specified index in the array. Get the positions of all vertices in the line. The array of positions to retrieve. The array passed should be of at least numPositions in size. How many positions were actually stored in the output array. Set the line color at the start and at the end. Set the position of a vertex in the line. Which position to set. The new position. Set the positions of all vertices in the line. The array of positions to set. Set the number of line segments. Set the line width at the start and at the end. Generates a simplified version of the original line by removing points that fall within the specified tolerance. This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. Choose how textures are applied to Lines and Trails. Map the texture once along the entire length of the line, assuming all vertices are evenly spaced. Repeat the texture along the line, repeating at a rate of once per line segment. To adjust the tiling rate, use Material.SetTextureScale. Map the texture once along the entire length of the line. Repeat the texture along the line, based on its length in world units. To set the tiling rate, use Material.SetTextureScale. A collection of common line functions. Generates a simplified version of the original line by removing points that fall within the specified tolerance. The points that make up the original line. This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. Populated by this function. Contains the indexes of the points that should be generate a simplified version.. Populated by this function. Contains the points that form the simplified line. Generates a simplified version of the original line by removing points that fall within the specified tolerance. The points that make up the original line. This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. Populated by this function. Contains the indexes of the points that should be generate a simplified version.. Populated by this function. Contains the points that form the simplified line. Generates a simplified version of the original line by removing points that fall within the specified tolerance. The points that make up the original line. This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. Populated by this function. Contains the indexes of the points that should be generate a simplified version.. Populated by this function. Contains the points that form the simplified line. Generates a simplified version of the original line by removing points that fall within the specified tolerance. The points that make up the original line. This value is used to evaluate which points should be removed from the line. A higher value results in a simpler line (less points). A positive value close to zero results in a line with little to no reduction. A value of zero or less has no effect. Populated by this function. Contains the indexes of the points that should be generate a simplified version.. Populated by this function. Contains the points that form the simplified line. Structure describing device location. Geographical device location altitude. Horizontal accuracy of the location. Geographical device location latitude. Geographical device location latitude. Timestamp (in seconds since 1970) when location was last time updated. Vertical accuracy of the location. Interface into location functionality. Specifies whether location service is enabled in user settings. Last measured device geographical location. Returns location service status. Starts location service updates. Last location coordinates could be. Starts location service updates. Last location coordinates could be. Starts location service updates. Last location coordinates could be. Stops location service updates. This could be useful for saving battery life. Describes location service status. Location service failed (user denied access to location service). Location service is initializing, some time later it will switch to. Location service is running and locations could be queried. Location service is stopped. Structure for building a LOD for passing to the SetLODs function. Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated. List of renderers for this LOD level. The screen relative height to use for the transition [0-1]. Construct a LOD. The screen relative height to use for the transition [0-1]. An array of renderers to use for this LOD level. The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD. Indicates the LOD fading is turned off. By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: * For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. * For the last mesh LOD and the billboard LOD, the cross-fade mode is used. LODGroup lets you group multiple Renderers into LOD levels. Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. Enable / Disable the LODGroup - Disabling will turn off all renderers. The LOD fade mode used. The local reference point against which the LOD distance is calculated. The number of LOD levels. The size of the LOD object in local space. The LOD level to use. Passing index < 0 will return to standard LOD processing. Returns the array of LODs. The LOD array. Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. The LODs to use for this group. Initializes a new instance of the Logger. To selective enable debug log message. To runtime toggle debug logging [ON/OFF]. Set Logger.ILogHandler. Create a custom Logger. Pass in default log handler or custom log handler. Check logging is enabled based on the LogType. The type of the log message. Retrun true in case logs of LogType will be logged otherwise returns false. Logs message to the Unity Console using default logger. The type of the log message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. Logs message to the Unity Console using default logger. The type of the log message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. Logs message to the Unity Console using default logger. The type of the log message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. Logs message to the Unity Console using default logger. The type of the log message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. Logs message to the Unity Console using default logger. The type of the log message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. Logs message to the Unity Console using default logger. The type of the log message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. Logs message to the Unity Console using default logger. The type of the log message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. A variant of Logger.Log that logs an error message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. A variant of Logger.Log that logs an error message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. A variant of Logger.Log that logs an exception message. Runtime Exception. Object to which the message applies. A variant of Logger.Log that logs an exception message. Runtime Exception. Object to which the message applies. Logs a formatted message. The type of the log message. Object to which the message applies. A composite format string. Format arguments. Logs a formatted message. The type of the log message. Object to which the message applies. A composite format string. Format arguments. A variant of Logger.Log that logs an warning message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. A variant of Logger.Log that logs an warning message. Used to identify the source of a log message. It usually identifies the class where the log call occurs. String or object to be converted to string representation for display. Object to which the message applies. The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback. LogType used for Asserts. (These could also indicate an error inside Unity itself.) LogType used for Errors. LogType used for Exceptions. LogType used for regular log messages. LogType used for Warnings. The material class. The main material's color. Gets and sets whether the Double Sided Global Illumination setting is enabled for this material. Gets and sets whether GPU instancing is enabled for this material. Defines how the material should interact with lightmaps and lightprobes. The material's texture. The texture offset of the main texture. The texture scale of the main texture. How many passes are in this material (Read Only). Render queue of this material. The shader used by the material. Additional shader keywords set by this material. Copy properties from other material into this material. Create a temporary Material. Create a material with a given Shader. Create a material by copying all properties from another material. Create a temporary Material. Create a material with a given Shader. Create a material by copying all properties from another material. Unset a shader keyword. Sets a shader keyword that is enabled by this material. Returns the index of the pass passName. Get a named color value. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named color value. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named color array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named color array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetch a named color array into a list. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. The list to hold the returned array. Fetch a named color array into a list. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. The list to hold the returned array. Get a named float value. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named float value. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named float array. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. Get a named float array. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. Fetch a named float array into a list. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. The list to hold the returned array. Fetch a named float array into a list. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. The list to hold the returned array. Get a named integer value. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named integer value. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named matrix value from the shader. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named matrix value from the shader. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named matrix array. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. Get a named matrix array. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. Fetch a named matrix array into a list. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The list to hold the returned array. Fetch a named matrix array into a list. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The list to hold the returned array. Returns the name of the shader pass at index pass. Checks whether a given Shader pass is enabled on this Material. Shader pass name (case insensitive). True if the Shader pass is enabled. Get the value of material's shader tag. Get the value of material's shader tag. Get a named texture. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named texture. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets the placement offset of texture propertyName. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets the placement offset of texture propertyName. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Return the name IDs of all texture properties exposed on this material. IDs of all texture properties exposed on this material. IDs of all texture properties exposed on this material. Return the name IDs of all texture properties exposed on this material. IDs of all texture properties exposed on this material. IDs of all texture properties exposed on this material. Returns the names of all texture properties exposed on this material. Names of all texture properties exposed on this material. Names of all texture properties exposed on this material. Returns the names of all texture properties exposed on this material. Names of all texture properties exposed on this material. Names of all texture properties exposed on this material. Gets the placement scale of texture propertyName. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets the placement scale of texture propertyName. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named vector value. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named vector value. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a named vector array. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. Get a named vector array. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. Fetch a named vector array into a list. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The list to hold the returned array. Fetch a named vector array into a list. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The list to hold the returned array. Checks if material's shader has a property of a given name. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Checks if material's shader has a property of a given name. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Is the shader keyword enabled on this material? Interpolate properties between two materials. Sets a named ComputeBuffer value. Property name ID, use Shader.PropertyToID to get it. Property name. The ComputeBuffer value to set. Sets a named ComputeBuffer value. Property name ID, use Shader.PropertyToID to get it. Property name. The ComputeBuffer value to set. Sets a named color value. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_Color". Color value to set. Sets a named color value. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_Color". Color value to set. Sets a color array property. Property name. Property name ID, use Shader.PropertyToID to get it. Array of values to set. Sets a color array property. Property name. Property name ID, use Shader.PropertyToID to get it. Array of values to set. Sets a color array property. Property name. Property name ID, use Shader.PropertyToID to get it. Array of values to set. Sets a color array property. Property name. Property name ID, use Shader.PropertyToID to get it. Array of values to set. Sets a named float value. Property name ID, use Shader.PropertyToID to get it. Float value to set. Property name, e.g. "_Glossiness". Sets a named float value. Property name ID, use Shader.PropertyToID to get it. Float value to set. Property name, e.g. "_Glossiness". Sets a float array property. Property name. Property name ID. Use Shader.PropertyToID to get this ID. Array of values to set. Sets a float array property. Property name. Property name ID. Use Shader.PropertyToID to get this ID. Array of values to set. Sets a float array property. Property name. Property name ID. Use Shader.PropertyToID to get this ID. Array of values to set. Sets a float array property. Property name. Property name ID. Use Shader.PropertyToID to get this ID. Array of values to set. Sets a named integer value. Property name ID, use Shader.PropertyToID to get it. Integer value to set. Property name, e.g. "_SrcBlend". Sets a named integer value. Property name ID, use Shader.PropertyToID to get it. Integer value to set. Property name, e.g. "_SrcBlend". Sets a named matrix for the shader. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_CubemapRotation". Matrix value to set. Sets a named matrix for the shader. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_CubemapRotation". Matrix value to set. Sets a matrix array property. Property name. Array of values to set. Property name ID, use Shader.PropertyToID to get it. Sets a matrix array property. Property name. Array of values to set. Property name ID, use Shader.PropertyToID to get it. Sets a matrix array property. Property name. Array of values to set. Property name ID, use Shader.PropertyToID to get it. Sets a matrix array property. Property name. Array of values to set. Property name ID, use Shader.PropertyToID to get it. Sets an override tag/value on the material. Name of the tag to set. Name of the value to set. Empty string to clear the override flag. Activate the given pass for rendering. Shader pass number to setup. If false is returned, no rendering should be done. Enables or disables a Shader pass on a per-Material level. Shader pass name (case insensitive). Flag indicating whether this Shader pass should be enabled. Sets a named texture. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_MainTex". Texture to set. Sets a named texture. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_MainTex". Texture to set. Sets the placement offset of texture propertyName. Property name ID, use Shader.PropertyToID to get it. Property name, for example: "_MainTex". Texture placement offset. Sets the placement offset of texture propertyName. Property name ID, use Shader.PropertyToID to get it. Property name, for example: "_MainTex". Texture placement offset. Sets the placement scale of texture propertyName. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_MainTex". Texture placement scale. Sets the placement scale of texture propertyName. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_MainTex". Texture placement scale. Sets a named vector value. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_WaveAndDistance". Vector value to set. Sets a named vector value. Property name ID, use Shader.PropertyToID to get it. Property name, e.g. "_WaveAndDistance". Vector value to set. Sets a vector array property. Property name. Array of values to set. Property name ID, use Shader.PropertyToID to get it. Sets a vector array property. Property name. Array of values to set. Property name ID, use Shader.PropertyToID to get it. Sets a vector array property. Property name. Array of values to set. Property name ID, use Shader.PropertyToID to get it. Sets a vector array property. Property name. Array of values to set. Property name ID, use Shader.PropertyToID to get it. How the material interacts with lightmaps and lightprobes. Helper Mask to be used to query the enum only based on whether realtime GI or baked GI is set, ignoring all other bits. The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes. The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black. The emissive lighting does not affect Global Illumination at all. The emissive lighting will affect realtime Global Illumination. It emits lighting into realtime lightmaps and realtime lightprobes. A block of material values to apply. Is the material property block empty? (Read Only) Clear material property values. This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering. The array of probe occlusion values to copy from. This function copies the entire source array into a Vector4 property array named unity_ProbesOcclusion for use with instanced rendering. The array of probe occlusion values to copy from. This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering. The array of probe occlusion values to copy from. The index of the first element in the source array to copy from. The index of the first element in the destination MaterialPropertyBlock array to copy to. The number of elements to copy. This function copies the source array into a Vector4 property array named unity_ProbesOcclusion with the specified source and destination range for use with instanced rendering. The array of probe occlusion values to copy from. The index of the first element in the source array to copy from. The index of the first element in the destination MaterialPropertyBlock array to copy to. The number of elements to copy. This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering. The array of SH values to copy from. This function converts and copies the entire source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC for use with instanced rendering. The array of SH values to copy from. This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering. The array of SH values to copy from. The index of the first element in the source array to copy from. The index of the first element in the destination MaterialPropertyBlock array to copy to. The number of elements to copy. This function converts and copies the source array into 7 Vector4 property arrays named unity_SHAr, unity_SHAg, unity_SHAb, unity_SHBr, unity_SHBg, unity_SHBb and unity_SHC with the specified source and destination range for use with instanced rendering. The array of SH values to copy from. The index of the first element in the source array to copy from. The index of the first element in the destination MaterialPropertyBlock array to copy to. The number of elements to copy. Get a color from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a color from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a float from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a float from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a float array from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a float array from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetch a float array from the property block into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetch a float array from the property block into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get an int from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get an int from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a matrix from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a matrix from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a matrix array from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a matrix array from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetch a matrix array from the property block into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetch a matrix array from the property block into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a texture from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a texture from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a vector from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a vector from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a vector array from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Get a vector array from the property block. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetch a vector array from the property block into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetch a vector array from the property block into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Set a ComputeBuffer property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The ComputeBuffer to set. Set a ComputeBuffer property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The ComputeBuffer to set. Set a color property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The Color value to set. Set a color property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The Color value to set. Set a float property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The float value to set. Set a float property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The float value to set. Set a float array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a float array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a float array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a float array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Adds a property to the block. If an int property with the given name already exists, the old value is replaced. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The int value to set. Adds a property to the block. If an int property with the given name already exists, the old value is replaced. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The int value to set. Set a matrix property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The matrix value to set. Set a matrix property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The matrix value to set. Set a matrix array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a matrix array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a matrix array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a matrix array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a texture property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The Texture to set. Set a texture property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The Texture to set. Set a vector property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The Vector4 value to set. Set a vector property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The Vector4 value to set. Set a vector array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a vector array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a vector array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. Set a vector array property. The name of the property. The name ID of the property retrieved by Shader.PropertyToID. The array to set. A collection of common math functions. Returns the absolute value of f. Returns the absolute value of value. Returns the arc-cosine of f - the angle in radians whose cosine is f. Compares two floating point values and returns true if they are similar. Returns the arc-sine of f - the angle in radians whose sine is f. Returns the arc-tangent of f - the angle in radians whose tangent is f. Returns the angle in radians whose Tan is y/x. Returns the smallest integer greater to or equal to f. Returns the smallest integer greater to or equal to f. Clamps a value between a minimum float and maximum float value. Clamps value between min and max and returns value. Clamps value between 0 and 1 and returns value. Returns the closest power of two value. Convert a color temperature in Kelvin to RGB color. Temperature in Kelvin. Range 1000 to 40000 Kelvin. Correlated Color Temperature as floating point RGB color. Returns the cosine of angle f. The input angle, in radians. The return value between -1 and 1. Degrees-to-radians conversion constant (Read Only). Calculates the shortest difference between two given angles given in degrees. A tiny floating point value (Read Only). Returns e raised to the specified power. Returns the largest integer smaller than or equal to f. Returns the largest integer smaller to or equal to f. Converts the given value from gamma (sRGB) to linear color space. A representation of positive infinity (Read Only). Calculates the linear parameter t that produces the interpolant value within the range [a, b]. Returns true if the value is power of two. Linearly interpolates between a and b by t. The start value. The end value. The interpolation value between the two floats. The interpolated float result between the two float values. Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. Linearly interpolates between a and b by t with no limit to t. The start value. The end value. The interpolation between the two floats. The float value as a result from the linear interpolation. Converts the given value from linear to gamma (sRGB) color space. Returns the logarithm of a specified number in a specified base. Returns the natural (base e) logarithm of a specified number. Returns the base 10 logarithm of a specified number. Returns largest of two or more values. Returns largest of two or more values. Returns the largest of two or more values. Returns the largest of two or more values. Returns the smallest of two or more values. Returns the smallest of two or more values. Returns the smallest of two or more values. Returns the smallest of two or more values. Moves a value current towards target. The current value. The value to move towards. The maximum change that should be applied to the value. Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. A representation of negative infinity (Read Only). Returns the next power of two value. Generate 2D Perlin noise. X-coordinate of sample point. Y-coordinate of sample point. Value between 0.0 and 1.0. The infamous 3.14159265358979... value (Read Only). PingPongs the value t, so that it is never larger than length and never smaller than 0. Returns f raised to power p. Radians-to-degrees conversion constant (Read Only). Loops the value t, so that it is never larger than length and never smaller than 0. Returns f rounded to the nearest integer. Returns f rounded to the nearest integer. Returns the sign of f. Returns the sine of angle f. The input angle, in radians. The return value between -1 and +1. Gradually changes a value towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes a value towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes a value towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes an angle given in degrees towards a desired goal angle over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes an angle given in degrees towards a desired goal angle over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes an angle given in degrees towards a desired goal angle over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Interpolates between min and max with smoothing at the limits. Returns square root of f. Returns the tangent of angle f in radians. A standard 4x4 transformation matrix. This property takes a projection matrix and returns the six plane coordinates that define a projection frustum. The determinant of the matrix. Returns the identity matrix (Read Only). The inverse of this matrix (Read Only). Is this the identity matrix? Attempts to get a scale value from the matrix. Attempts to get a rotation quaternion from this matrix. Returns the transpose of this matrix (Read Only). Returns a matrix with all elements set to zero (Read Only). This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. The X coordinate of the left side of the near projection plane in view space. The X coordinate of the right side of the near projection plane in view space. The Y coordinate of the bottom side of the near projection plane in view space. The Y coordinate of the top side of the near projection plane in view space. Z distance to the near plane from the origin in view space. Z distance to the far plane from the origin in view space. Frustum planes struct that contains the view space coordinates of that define a viewing frustum. A projection matrix with a viewing frustum defined by the plane coordinates passed in. This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. The X coordinate of the left side of the near projection plane in view space. The X coordinate of the right side of the near projection plane in view space. The Y coordinate of the bottom side of the near projection plane in view space. The Y coordinate of the top side of the near projection plane in view space. Z distance to the near plane from the origin in view space. Z distance to the far plane from the origin in view space. Frustum planes struct that contains the view space coordinates of that define a viewing frustum. A projection matrix with a viewing frustum defined by the plane coordinates passed in. Get a column of the matrix. Returns a row of the matrix. Given a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector. The source point. The target point. The vector describing the up direction (typically Vector3.up). The resulting transformation matrix. Transforms a position by this matrix (generic). Transforms a position by this matrix (fast). Transforms a direction by this matrix. Multiplies two matrices. Transforms a Vector4 by a matrix. Creates an orthogonal projection matrix. Creates a perspective projection matrix. Creates a rotation matrix. Creates a scaling matrix. Sets a column of the matrix. Sets a row of the matrix. Sets this matrix to a translation, rotation and scaling matrix. Access element at [row, column]. Access element at sequential index (0..15 inclusive). Returns a nicely formatted string for this matrix. Returns a nicely formatted string for this matrix. Returns a plane that is transformed in space. Creates a translation matrix. Creates a translation, rotation and scaling matrix. Checks if this matrix is a valid transform matrix. A class that allows creating or modifying meshes from scripts. The bind poses. The bind pose at each index refers to the bone with the same index. Returns BlendShape count on this mesh. The bone weights of each vertex. The bounding volume of the mesh. Vertex colors of the Mesh. Vertex colors of the Mesh. Format of the mesh index buffer data. Returns state of the Read/Write Enabled checkbox when model was imported. The normals of the Mesh. The number of sub-meshes inside the Mesh object. The tangents of the Mesh. An array containing all triangles in the Mesh. The base texture coordinates of the Mesh. The second texture coordinate set of the mesh, if present. The third texture coordinate set of the mesh, if present. The fourth texture coordinate set of the mesh, if present. The fifth texture coordinate set of the mesh, if present. The sixth texture coordinate set of the mesh, if present. The seventh texture coordinate set of the mesh, if present. The eighth texture coordinate set of the mesh, if present. Gets the number of vertex buffers present in the Mesh. (Read Only) Returns the number of vertices in the Mesh (Read Only). Returns a copy of the vertex positions or assigns a new vertex positions array. Adds a new blend shape frame. Name of the blend shape to add a frame to. Weight for the frame being added. Delta vertices for the frame being added. Delta normals for the frame being added. Delta tangents for the frame being added. Clears all vertex data and all triangle indices. Clears all blend shapes from Mesh. Combines several Meshes into this Mesh. Descriptions of the Meshes to combine. Defines whether Meshes should be combined into a single sub-mesh. Defines whether the transforms supplied in the CombineInstance array should be used or ignored. Creates an empty Mesh. Gets the base vertex index of the given sub-mesh. The sub-mesh index. See subMeshCount. The offset applied to all vertex indices of this sub-mesh. Gets the bind poses for this instance. A list of bind poses to populate. Returns the frame count for a blend shape. The shape index to get frame count from. Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame. The shape index of the frame. The frame index to get the weight from. Delta vertices output array for the frame being retreived. Delta normals output array for the frame being retreived. Delta tangents output array for the frame being retreived. Returns the weight of a blend shape frame. The shape index of the frame. The frame index to get the weight from. Returns index of BlendShape by given name. Returns name of BlendShape by given index. Gets the bone weights for this instance. A list of bone weights to populate. Gets the vertex colors for this instance. A list of vertex colors to populate. Gets the vertex colors for this instance. A list of vertex colors to populate. Gets the index count of the given sub-mesh. Gets the starting index location within the Mesh's index buffer, for the given sub-mesh. Fetches the index list for the specified sub-mesh. A list of indices to populate. The sub-mesh index. See subMeshCount. True (default value) will apply base vertex offset to returned indices. Fetches the index list for the specified sub-mesh. A list of indices to populate. The sub-mesh index. See subMeshCount. True (default value) will apply base vertex offset to returned indices. Retrieves a native (underlying graphics API) pointer to the index buffer. Pointer to the underlying graphics API index buffer. Retrieves a native (underlying graphics API) pointer to the vertex buffer. Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount. Pointer to the underlying graphics API vertex buffer. Gets the vertex normals for this instance. A list of vertex normals to populate. Gets the tangents for this instance. A list of tangents to populate. Gets the topology of a sub-mesh. Fetches the triangle list for the specified sub-mesh on this object. A list of vertex indices to populate. The sub-mesh index. See subMeshCount. True (default value) will apply base vertex offset to returned indices. Fetches the triangle list for the specified sub-mesh on this object. A list of vertex indices to populate. The sub-mesh index. See subMeshCount. True (default value) will apply base vertex offset to returned indices. Fetches the triangle list for the specified sub-mesh on this object. A list of vertex indices to populate. The sub-mesh index. See subMeshCount. True (default value) will apply base vertex offset to returned indices. Fetches the triangle list for the specified sub-mesh on this object. A list of vertex indices to populate. The sub-mesh index. See subMeshCount. True (default value) will apply base vertex offset to returned indices. The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera. UV set index to return the UV distibution metric for. 0 for first. Average of triangle area / uv area. Gets the UVs of the Mesh. The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. A list of UVs to populate. Gets the UVs of the Mesh. The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. A list of UVs to populate. Gets the UVs of the Mesh. The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. A list of UVs to populate. Gets the vertex positions for this instance. A list of vertex positions to populate. Optimize mesh for frequent updates. Optimizes the Mesh for display. Recalculate the bounding volume of the Mesh from the vertices. Recalculates the normals of the Mesh from the triangles and vertices. Recalculates the tangents of the Mesh from the normals and texture coordinates. Vertex colors of the Mesh. Per-Vertex Colours. Vertex colors of the Mesh. Per-Vertex Colours. Sets the index buffer for the sub-mesh. The array of indices that define the Mesh. The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. The sub-mesh to modify. Calculate the bounding box of the Mesh after setting the indices. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. Optional vertex offset that is added to all triangle vertex indices. Sets the index buffer for the sub-mesh. The array of indices that define the Mesh. The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. The sub-mesh to modify. Calculate the bounding box of the Mesh after setting the indices. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. Optional vertex offset that is added to all triangle vertex indices. Sets the index buffer for the sub-mesh. The array of indices that define the Mesh. The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology. The sub-mesh to modify. Calculate the bounding box of the Mesh after setting the indices. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices. Optional vertex offset that is added to all triangle vertex indices. Set the normals of the Mesh. Per-vertex normals. Set the tangents of the Mesh. Per-vertex tangents. Sets the triangle list for the sub-mesh. The list of indices that define the triangles. The sub-mesh to modify. Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. Optional vertex offset that is added to all triangle vertex indices. Sets the triangle list for the sub-mesh. The list of indices that define the triangles. The sub-mesh to modify. Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. Optional vertex offset that is added to all triangle vertex indices. Sets the triangle list for the sub-mesh. The list of indices that define the triangles. The sub-mesh to modify. Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. Optional vertex offset that is added to all triangle vertex indices. Sets the triangle list for the sub-mesh. The list of indices that define the triangles. The sub-mesh to modify. Calculate the bounding box of the Mesh after setting the triangles. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the triangles. Optional vertex offset that is added to all triangle vertex indices. Sets the UVs of the Mesh. The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. List of UVs to set for the given index. Sets the UVs of the Mesh. The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. List of UVs to set for the given index. Sets the UVs of the Mesh. The UV channel. Indices start at 0, which corresponds to uv. Note that 1 corresponds to uv2. List of UVs to set for the given index. Assigns a new vertex positions array. Per-vertex position. Upload previously done Mesh modifications to the graphics API. Frees up system memory copy of mesh data when set to true. A class to access the Mesh of the. Returns the instantiated Mesh assigned to the mesh filter. Returns the shared mesh of the mesh filter. Renders meshes inserted by the MeshFilter or TextMesh. Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. Index of the first sub-mesh to use from the Mesh associated with this MeshRenderer (Read Only). Topology of Mesh faces. Mesh is made from lines. Mesh is a line strip. Mesh is made from points. Mesh is made from quads. Mesh is made from triangles. Enum describing what lighting mode to be used with Mixed lights. Mixed lights provide realtime direct lighting while indirect light is baked into lightmaps and light probes. Mixed lights provide realtime direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probe occlusion get generated for baked shadows. The Shadowmask Mode used at run time can be set in the Quality Settings panel. Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive realtime direct lighting and cast shadows on static objects using the main directional light in the scene. MonoBehaviour is the base class from which every Unity script derives. Logs message to the Unity Console (identical to Debug.Log). Disabling this lets you skip the GUI layout phase. Cancels all Invoke calls on this MonoBehaviour. Cancels all Invoke calls with name methodName on this behaviour. Invokes the method methodName in time seconds. Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. Is any invoke on methodName pending? Is any invoke pending on this MonoBehaviour? Starts a coroutine. Starts a coroutine named methodName. Starts a coroutine named methodName. Starts a Coroutine named coroutine. Name of the created Coroutine. Stops all coroutines running on this behaviour. Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. Name of coroutine. Name of the function in code, including coroutines. Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. Name of coroutine. Name of the function in code, including coroutines. Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. Name of coroutine. Name of the function in code, including coroutines. The type of motion vectors that should be generated. Use only camera movement to track motion. Do not track motion. Motion vectors will be 0. Use a specific pass (if required) to track motion. Attribute to make a string be edited with a multi-line textfield. Attribute used to make a string value be shown in a multiline textarea. How many lines of text to make room for. Default is 3. Attribute used to make a string value be shown in a multiline textarea. How many lines of text to make room for. Default is 3. Arguments passed to Action callbacks registered in PlayerConnection. Data that is received. The Player ID that the data is received from. Used for handling the network connection from the Player to the Editor. Singleton instance. Returns true when Editor is connected to the player. Blocks the calling thread until either a message with the specified messageId is received or the specified time-out elapses. The type ID of the message that is sent to the Editor. The time-out specified in milliseconds. Returns true when the message is received and false if the call timed out. This disconnects all of the active connections. Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor. This ID must be the same as for messages sent from EditorConnection.Send(). The message ID that should cause the Action callback to be executed when received. Action that is executed when a message with ID messageId is received by the Editor. The callback includes the data that is sent from the Player, and the Player ID. The Player ID is always 1, because only one Editor can be connected. Registers a callback that is invoked when the Editor connects to the Player. Action called when Player connects, with the Player ID of the Editor. Registers a callback to be called when Editor disconnects. The Action that is called when a Player disconnects. Sends data to the Editor. The type ID of the message that is sent to the Editor. Deregisters a message listener. Message ID associated with the callback that you wish to deregister. The associated callback function you wish to deregister. Describes network reachability options. Network is not reachable. Network is reachable via carrier data network. Network is reachable via WiFi or cable. NPOT Texture2D|textures support. Full NPOT support. NPOT textures are not supported. Will be upscaled/padded at loading time. Limited NPOT support: no mip-maps and clamp TextureWrapMode|wrap mode will be forced. Base class for all objects Unity can reference. Should the object be hidden, saved with the scene or modifiable by the user? The name of the object. Removes a gameobject, component or asset. The object to destroy. The optional amount of time to delay before destroying the object. Removes a gameobject, component or asset. The object to destroy. The optional amount of time to delay before destroying the object. Destroys the object obj immediately. You are strongly recommended to use Destroy instead. Object to be destroyed. Set to true to allow assets to be destroyed. Destroys the object obj immediately. You are strongly recommended to use Destroy instead. Object to be destroyed. Set to true to allow assets to be destroyed. Makes the object target not be destroyed automatically when loading a new scene. The object which is not destroyed on scene change. Returns the first active loaded object of Type type. The type of object to find. This returns the Object that matches the specified type. It returns null if no Object matches the type. Returns a list of all active loaded objects of Type type. The type of object to find. The array of objects found matching the type specified. Returns a list of all active and inactive loaded objects of Type type. The type of object to find. The array of objects found matching the type specified. Returns a list of all active and inactive loaded objects of Type type, including assets. The type of object or asset to find. The array of objects and assets found matching the type specified. Returns the instance id of the object. Does the object exist? Clones the object original and returns the clone. An existing object that you want to make a copy of. Position for the new object. Orientation of the new object. Parent that will be assigned to the new object. Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent. The instantiated clone. Clones the object original and returns the clone. An existing object that you want to make a copy of. Position for the new object. Orientation of the new object. Parent that will be assigned to the new object. Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent. The instantiated clone. Clones the object original and returns the clone. An existing object that you want to make a copy of. Position for the new object. Orientation of the new object. Parent that will be assigned to the new object. Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent. The instantiated clone. Clones the object original and returns the clone. An existing object that you want to make a copy of. Position for the new object. Orientation of the new object. Parent that will be assigned to the new object. Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent. The instantiated clone. Clones the object original and returns the clone. An existing object that you want to make a copy of. Position for the new object. Orientation of the new object. Parent that will be assigned to the new object. Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent. The instantiated clone. You can also use Generics to instantiate objects. See the page for more details. Object of type T that you want to make a clone of. Object of type T. You can also use Generics to instantiate objects. See the page for more details. Object of type T that you want to make a clone of. Object of type T. You can also use Generics to instantiate objects. See the page for more details. Object of type T that you want to make a clone of. Object of type T. You can also use Generics to instantiate objects. See the page for more details. Object of type T that you want to make a clone of. Object of type T. You can also use Generics to instantiate objects. See the page for more details. Object of type T that you want to make a clone of. Object of type T. Compares two object references to see if they refer to the same object. The first Object. The Object to compare against the first. Compares if two objects refer to a different object. Returns the name of the GameObject. The name returned by ToString. OcclusionArea is an area in which occlusion culling is performed. Center of the occlusion area relative to the transform. Size that the occlusion area will have. The portal for dynamically changing occlusion at runtime. Gets / sets the portal's open state. Enumeration for SystemInfo.operatingSystemFamily. Linux operating system family. macOS operating system family. Returned for operating systems that do not fall into any other category. Windows operating system family. Ping any given IP address (given in dot notation). The IP target of the ping. Has the ping function completed? This property contains the ping time result after isDone returns true. Perform a ping to the supplied target IP address. Representation of a plane in 3D space. Distance from the origin to the plane. Returns a copy of the plane that faces in the opposite direction. Normal vector of the plane. For a given point returns the closest point on the plane. The point to project onto the plane. A point on the plane that is closest to point. Creates a plane. Creates a plane. Creates a plane. Makes the plane face in the opposite direction. Returns a signed distance from plane to point. Is a point on the positive side of the plane? Intersects a ray with the plane. Are two points on the same side of the plane? Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane. First point in clockwise order. Second point in clockwise order. Third point in clockwise order. Sets a plane using a point that lies within it along with a normal to orient it. The plane's normal vector. A point that lies on the plane. Returns a copy of the given plane that is moved in space by the given translation. The plane to move in space. The offset in space to move the plane with. The translated plane. Moves the plane in space by the translation vector. The offset in space to move the plane with. Describes the type of information that flows in and out of a Playable. This also specifies that this Playable is connectable to others of the same type. Describes that the information flowing in and out of the Playable is of Animation type. Describes that the information flowing in and out of the Playable is of Audio type. Describes that the Playable does not have any particular type. This is use for Playables that execute script code, or that create their own playable graphs, such as the Sequence. Describes that the information flowing in and out of the Playable is of type Texture. Defines what time source is used to update a Director graph. Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio. Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused. Update mode is manual. You need to manually call PlayerController.Tick with your own deltaTime. This can be useful for graphs that can be completely disconnected from the rest of the the game. Example: Localized Bullet time. Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused. This structure contains the frame information a Playable receives in Playable.PrepareFrame. Time difference between this frame and the preceding frame. The accumulated delay of the parent Playable during the PlayableGraph traversal. The accumulated speed of the parent Playable during the PlayableGraph traversal. The accumulated speed of the Playable during the PlayableGraph traversal. The accumulated weight of the Playable during the PlayableGraph traversal. Indicates the type of evaluation that caused PlayableGraph.PrepareFrame to be called. The current frame identifier. Indicates that the local time was explicitly set. Indicates the local time did not advance because it has reached the duration and the extrapolation mode is set to Hold. Indicates the local time wrapped because it has reached the duration and the extrapolation mode is set to Loop. The weight of the current Playable. Describes the cause for the evaluation of a PlayableGraph. Indicates the graph was updated due to a call to PlayableGraph.Evaluate. Indicates the graph was called by the runtime during normal playback due to PlayableGraph.Play being called. Interface implemented by all C# Playable implementations. Interface that permits a class to inject playables into a graph. Duration in seconds. A description of the PlayableOutputs generated by this asset. Implement this method to have your asset inject playables into the given graph. The graph to inject playables into. The game object which initiated the build. The playable injected into the graph, or the root playable if multiple playables are injected. Interface implemented by all C# Playable Behaviour implementations. Interface implemented by all C# Playable output implementations. Playables are customizable runtime objects that can be connected together and are contained in a PlayableGraph to create complex behaviours. Returns an invalid Playable. An base class for assets that can be used to instatiate a Playable at runtime. The playback duration in seconds of the instantiated Playable. A description of the outputs of the instantiated Playable. Implement this method to have your asset inject playables into the given graph. The graph to inject playables into. The game object which initiated the build. The playable injected into the graph, or the root playable if multiple playables are injected. PlayableBehaviour is the base class from which every custom playable script derives. This function is called when the Playable play state is changed to Playables.PlayState.Delayed. The Playable that owns the current PlayableBehaviour. A FrameData structure that contains information about the current frame context. This function is called when the Playable play state is changed to Playables.PlayState.Paused. The Playable that owns the current PlayableBehaviour. A FrameData structure that contains information about the current frame context. This function is called when the Playable play state is changed to Playables.PlayState.Playing. The Playable that owns the current PlayableBehaviour. A FrameData structure that contains information about the current frame context. This function is called when the PlayableGraph that owns this PlayableBehaviour starts. The Playable that owns the current PlayableBehaviour. This function is called when the PlayableGraph that owns this PlayableBehaviour stops. The Playable that owns the current PlayableBehaviour. This function is called when the Playable that owns the PlayableBehaviour is created. The Playable that owns the current PlayableBehaviour. This function is called when the Playable that owns the PlayableBehaviour is destroyed. The Playable that owns the current PlayableBehaviour. This function is called during the PrepareData phase of the PlayableGraph. The Playable that owns the current PlayableBehaviour. A FrameData structure that contains information about the current frame context. This function is called during the PrepareFrame phase of the PlayableGraph. The Playable that owns the current PlayableBehaviour. A FrameData structure that contains information about the current frame context. This function is called during the ProcessFrame phase of the PlayableGraph. The Playable that owns the current PlayableBehaviour. A FrameData structure that contains information about the current frame context. Struct that holds information regarding an output of a PlayableAsset. The type of target required by the PlayableOutput for this PlayableBinding. A reference to a UnityEngine.Object that acts a key for this binding. The name of the output or input stream. The type of the output or input stream. The default duration used when a PlayableOutput has no fixed duration. A constant to represent a PlayableAsset has no bindings. Extensions for all the types that implements IPlayable. Create a new input port and connect it to the output port of the given Playable. The Playable used by this operation. The Playable to connect to. The output port of the Playable. The weight of the created input port. The index of the newly created input port. Connect the output port of a Playable to one of the input ports. The Playable used by this operation. The input port index. The Playable to connect to. The output port of the Playable. The weight of the input port. Destroys the current Playable. The Playable used by this operation. Disconnect the input port of a Playable. The Playable used by this operation. The input port index. Returns the delay of the playable. The Playable used by this operation. The delay in seconds. Returns the duration of the Playable. The Playable used by this operation. The duration in seconds. Returns the PlayableGraph that owns this Playable. A Playable can only be used in the graph that was used to create it. The Playable used by this operation. The PlayableGraph associated with the current Playable. Returns the Playable connected at the given input port index. The Playable used by this operation. The port index. Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. Returns the number of inputs supported by the Playable. The Playable used by this operation. The count of inputs on the Playable. Returns the weight of the Playable connected at the given input port index. The Playable used by this operation. The port index. The current weight of the connected Playable. Returns the Playable lead time in seconds. The Playable used by this operation. Returns the Playable connected at the given output port index. The Playable used by this operation. The port index. Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via PlayableGraph.Disconnect. Returns the number of outputs supported by the Playable. The Playable used by this operation. The count of outputs on the Playable. Returns the current PlayState of the Playable. The Playable used by this operation. The current PlayState of the Playable. Returns the previous local time of the Playable. The Playable used by this operation. The previous time in seconds. Returns the time propagation behavior of this Playable. The Playable used by this operation. True if time propagation is enabled. Returns the speed multiplier that is applied to the the current Playable. The Playable used by this operation. The current speed. Returns the current local time of the Playable. The Playable used by this operation. The current time in seconds. Returns the propagation mode for the multi-output playable. Traversal mode (Mix or Passthrough). Returns whether or not the Playable has a delay. The Playable used by this operation. True if the playable is delayed, false otherwise. Returns a flag indicating that a playable has completed its operation. The Playable used by this operation. True if the playable has completed its operation, false otherwise. Returns true if the Playable is null, false otherwise. The Playable used by this operation. Returns the vality of the current Playable. The Playable used by this operation. True if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise. Tells to pause the Playable. The Playable used by this operation. Starts to play the Playable. The Playable used by this operation. Set a delay until the playable starts. The Playable used by this operation. The delay in seconds. Changes a flag indicating that a playable has completed its operation. The Playable used by this operation. True if the operation is completed, false otherwise. Changes the duration of the Playable. The Playable used by this operation. The new duration in seconds, must be a positive value. Changes the number of inputs supported by the Playable. The Playable used by this operation. Changes the weight of the Playable connected to the current Playable. The Playable used by this operation. The connected Playable to change. The weight. Should be between 0 and 1. Changes the weight of the Playable connected to the current Playable. The Playable used by this operation. The connected Playable to change. The weight. Should be between 0 and 1. Sets the Playable lead time in seconds. The Playable used by this operation. The new lead time in seconds. Changes the number of outputs supported by the Playable. The Playable used by this operation. Changes the current PlayState of the Playable. The Playable used by this operation. The new PlayState. Changes the time propagation behavior of this Playable. The Playable used by this operation. True to enable time propagation. Changes the speed multiplier that is applied to the the current Playable. The Playable used by this operation. The new speed. Changes the current local time of the Playable. The Playable used by this operation. The current time in seconds. Sets the propagation mode of PrepareFrame and ProcessFrame for the multi-output playable. The Playable used by this operation. The new traversal mode. Use the PlayableGraph to manage Playable creations and destructions. Connects two Playable instances. The source playable or its handle. The port used in the source playable. The destination playable or its handle. The port used in the destination playable. Returns true if connection is successful. Creates a PlayableGraph. The name of the graph. The newly created PlayableGraph. Creates a PlayableGraph. The name of the graph. The newly created PlayableGraph. Destroys the graph. Destroys the PlayableOutput. The output to destroy. Destroys the Playable. The playable to destroy. Destroys the Playable and all its inputs, recursively. The Playable to destroy. Disconnects the Playable. The connections determine the topology of the PlayableGraph and how it is evaluated. The source playabe or its handle. The port used in the source playable. Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. The time in seconds by which to advance each Playable in the graph. Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph. The time in seconds by which to advance each Playable in the graph. Get PlayableOutput at the given index in the graph. The output index. The PlayableOutput at this given index, otherwise null. Get PlayableOutput of the requested type at the given index in the graph. The output index. The PlayableOutput at the given index among all the PlayableOutput of the same type T. Returns the number of PlayableOutput in the graph. The number of PlayableOutput in the graph. Get the number of PlayableOutput of the requested type in the graph. The number of PlayableOutput of the same type T in the graph. Returns the number of Playable owned by the Graph. Returns the table used by the graph to resolve ExposedReferences. Returns the Playable with no output connections at the given index. The index of the root Playable. Returns the number of Playable owned by the Graph that have no connected outputs. Returns how time is incremented when playing back. Indicates that a graph has completed its operations. A boolean indicating if the graph is done playing or not. Indicates that a graph is presently running. A boolean indicating if the graph is playing or not. Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted. A boolean indicating if the graph is invalid or not. Plays the graph. Changes the table used by the graph to resolve ExposedReferences. Changes how time is incremented when playing back. The new DirectorUpdateMode. Stops the graph, if it is playing. See: Playables.IPlayableOutput. Returns an invalid PlayableOutput. Extensions for all the types that implements IPlayableOutput. Returns the source playable's output connection index. The PlayableOutput used by this operation. The output port. Returns the source playable. The PlayableOutput used by this operation. The source playable. Returns the opaque user data. This is the same value as the last last argument of ProcessFrame. The PlayableOutput used by this operation. The user data. Returns the weight of the connection from the PlayableOutput to the source playable. The PlayableOutput used by this operation. The weight of the connection to the source playable. Returns true if the PlayableOutput is null, false otherwise. The PlayableOutput used by this operation. The PlayableOutput used by this operation. True if the PlayableOutput has not yet been destroyed and false otherwise. Sets the bound object to a new value. Used to associate an output to an object (Track asset in case of Timeline). The PlayableOutput used by this operation. The new reference object value. Sets the source playable's output connection index. For playables with multiple outputs, this determines which sub-branch of the source playable generates this output. The PlayableOutput used by this operation. The new output port value. Sets which playable that computes the output and which sub-tree index. The PlayableOutput used by this operation. The new source Playable. The new output port value. Sets which playable that computes the output. The PlayableOutput used by this operation. The new source Playable. Sets the opaque user data. This same data is passed as the last argument to ProcessFrame. The PlayableOutput used by this operation. The new user data. Sets the weight of the connection from the PlayableOutput to the source playable. The PlayableOutput used by this operation. The new weight. Traversal mode for Playables. Causes the Playable to prepare and process it's inputs when demanded by an output. Causes the Playable to act as a passthrough for PrepareFrame and ProcessFrame. If the PlayableOutput being processed is connected to the n-th input port of the Playable, the Playable only propagates the n-th output port. Use this enum value in conjunction with PlayableOutput SetSourceOutputPort. Status of a Playable. The Playable has been delayed, using PlayableExtensions.SetDelay. It will not start until the delay is entirely consumed. The Playable has been paused. Its local time will not advance. The Playable is currently Playing. A IPlayable implementation that contains a PlayableBehaviour for the PlayableGraph. PlayableBehaviour can be used to write custom Playable that implement their own PrepareFrame callback. A PlayableBinding that contains information representing a ScriptingPlayableOutput. Creates a PlayableBinding that contains information representing a ScriptPlayableOutput. A reference to a UnityEngine.Object that acts as a key for this binding. The type of object that will be bound to the ScriptPlayableOutput. The name of the ScriptPlayableOutput. Returns a PlayableBinding that contains information that is used to create a ScriptPlayableOutput. A IPlayableOutput implementation that contains a script output for the a PlayableGraph. Creates a new ScriptPlayableOutput in the associated PlayableGraph. The PlayableGraph that will contain the ScriptPlayableOutput. The name of this ScriptPlayableOutput. The created ScriptPlayableOutput. Returns an invalid ScriptPlayableOutput. Stores and accesses player preferences between game sessions. Removes all keys and values from the preferences. Use with caution. Removes key and its corresponding value from the preferences. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns the value corresponding to key in the preference file if it exists. Returns true if key exists in the preferences. Writes all modified preferences to disk. Sets the value of the preference identified by key. Sets the value of the preference identified by key. Sets the value of the preference identified by key. An exception thrown by the PlayerPrefs class in a web player build. Representation of a Position, and a Rotation in 3D Space Returns the forward vector of the pose. Shorthand for pose which represents zero position, and an identity rotation. The position component of the pose. Returns the right vector of the pose. The rotation component of the pose. Returns the up vector of the pose. Creates a new pose with the given vector, and quaternion values. Transforms the current pose into the local space of the provided pose. Transforms the current pose into the local space of the provided pose. Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode. The various primitives that can be created using the GameObject.CreatePrimitive function. A capsule primitive. A cube primitive. A cylinder primitive. A plane primitive. A Quad primitive. A sphere primitive. Custom CPU Profiler label used for profiling arbitrary code blocks. Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. Begin profiling a piece of code with a custom label defined by this instance of CustomSampler. Creates a new CustomSampler for profiling parts of your code. Name of the Sampler. CustomSampler object or null if a built-in Sampler with the same name exists. End profiling a piece of code with a custom label. Controls the from script. Enables the logging of profiling data to a file. Enables the Profiler. Specifies the file to use when writing profiling data. Resize the profiler sample buffers to allow the desired amount of samples per thread. Heap size used by the program. Size of the used heap in bytes, (or 0 if the profiler is disabled). Returns the number of bytes that Unity has allocated. This does not include bytes allocated by external libraries or drivers. Size of the memory allocated by Unity (or 0 if the profiler is disabled). Displays the recorded profile data in the profiler. The name of the file containing the frame data, including extension. Begin profiling a piece of code with a custom label. A string to identify the sample in the Profiler window. An object that provides context to the sample,. Begin profiling a piece of code with a custom label. A string to identify the sample in the Profiler window. An object that provides context to the sample,. Enables profiling on the thread from which you call this method. The name of the thread group to which the thread belongs. The name of the thread. Ends the current profiling sample. Frees the internal resources used by the Profiler for the thread. Returns the amount of allocated memory for the graphics driver, in bytes. Returns the size of the mono heap. Returns the size of the reserved space for managed-memory. The size of the managed heap. This returns 0 if the Profiler is not available. Returns the used size from mono. The allocated managed-memory for live objects and non-collected objects. A long integer value of the memory in use. This returns 0 if the Profiler is not available. Returns the runtime memory usage of the resource. Gathers the native-memory used by a Unity object. The target Unity object. The amount of native-memory used by a Unity object. This returns 0 if the Profiler is not available. Returns the size of the temp allocator. Size in bytes. Returns the amount of allocated and used system memory. The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system. This function returns the amount of used memory in those pools. The amount of memory allocated by Unity. This returns 0 if the Profiler is not available. Returns the amount of reserved system memory. The total memory Unity has reserved. Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available. Returns the amount of reserved but not used system memory. Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these pools. The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available. Sets the size of the temp allocator. Size in bytes. Returns true if requested size was successfully set. Will return false if value is disallowed (too small). Records profiling data produced by a specific Sampler. Accumulated time of Begin/End pairs for the previous frame in nanoseconds. (Read Only) Enables recording. Returns true if Recorder is valid and can collect data. (Read Only) Number of time Begin/End pairs was called during the previous frame. (Read Only) Use this function to get a Recorder for the specific Profiler label. Sampler name. Recorder object for the specified Sampler. Provides control over a CPU Profiler label. Returns true if Sampler is valid. (Read Only) Sampler name. (Read Only) Returns Sampler object for the specific CPU Profiler label. Profiler Sampler name. Sampler object which represents specific profiler label. Returns number and names of all registered Profiler labels. Preallocated list the Sampler names are written to. Or null if you want to get number of Samplers only. Number of active Samplers. Returns Recorder associated with the Sampler. Recorder object associated with the Sampler. A script interface for a. The aspect ratio of the projection. The far clipping plane distance. The field of view of the projection in degrees. Which object layers are ignored by the projector. The material that will be projected onto every object. The near clipping plane distance. Is the projection orthographic (true) or perspective (false)? Projection's half-size when in orthographic mode. Base class to derive custom property attributes from. Use this to create custom attributes for script variables. Optional field to specify the order that multiple DecorationDrawers should be drawn in. Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames. Internally stores just an int to represent the string. A PropertyName can be created from a string but can not be converted back to a string. The same string always results in the same int representing that string. Thus this is a very efficient string representation in both memory and speed when all you need is comparison. PropertyName is serializable. ToString() is only implemented for debugging purposes in the editor it returns "theName:3737" in the player it returns "Unknown:3737". Initializes the PropertyName using a string. Determines whether this instance and a specified object, which must also be a PropertyName object, have the same value. Returns the hash code for this PropertyName. Converts the string passed into a PropertyName. See Also: PropertyName.ctor(System.String). Indicates whether the specified PropertyName is an Empty string. Determines whether two specified PropertyName have the same string value. Because two PropertyNames initialized with the same string value always have the same name index, we can simply perform a comparison of two ints to find out if the string value equals. Determines whether two specified PropertyName have a different string value. For debugging purposes only. Returns the string value representing the string in the Editor. Returns "UnityEngine.PropertyName" in the player. Script interface for. Active color space (Read Only). Global anisotropic filtering mode. Set The AA Filtering option. Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost. Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per frame. Minimum value is 1 and maximum is 33. If enabled, billboards will face towards camera position rather than camera orientation. Blend weights. Desired color space (Read Only). Global multiplier for the LOD's switching distance. A texture size limit applied to all textures. A maximum LOD level. All LOD groups. Maximum number of frames queued up by graphics driver. The indexed list of available Quality Settings. Budget for how many ray casts can be performed per frame for approximate collision testing. The maximum number of pixel lights that should affect any object. Enables realtime reflection probes. In resolution scaling mode, this factor is used to multiply with the target Fixed DPI specified to get the actual Fixed DPI to use for this quality setting. The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. Number of cascades to use for directional light shadows. Shadow drawing distance. The rendering mode of Shadowmask. Offset shadow frustum near plane. Directional light shadow projection. The default resolution of the shadow maps. Realtime Shadows type to be used. Should soft blending be used for particles? Use a two-pass shader for the vegetation in the terrain engine. Enable automatic streaming of texture mipmap levels based on their distance from all active cameras. Process all enabled Cameras for texture streaming (rather than just those with StreamingController components). The maximum number of active texture file IO requests from the texture streaming system. The maximum number of mipmap levels to discard for each texture. The total amount of memory to be used by streaming and non-streaming textures. Number of renderers used to process each frame during the calculation of desired mipmap levels for the associated textures. The VSync Count. Decrease the current quality level. Should expensive changes be applied (Anti-aliasing etc). Returns the current graphics quality level. Increase the current quality level. Should expensive changes be applied (Anti-aliasing etc). Sets a new graphics quality level. Quality index to set. Should expensive changes be applied (Anti-aliasing etc). Quaternions are used to represent rotations. Returns the euler angle representation of the rotation. The identity rotation (Read Only). Returns this quaternion with a magnitude of 1 (Read Only). W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. Returns the angle in degrees between two rotations a and b. Creates a rotation which rotates angle degrees around axis. Constructs new Quaternion with given x,y,z,w components. The dot product between two rotations. Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis. Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis. Creates a rotation which rotates from fromDirection to toDirection. Returns the Inverse of rotation. Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. Creates a rotation with the specified forward and upwards directions. The direction to look in. The vector that defines in which direction up is. Creates a rotation with the specified forward and upwards directions. The direction to look in. The vector that defines in which direction up is. Converts this quaternion to one with the same orientation but with a magnitude of 1. Are two quaternions equal to each other? Combines rotations lhs and rhs. Left-hand side quaternion. Right-hand side quaternion. Rotates the point point with rotation. Rotates a rotation from towards to. Set x, y, z and w components of an existing Quaternion. Creates a rotation which rotates from fromDirection to toDirection. Creates a rotation with the specified forward and upwards directions. The direction to look in. The vector that defines in which direction up is. Creates a rotation with the specified forward and upwards directions. The direction to look in. The vector that defines in which direction up is. Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1]. Spherically interpolates between a and b by t. The parameter t is not clamped. Access the x, y, z, w components using [0], [1], [2], [3] respectively. Converts a rotation to angle-axis representation (angles in degrees). Returns a nicely formatted string of the Quaternion. Returns a nicely formatted string of the Quaternion. Class for generating random data. Returns a random point inside a circle with radius 1 (Read Only). Returns a random point inside a sphere with radius 1 (Read Only). Returns a random point on the surface of a sphere with radius 1 (Read Only). Returns a random rotation (Read Only). Returns a random rotation with uniform distribution (Read Only). Gets/Sets the full internal state of the random number generator. Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only). Generates a random color from HSV and alpha ranges. Minimum hue [0..1]. Maximum hue [0..1]. Minimum saturation [0..1]. Maximum saturation[0..1]. Minimum value [0..1]. Maximum value [0..1]. Minimum alpha [0..1]. Maximum alpha [0..1]. A random color with HSV and alpha values in the input ranges. Generates a random color from HSV and alpha ranges. Minimum hue [0..1]. Maximum hue [0..1]. Minimum saturation [0..1]. Maximum saturation[0..1]. Minimum value [0..1]. Maximum value [0..1]. Minimum alpha [0..1]. Maximum alpha [0..1]. A random color with HSV and alpha values in the input ranges. Generates a random color from HSV and alpha ranges. Minimum hue [0..1]. Maximum hue [0..1]. Minimum saturation [0..1]. Maximum saturation[0..1]. Minimum value [0..1]. Maximum value [0..1]. Minimum alpha [0..1]. Maximum alpha [0..1]. A random color with HSV and alpha values in the input ranges. Generates a random color from HSV and alpha ranges. Minimum hue [0..1]. Maximum hue [0..1]. Minimum saturation [0..1]. Maximum saturation[0..1]. Minimum value [0..1]. Maximum value [0..1]. Minimum alpha [0..1]. Maximum alpha [0..1]. A random color with HSV and alpha values in the input ranges. Generates a random color from HSV and alpha ranges. Minimum hue [0..1]. Maximum hue [0..1]. Minimum saturation [0..1]. Maximum saturation[0..1]. Minimum value [0..1]. Maximum value [0..1]. Minimum alpha [0..1]. Maximum alpha [0..1]. A random color with HSV and alpha values in the input ranges. Initializes the random number generator state with a seed. Seed used to initialize the random number generator. Returns a random float number between and min [inclusive] and max [inclusive] (Read Only). Returns a random integer number between min [inclusive] and max [exclusive] (Read Only). Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state. Attribute used to make a float or int variable in a script be restricted to a specific range. Attribute used to make a float or int variable in a script be restricted to a specific range. The minimum allowed value. The maximum allowed value. Describes an integer range. The end index of the range (not inclusive). The length of the range. The starting index of the range, where 0 is the first position, 1 is the second, 2 is the third, and so on. Constructs a new RangeInt with given start, length values. The starting index of the range. The length of the range. Representation of rays. The direction of the ray. The origin point of the ray. Creates a ray starting at origin along direction. Returns a point at distance units along the ray. Returns a nicely formatted string for this ray. Returns a nicely formatted string for this ray. A ray in 2D space. The direction of the ray in world space. The starting point of the ray in world space. Creates a 2D ray starting at origin along direction. origin direction Get a point that lies a given distance along a ray. Distance of the desired point along the path of the ray. A 2D Rectangle defined by X and Y position, width and height. The position of the center of the rectangle. The height of the rectangle, measured from the Y position. The position of the maximum corner of the rectangle. The position of the minimum corner of the rectangle. The X and Y position of the rectangle. The width and height of the rectangle. The width of the rectangle, measured from the X position. The X coordinate of the rectangle. The maximum X coordinate of the rectangle. The minimum X coordinate of the rectangle. The Y coordinate of the rectangle. The maximum Y coordinate of the rectangle. The minimum Y coordinate of the rectangle. Shorthand for writing new Rect(0,0,0,0). Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. Point to test. Does the test allow the Rect's width and height to be negative? True if the point lies within the specified rectangle. Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. Point to test. Does the test allow the Rect's width and height to be negative? True if the point lies within the specified rectangle. Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. Point to test. Does the test allow the Rect's width and height to be negative? True if the point lies within the specified rectangle. Creates a new rectangle. The X value the rect is measured from. The Y value the rect is measured from. The width of the rectangle. The height of the rectangle. Creates a rectangle given a size and position. The position of the minimum corner of the rect. The width and height of the rect. Creates a rectangle from min/max coordinate values. The minimum X coordinate. The minimum Y coordinate. The maximum X coordinate. The maximum Y coordinate. A rectangle matching the specified coordinates. Returns a point inside a rectangle, given normalized coordinates. Rectangle to get a point inside. Normalized coordinates to get a point for. Returns true if the rectangles are the same. Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. Other rectangle to test overlapping with. Does the test allow the widths and heights of the Rects to be negative? Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. Other rectangle to test overlapping with. Does the test allow the widths and heights of the Rects to be negative? Returns the normalized coordinates cooresponding the the point. Rectangle to get normalized coordinates inside. A point inside the rectangle to get normalized coordinates for. Set components of an existing Rect. Returns a nicely formatted string for this Rect. Returns a nicely formatted string for this Rect. A 2D Rectangle defined by x, y, width, height with integers. A RectInt.PositionCollection that contains all positions within the RectInt. Center coordinate of the rectangle. Height of the rectangle. Upper right corner of the rectangle. Lower left corner of the rectangle. Returns the position (x, y) of the RectInt. Returns the width and height of the RectInt. Width of the rectangle. Left coordinate of the rectangle. Returns the maximum X value of the RectInt. Returns the minimum X value of the RectInt. Top coordinate of the rectangle. Returns the maximum Y value of the RectInt. Returns the minimum Y value of the RectInt. Clamps the position and size of the RectInt to the given bounds. Bounds to clamp the RectInt. Returns true if the given position is within the RectInt. Position to check. Whether the max limits are included in the check. Whether the position is within the RectInt. Returns true if the given position is within the RectInt. Position to check. Whether the max limits are included in the check. Whether the position is within the RectInt. An iterator that allows you to iterate over all positions within the RectInt. Current position of the enumerator. Returns this as an iterator that allows you to iterate over all positions within the RectInt. This RectInt.PositionEnumerator. Moves the enumerator to the next position. Whether the enumerator has successfully moved to the next position. Resets this enumerator to its starting state. Sets the bounds to the min and max value of the rect. Returns the x, y, width and height of the RectInt. Offsets for rectangles, borders, etc. Bottom edge size. Shortcut for left + right. (Read Only) Left edge size. Right edge size. Top edge size. Shortcut for top + bottom. (Read Only) Add the border offsets to a rect. Creates a new rectangle with offsets. Creates a new rectangle with offsets. Remove the border offsets from a rect. Position, size, anchor and pivot information for a rectangle. The position of the pivot of this RectTransform relative to the anchor reference point. The 3D position of the pivot of this RectTransform relative to the anchor reference point. The normalized position in the parent RectTransform that the upper right corner is anchored to. The normalized position in the parent RectTransform that the lower left corner is anchored to. The offset of the upper right corner of the rectangle relative to the upper right anchor. The offset of the lower left corner of the rectangle relative to the lower left anchor. The normalized position in this RectTransform that it rotates around. Event that is invoked for RectTransforms that need to have their driven properties reapplied. The calculated rectangle in the local space of the Transform. The size of this RectTransform relative to the distances between the anchors. An axis that can be horizontal or vertical. Horizontal. Vertical. Enum used to specify one edge of a rectangle. The bottom edge. The left edge. The right edge. The top edge. Force the recalculation of RectTransforms internal data. Get the corners of the calculated rectangle in the local space of its Transform. The array that corners are filled into. Get the corners of the calculated rectangle in world space. The ray that corners are filled into. Delegate used for the reapplyDrivenProperties event. Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. The edge of the parent rectangle to inset from. The inset distance. The size of the rectangle along the same direction of the inset. Makes the RectTransform calculated rect be a given size on the specified axis. The axis to specify the size along. The desired size along the specified axis. The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. The color with which the texture of reflection probe will be cleared. Reference to the baked texture of the reflection probe's surrounding. Distance around probe used for blending (used in deferred probes). The bounding volume of the reflection probe (Read Only). Should this reflection probe use box projection? The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. How the reflection probe clears the background. This is used to render parts of the reflecion probe's surrounding selectively. Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. Adds a delegate to get notifications when the default specular Cubemap is changed. Texture which is used outside of all reflection probes (Read Only). HDR decode values of the default reflection probe texture. The far clipping plane distance when rendering the probe. Should this reflection probe use HDR rendering? Reflection probe importance. The intensity modifier that is applied to the texture of reflection probe in the shader. Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? The near clipping plane distance when rendering the probe. Adds a delegate to get notifications when a Reflection Probe is added to a scene or removed from a scene. Sets the way the probe will refresh. See Also: ReflectionProbeRefreshMode. Resolution of the underlying reflection texture in pixels. Shadow drawing distance when rendering the probe. The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). HDR decode values of the reflection probe texture. Sets this probe time-slicing mode See Also: ReflectionProbeTimeSlicingMode. Utility method to blend 2 cubemaps into a target render texture. Cubemap to blend from. Cubemap to blend to. Blend weight. RenderTexture which will hold the result of the blend. Returns trues if cubemaps were blended, false otherwise. Checks if a probe has finished a time-sliced render. An integer representing the RenderID as returned by the RenderProbe method. True if the render has finished, false otherwise. See Also: timeSlicingMode Types of events that occur when ReflectionProbe components are used in a scene. An event that occurs when a Reflection Probe component is added to a scene or enabled in a scene. An event that occurs when a Reflection Probe component is unloaded from a scene or disabled in a scene. Refreshes the probe's cubemap. Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture. An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. See Also: IsFinishedRendering See Also: timeSlicingMode Color or depth buffer part of a RenderTexture. Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS. General functionality for all renderers. Controls if dynamic occlusion culling should be performed for this renderer. The bounding volume of the renderer (Read Only). Makes the rendered 3D object visible if enabled. Has this renderer been statically batched with any other renderers? Is this renderer visible in any camera? (Read Only) The index of the baked lightmap applied to this renderer. The UV scale & offset used for a lightmap. If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. The light probe interpolation type. Matrix that transforms a point from local space into world space (Read Only). Returns the first instantiated Material assigned to the renderer. Returns all the instantiated materials of this object. Specifies the mode for motion vector rendering. Specifies whether this renderer has a per-object motion vector pass. If set, Renderer will use this Transform's position to find the light or reflection probe. The index of the realtime lightmap applied to this renderer. The UV scale & offset used for a realtime lightmap. Does this object receive shadows? Should reflection probes be used for this Renderer? Determines which rendering layer this renderer lives on. Does this object cast shadows? The shared material of this object. All the shared materials of this object. Unique ID of the Renderer's sorting layer. Name of the Renderer's sorting layer. Renderer's order within a sorting layer. Should light probes be used for this Renderer? Matrix that transforms a point from world space into local space (Read Only). Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. Returns all the instantiated materials of this object. A list of materials to populate. Get per-Renderer or per-Material property block. Material parameters to retrieve. The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1. Get per-Renderer or per-Material property block. Material parameters to retrieve. The index of the Material you want to get overridden parameters from. The index ranges from 0 to Renderer.sharedMaterials.Length-1. Returns all the shared materials of this object. A list of materials to populate. Returns true if the Renderer has a material property block attached via SetPropertyBlock. Lets you set or clear per-renderer or per-material parameter overrides. Property block with values you want to override. The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1. Lets you set or clear per-renderer or per-material parameter overrides. Property block with values you want to override. The index of the Material you want to override the parameters of. The index ranges from 0 to Renderer.sharedMaterial.Length-1. Extension methods to the Renderer class, used only for the UpdateGIMaterials method used by the Global Illumination System. Schedules an update of the albedo and emissive Textures of a system that contains the Renderer. Ambient lighting mode. Ambient lighting is defined by a custom cubemap. Flat ambient lighting. Skybox-based or custom ambient lighting. Trilight ambient lighting. Allows the asynchronous read back of GPU resources. Triggers a request to asynchronously fetch the data from a GPU resource. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Width in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available. Triggers a request to asynchronously fetch the data from a GPU resource. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Width in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available. Triggers a request to asynchronously fetch the data from a GPU resource. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Width in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available. Triggers a request to asynchronously fetch the data from a GPU resource. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Width in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available. Triggers a request to asynchronously fetch the data from a GPU resource. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Width in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available. Triggers a request to asynchronously fetch the data from a GPU resource. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Width in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. An optional delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. An AsyncGPUReadbackRequest that can be used to both access the data and check whether it is available. Represents an asynchronous request for a GPU resource. When reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture. Checks whether the request has been processed. This property is true if the request has encountered an error. When reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture. Number of layers in the current request. The size in bytes of one layer of the readback data. The width of the requested GPU data. Fetches the data of a successful request. The index of the layer to retrieve. Triggers an update of the request. Waits for completion of the request. Blend mode for controlling the blending. Blend factor is (Ad, Ad, Ad, Ad). Blend factor is (Rd, Gd, Bd, Ad). Blend factor is (1, 1, 1, 1). Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). Blend factor is (As, As, As, As). Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). Blend factor is (Rs, Gs, Bs, As). Blend factor is (0, 0, 0, 0). Blend operation. Add (s + d). Color burn (Advanced OpenGL blending). Color dodge (Advanced OpenGL blending). Darken (Advanced OpenGL blending). Difference (Advanced OpenGL blending). Exclusion (Advanced OpenGL blending). Hard light (Advanced OpenGL blending). HSL color (Advanced OpenGL blending). HSL Hue (Advanced OpenGL blending). HSL luminosity (Advanced OpenGL blending). HSL saturation (Advanced OpenGL blending). Lighten (Advanced OpenGL blending). Logical AND (s & d) (D3D11.1 only). Logical inverted AND (!s & d) (D3D11.1 only). Logical reverse AND (s & !d) (D3D11.1 only). Logical Clear (0). Logical Copy (s) (D3D11.1 only). Logical inverted Copy (!s) (D3D11.1 only). Logical Equivalence !(s XOR d) (D3D11.1 only). Logical Inverse (!d) (D3D11.1 only). Logical NAND !(s & d). D3D11.1 only. Logical No-op (d) (D3D11.1 only). Logical NOR !(s | d) (D3D11.1 only). Logical OR (s | d) (D3D11.1 only). Logical inverted OR (!s | d) (D3D11.1 only). Logical reverse OR (s | !d) (D3D11.1 only). Logical SET (1) (D3D11.1 only). Logical XOR (s XOR d) (D3D11.1 only). Max. Min. Multiply (Advanced OpenGL blending). Overlay (Advanced OpenGL blending). Reverse subtract. Screen (Advanced OpenGL blending). Soft light (Advanced OpenGL blending). Subtract. Built-in temporary render textures produced during camera's rendering. The raw RenderBuffer pointer to be used. Target texture of currently rendering camera. Currently active render target. Camera's depth texture. Camera's depth+normals texture. Deferred shading G-buffer #0 (typically diffuse color). Deferred shading G-buffer #1 (typically specular + roughness). Deferred shading G-buffer #2 (typically normals). Deferred shading G-buffer #3 (typically emission/lighting). Deferred shading G-buffer #4 (typically occlusion mask for static lights if any). G-buffer #5 Available. G-buffer #6 Available. G-buffer #7 Available. Motion Vectors generated when the camera has motion vectors enabled. Deferred lighting light buffer. Deferred lighting HDR specular light buffer (Xbox 360 only). Deferred lighting (normals+specular) G-buffer. A globally set property name. Reflections gathered from default reflection and reflections probes. The given RenderTexture. Resolved depth buffer from deferred. Defines set by editor when compiling shaders, depending on target platform and tier. SHADER_API_DESKTOP is set when compiling shader for "desktop" platforms. SHADER_API_MOBILE is set when compiling shader for mobile platforms. UNITY_COLORSPACE_GAMMA is set when compiling shaders for Gamma Color Space. UNITY_ENABLE_DETAIL_NORMALMAP is set if Detail Normal Map should be sampled if assigned. UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS enables use of built-in shadow comparison samplers on OpenGL ES 2.0. UNITY_ENABLE_REFLECTION_BUFFERS is set when deferred shading renders reflection probes in deferred mode. With this option set reflections are rendered into a per-pixel buffer. This is similar to the way lights are rendered into a per-pixel buffer. UNITY_ENABLE_REFLECTION_BUFFERS is on by default when using deferred shading, but you can turn it off by setting “No support” for the Deferred Reflections shader option in Graphics Settings. When the setting is off, reflection probes are rendered per-object, similar to the way forward rendering works. UNITY_FRAMEBUFFER_FETCH_AVAILABLE is set when compiling shaders for platforms where framebuffer fetch is potentially available. UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS is set automatically for platforms that don't require full floating-point precision support in fragment shaders. UNITY_HARDWARE_TIER1 is set when compiling shaders for GraphicsTier.Tier1. UNITY_HARDWARE_TIER2 is set when compiling shaders for GraphicsTier.Tier2. UNITY_HARDWARE_TIER3 is set when compiling shaders for GraphicsTier.Tier3. UNITY_LIGHT_PROBE_PROXY_VOLUME is set when Light Probe Proxy Volume feature is supported by the current graphics API and is enabled in the current Tier Settings(Graphics Settings). UNITY_LIGHTMAP_DLDR_ENCODING is set when lightmap textures are using double LDR encoding to store the values in the texture. UNITY_LIGHTMAP_FULL_HDR is set when lightmap textures are not using any encoding to store the values in the texture. UNITY_LIGHTMAP_RGBM_ENCODING is set when lightmap textures are using RGBM encoding to store the values in the texture. UNITY_METAL_SHADOWS_USE_POINT_FILTERING is set if shadow sampler should use point filtering on iOS Metal. UNITY_NO_DXT5nm is set when compiling shader for platform that do not support DXT5NM, meaning that normal maps will be encoded in RGB instead. UNITY_NO_FULL_STANDARD_SHADER is set if Standard shader BRDF3 with extra simplifications should be used. UNITY_NO_RGBM is set when compiling shader for platform that do not support RGBM, so dLDR will be used instead. UNITY_NO_SCREENSPACE_SHADOWS is set when screenspace cascaded shadow maps are disabled. UNITY_PBS_USE_BRDF1 is set if Standard Shader BRDF1 should be used. UNITY_PBS_USE_BRDF2 is set if Standard Shader BRDF2 should be used. UNITY_PBS_USE_BRDF3 is set if Standard Shader BRDF3 should be used. UNITY_SPECCUBE_BLENDING is set if Reflection Probes Blending is enabled. UNITY_SPECCUBE_BLENDING is set if Reflection Probes Box Projection is enabled. UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS is set when Semitransparent Shadows are enabled. Built-in shader modes used by Rendering.GraphicsSettings. Don't use any shader, effectively disabling the functionality. Use built-in shader (default). Use custom shader instead of built-in one. Built-in shader types used by Rendering.GraphicsSettings. Shader used for deferred reflection probes. Shader used for deferred shading calculations. Shader used for depth and normals texture when enabled on a Camera. Shader used for legacy deferred lighting calculations. Default shader used for lens flares. Default shader used for light halos. Shader used for Motion Vectors when enabled on a Camera. Shader used for screen-space cascaded shadows. Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to. After camera's depth+normals texture is generated. After camera's depth texture is generated. After camera has done rendering everything. After final geometry pass in deferred lighting. After transparent objects in forward rendering. After opaque objects in forward rendering. After deferred rendering G-buffer is rendered. After halo and lens flares. After image effects. After image effects that happen between opaque & transparent objects. After lighting pass in deferred rendering. After reflections pass in deferred rendering. After skybox is drawn. Before camera's depth+normals texture is generated. Before camera's depth texture is generated. Before final geometry pass in deferred lighting. Before transparent objects in forward rendering. Before opaque objects in forward rendering. Before deferred rendering G-buffer is rendered. Before halo and lens flares. Before image effects. Before image effects that happen between opaque & transparent objects. Before lighting pass in deferred rendering. Before reflections pass in deferred rendering. Before skybox is drawn. The HDR mode to use for rendering. Uses RenderTextureFormat.ARGBHalf. Uses RenderTextureFormat.RGB111110Float. Specifies which color components will get written into the target framebuffer. Write all components (R, G, B and Alpha). Write alpha component. Write blue component. Write green component. Write red component. List of graphics commands to execute. Name of this command buffer. Size of this command buffer in bytes (Read Only). Adds a command to begin profile sampling. Name of the profile information used for sampling. Add a "blit into a render texture" command. Source texture or render target to blit from. Destination to blit into. Material to use. Shader pass to use (default is -1, meaning "all passes"). Scale applied to the source texture coordinate. Offset applied to the source texture coordinate. Add a "blit into a render texture" command. Source texture or render target to blit from. Destination to blit into. Material to use. Shader pass to use (default is -1, meaning "all passes"). Scale applied to the source texture coordinate. Offset applied to the source texture coordinate. Add a "blit into a render texture" command. Source texture or render target to blit from. Destination to blit into. Material to use. Shader pass to use (default is -1, meaning "all passes"). Scale applied to the source texture coordinate. Offset applied to the source texture coordinate. Add a "blit into a render texture" command. Source texture or render target to blit from. Destination to blit into. Material to use. Shader pass to use (default is -1, meaning "all passes"). Scale applied to the source texture coordinate. Offset applied to the source texture coordinate. Add a "blit into a render texture" command. Source texture or render target to blit from. Destination to blit into. Material to use. Shader pass to use (default is -1, meaning "all passes"). Scale applied to the source texture coordinate. Offset applied to the source texture coordinate. Add a "blit into a render texture" command. Source texture or render target to blit from. Destination to blit into. Material to use. Shader pass to use (default is -1, meaning "all passes"). Scale applied to the source texture coordinate. Offset applied to the source texture coordinate. Add a "blit into a render texture" command. Source texture or render target to blit from. Destination to blit into. Material to use. Shader pass to use (default is -1, meaning "all passes"). Scale applied to the source texture coordinate. Offset applied to the source texture coordinate. Add a "blit into a render texture" command. Source texture or render target to blit from. Destination to blit into. Material to use. Shader pass to use (default is -1, meaning "all passes"). Scale applied to the source texture coordinate. Offset applied to the source texture coordinate. Clear all commands in the buffer. Clear random write targets for level pixel shaders. Adds a "clear render target" command. Should clear depth buffer? Should clear color buffer? Color to clear with. Depth to clear with (default is 1.0). Converts and copies a source texture to a destination texture with a different format or dimensions. Source texture. Destination texture. Source element (e.g. cubemap face). Set this to 0 for 2D source textures. Destination element (e.g. cubemap face or texture array element). Converts and copies a source texture to a destination texture with a different format or dimensions. Source texture. Destination texture. Source element (e.g. cubemap face). Set this to 0 for 2D source textures. Destination element (e.g. cubemap face or texture array element). Adds a command to copy ComputeBuffer counter value. Append/consume buffer to copy the counter from. A buffer to copy the counter to. Target byte offset in dst buffer. Adds a command to copy a texture into another texture. Source texture or identifier, see RenderTargetIdentifier. Destination texture or identifier, see RenderTargetIdentifier. Source texture element (cubemap face, texture array layer or 3D texture depth slice). Source texture mipmap level. Destination texture element (cubemap face, texture array layer or 3D texture depth slice). Destination texture mipmap level. X coordinate of source texture region to copy (left side is zero). Y coordinate of source texture region to copy (bottom is zero). Width of source texture region to copy. Height of source texture region to copy. X coordinate of where to copy region in destination texture (left side is zero). Y coordinate of where to copy region in destination texture (bottom is zero). Adds a command to copy a texture into another texture. Source texture or identifier, see RenderTargetIdentifier. Destination texture or identifier, see RenderTargetIdentifier. Source texture element (cubemap face, texture array layer or 3D texture depth slice). Source texture mipmap level. Destination texture element (cubemap face, texture array layer or 3D texture depth slice). Destination texture mipmap level. X coordinate of source texture region to copy (left side is zero). Y coordinate of source texture region to copy (bottom is zero). Width of source texture region to copy. Height of source texture region to copy. X coordinate of where to copy region in destination texture (left side is zero). Y coordinate of where to copy region in destination texture (bottom is zero). Adds a command to copy a texture into another texture. Source texture or identifier, see RenderTargetIdentifier. Destination texture or identifier, see RenderTargetIdentifier. Source texture element (cubemap face, texture array layer or 3D texture depth slice). Source texture mipmap level. Destination texture element (cubemap face, texture array layer or 3D texture depth slice). Destination texture mipmap level. X coordinate of source texture region to copy (left side is zero). Y coordinate of source texture region to copy (bottom is zero). Width of source texture region to copy. Height of source texture region to copy. X coordinate of where to copy region in destination texture (left side is zero). Y coordinate of where to copy region in destination texture (bottom is zero). Adds a command to copy a texture into another texture. Source texture or identifier, see RenderTargetIdentifier. Destination texture or identifier, see RenderTargetIdentifier. Source texture element (cubemap face, texture array layer or 3D texture depth slice). Source texture mipmap level. Destination texture element (cubemap face, texture array layer or 3D texture depth slice). Destination texture mipmap level. X coordinate of source texture region to copy (left side is zero). Y coordinate of source texture region to copy (bottom is zero). Width of source texture region to copy. Height of source texture region to copy. X coordinate of where to copy region in destination texture (left side is zero). Y coordinate of where to copy region in destination texture (bottom is zero). Creates a GPUFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored. Returns a new GPUFence. Create a new empty command buffer. Add a command to disable the hardware scissor rectangle. Adds a command to disable global shader keyword. Shader keyword to disable. Add a command to execute a ComputeShader. ComputeShader to execute. Kernel index to execute, see ComputeShader.FindKernel. Number of work groups in the X dimension. Number of work groups in the Y dimension. Number of work groups in the Z dimension. ComputeBuffer with dispatch arguments. Byte offset indicating the location of the dispatch arguments in the buffer. Add a command to execute a ComputeShader. ComputeShader to execute. Kernel index to execute, see ComputeShader.FindKernel. Number of work groups in the X dimension. Number of work groups in the Y dimension. Number of work groups in the Z dimension. ComputeBuffer with dispatch arguments. Byte offset indicating the location of the dispatch arguments in the buffer. Add a "draw mesh" command. Mesh to draw. Transformation matrix to use. Material to use. Which subset of the mesh to render. Which pass of the shader to use (default is -1, which renders all passes). Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. Add a "draw mesh with instancing" command. The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing. The Mesh to draw. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Material to use. Which pass of the shader to use, or -1 which renders all passes. The array of object transformation matrices. The number of instances to be drawn. Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. Add a "draw mesh with indirect instancing" command. The Mesh to draw. Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. Material to use. Which pass of the shader to use, or -1 which renders all passes. Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. The GPU buffer containing the arguments for how many instances of this mesh to draw. The byte offset into the buffer, where the draw arguments start. Add a "draw procedural geometry" command. Transformation matrix to use. Material to use. Which pass of the shader to use (or -1 for all passes). Topology of the procedural geometry. Vertex count to render. Instance count to render. Additional material properties to apply just before rendering. See MaterialPropertyBlock. Add a "draw procedural geometry" command. Transformation matrix to use. Material to use. Which pass of the shader to use (or -1 for all passes). Topology of the procedural geometry. Additional material properties to apply just before rendering. See MaterialPropertyBlock. Buffer with draw arguments. Byte offset where in the buffer the draw arguments are. Add a "draw renderer" command. Renderer to draw. Material to use. Which subset of the mesh to render. Which pass of the shader to use (default is -1, which renders all passes). Add a command to enable the hardware scissor rectangle. Viewport rectangle in pixel coordinates. Adds a command to enable global shader keyword. Shader keyword to enable. Adds a command to begin profile sampling. Name of the profile information used for sampling. Generate mipmap levels of a render texture. The render texture requiring mipmaps generation. Add a "get a temporary render texture" command. Shader property name for this texture. Width in pixels, or -1 for "camera pixel width". Height in pixels, or -1 for "camera pixel height". Depth buffer bits (0, 16 or 24). Texture filtering mode (default is Point). Format of the render texture (default is ARGB32). Color space conversion mode. Anti-aliasing (default is no anti-aliasing). Should random-write access into the texture be enabled (default is false). Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. Render texture memoryless mode. Add a "get a temporary render texture" command. Shader property name for this texture. Width in pixels, or -1 for "camera pixel width". Height in pixels, or -1 for "camera pixel height". Depth buffer bits (0, 16 or 24). Texture filtering mode (default is Point). Format of the render texture (default is ARGB32). Color space conversion mode. Anti-aliasing (default is no anti-aliasing). Should random-write access into the texture be enabled (default is false). Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. Render texture memoryless mode. Add a "get a temporary render texture array" command. Shader property name for this texture. Width in pixels, or -1 for "camera pixel width". Height in pixels, or -1 for "camera pixel height". Number of slices in texture array. Depth buffer bits (0, 16 or 24). Texture filtering mode (default is Point). Format of the render texture (default is ARGB32). Color space conversion mode. Anti-aliasing (default is no anti-aliasing). Should random-write access into the texture be enabled (default is false). Send a user-defined blit event to a native code plugin. Native code callback to queue for Unity's renderer to invoke. User defined command id to send to the callback. Source render target. Destination render target. User data command parameters. User data command flags. Send a texture update event to a native code plugin. Native code callback to queue for Unity's renderer to invoke. Texture resource to be updated. User data to send to the native plugin. Send a user-defined event to a native code plugin. Native code callback to queue for Unity's renderer to invoke. User defined id to send to the callback. Send a user-defined event to a native code plugin with custom data. Native code callback to queue for Unity's renderer to invoke. Custom data to pass to the native plugin callback. Built in or user defined id to send to the callback. Add a "release a temporary render texture" command. Shader property name for this texture. Adds an asynchonous GPU readback request command to the command buffer. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. Width in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. Adds an asynchonous GPU readback request command to the command buffer. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. Width in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. Adds an asynchonous GPU readback request command to the command buffer. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. Width in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. Adds an asynchonous GPU readback request command to the command buffer. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. Width in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. Adds an asynchonous GPU readback request command to the command buffer. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. Width in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. Adds an asynchonous GPU readback request command to the command buffer. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. Width in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. Adds an asynchonous GPU readback request command to the command buffer. The resource to read the data from. Size in bytes of the data to be retrieved from the ComputeBuffer. Offset in bytes in the ComputeBuffer. The index of the mipmap to be fetched. The target TextureFormat of the data. Conversion will happen automatically if format is different from the format stored on GPU. Starting X coordinate in pixels of the Texture data to be fetched. Starting Y coordinate in pixels of the Texture data to be fetched. Start Z coordinate in pixels for the Texture3D being fetched. Index of Start layer for TextureCube, Texture2DArray and TextureCubeArray being fetched. Depth in pixels for Texture3D being fetched. Number of layers for TextureCube, TextureArray and TextureCubeArray. Width in pixels of the Texture data to be fetched. Height in pixels of the Texture data to be fetched. A delegate System.Action called once the request is fullfilled. The done request is passed as parameter to the System.Action. Adds a command to set an input or output buffer parameter on a ComputeShader. ComputeShader to set parameter for. Which kernel the buffer is being set for. See ComputeShader.FindKernel. Name of the buffer variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Buffer to set. Adds a command to set an input or output buffer parameter on a ComputeShader. ComputeShader to set parameter for. Which kernel the buffer is being set for. See ComputeShader.FindKernel. Name of the buffer variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Buffer to set. Adds a command to set a float parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set a float parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set multiple consecutive float parameters on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Values to set. Adds a command to set multiple consecutive float parameters on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Values to set. Adds a command to set an integer parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set an integer parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set multiple consecutive integer parameters on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Values to set. Adds a command to set multiple consecutive integer parameters on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Values to set. Adds a command to set a matrix array parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set a matrix array parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set a matrix parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set a matrix parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set a texture parameter on a ComputeShader. ComputeShader to set parameter for. Which kernel the texture is being set for. See ComputeShader.FindKernel. Name of the texture variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Texture value or identifier to set, see RenderTargetIdentifier. Adds a command to set a texture parameter on a ComputeShader. ComputeShader to set parameter for. Which kernel the texture is being set for. See ComputeShader.FindKernel. Name of the texture variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Texture value or identifier to set, see RenderTargetIdentifier. Adds a command to set a vector array parameter on a ComputeShader. ComputeShader to set parameter for. Property name. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set a vector array parameter on a ComputeShader. ComputeShader to set parameter for. Property name. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set a vector parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Adds a command to set a vector parameter on a ComputeShader. ComputeShader to set parameter for. Name of the variable in shader code. Property name ID. Use Shader.PropertyToID to get this ID. Value to set. Add a "set global shader buffer property" command. Add a "set global shader buffer property" command. Add a "set global shader color property" command. Add a "set global shader color property" command. Add a command to set global depth bias. Constant depth bias. Slope-dependent depth bias. Add a "set global shader float property" command. Add a "set global shader float property" command. Add a "set global shader float array property" command. Add a "set global shader float array property" command. Add a "set global shader float array property" command. Add a "set global shader float array property" command. Sets the given global integer property for all shaders. Sets the given global integer property for all shaders. Add a "set global shader matrix property" command. Add a "set global shader matrix property" command. Add a "set global shader matrix array property" command. Add a "set global shader matrix array property" command. Add a "set global shader matrix array property" command. Add a "set global shader matrix array property" command. Add a "set global shader texture property" command, referencing a RenderTexture. Add a "set global shader texture property" command, referencing a RenderTexture. Add a "set global shader vector property" command. Add a "set global shader vector property" command. Add a "set global shader vector array property" command. Add a "set global shader vector array property" command. Add a "set global shader vector array property" command. Add a "set global shader vector array property" command. Add a "set invert culling" command to the buffer. A boolean indicating whether to invert the backface culling (true) or not (false). Add a command to set the projection matrix. Projection (camera to clip space) matrix. Set random write target for level pixel shaders. Index of the random write target in the shader. ComputeBuffer to set as write targe. Whether to leave the append/consume counter value unchanged. RenderTargetIdentifier to set as write target. Set random write target for level pixel shaders. Index of the random write target in the shader. ComputeBuffer to set as write targe. Whether to leave the append/consume counter value unchanged. RenderTargetIdentifier to set as write target. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set active render target" command. Render target to set for both color & depth buffers. Render target to set as a color buffer. Render targets to set as color buffers (MRT). Render target to set as a depth buffer. The mip level of the render target to render into. The cubemap face of a cubemap render target to render into. Slice of a 3D or array render target to set. Load action that is used for color and depth/stencil buffers. Store action that is used for color and depth/stencil buffers. Load action that is used for the color buffer. Store action that is used for the color buffer. Load action that is used for the depth/stencil buffer. Store action that is used for the depth/stencil buffer. Add a "set shadow sampling mode" command. Shadowmap render target to change the sampling mode on. New sampling mode. Add a command to set the view matrix. View (world to camera space) matrix. Add a command to set the rendering viewport. Viewport rectangle in pixel coordinates. Add a command to set the view and projection matrices. View (world to camera space) matrix. Projection (camera to clip space) matrix. Instructs the GPU to wait until the given GPUFence is passed. The GPUFence that the GPU will be instructed to wait upon. On some platforms there is a significant gap between the vertex processing completing and the pixel processing completing for a given draw call. This parameter allows for requested wait to be before the next items vertex or pixel processing begins. Some platforms can not differentiate between the start of vertex and pixel processing, these platforms will wait before the next items vertex processing. If a compute shader dispatch is the next item to be submitted then this parameter is ignored. Depth or stencil comparison function. Always pass depth or stencil test. Depth or stencil test is disabled. Pass depth or stencil test when values are equal. Pass depth or stencil test when new value is greater than old one. Pass depth or stencil test when new value is greater or equal than old one. Pass depth or stencil test when new value is less than old one. Pass depth or stencil test when new value is less or equal than old one. Never pass depth or stencil test. Pass depth or stencil test when values are different. Describes the desired characteristics with respect to prioritisation and load balancing of the queue that a command buffer being submitted via Graphics.ExecuteCommandBufferAsync or [[ScriptableRenderContext.ExecuteCommandBufferAsync] should be sent to. Background queue types would be the choice for tasks intended to run for an extended period of time, e.g for most of a frame or for several frames. Dispatches on background queues would execute at a lower priority than gfx queue tasks. This queue type would be the choice for compute tasks supporting or as optimisations to graphics processing. CommandBuffers sent to this queue would be expected to complete within the scope of a single frame and likely be synchronised with the graphics queue via GPUFence’s. Dispatches on default queue types would execute at a lower priority than graphics queue tasks. This queue type would be the choice for compute tasks requiring processing as soon as possible and would be prioritised over the graphics queue. Support for various Graphics.CopyTexture cases. Basic Graphics.CopyTexture support. Support for Texture3D in Graphics.CopyTexture. Support for Graphics.CopyTexture between different texture types. No support for Graphics.CopyTexture. Support for RenderTexture to Texture copies in Graphics.CopyTexture. Support for Texture to RenderTexture copies in Graphics.CopyTexture. Backface culling mode. Cull back-facing geometry. Cull front-facing geometry. Disable culling. Default reflection mode. Custom default reflection. Skybox-based default reflection. Used to manage synchronisation between tasks on async compute queues and the graphics queue. Has the GPUFence passed? Allows for CPU determination of whether the GPU has passed the point in its processing represented by the GPUFence. Graphics device API type. Direct3D 11 graphics API. Direct3D 12 graphics API. Direct3D 9 graphics API. iOS Metal graphics API. Nintendo 3DS graphics API. No graphics API. OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX) OpenGL (Core profile - GL3 or later) graphics API. OpenGL ES 2.0 graphics API. OpenGL ES 3.0 graphics API. PlayStation 3 graphics API. PlayStation 4 graphics API. PlayStation Mobile (PSM) graphics API. PlayStation Vita graphics API. Nintendo Switch graphics API. Vulkan (EXPERIMENTAL). Xbox One graphics API using Direct3D 11. Xbox One graphics API using Direct3D 12. Script interface for. Whether to use a Light's color temperature when calculating the final color of that Light." If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used. The RenderPipelineAsset that describes how the Scene should be rendered. An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. Transparent object sorting mode. Enable/Disable SRP batcher (experimental) at runtime. Get custom shader used instead of a built-in shader. Built-in shader type to query custom shader for. The shader used. Get built-in shader mode. Built-in shader type to query. Mode used for built-in shader. Returns true if shader define was set when compiling shaders for current GraphicsTier. Returns true if shader define was set when compiling shaders for given tier. Set custom shader to use instead of a built-in shader. Built-in shader type to set custom shader to. The shader to use. Set built-in shader mode. Built-in shader type to change. Mode to use for built-in shader. Graphics Tier. See Also: Graphics.activeTier. The first graphics tier (Low) - corresponds to shader define UNITY_HARDWARE_TIER1. The second graphics tier (Medium) - corresponds to shader define UNITY_HARDWARE_TIER2. The third graphics tier (High) - corresponds to shader define UNITY_HARDWARE_TIER3. Format of the mesh index buffer data. 16 bit mesh index buffer format. 32 bit mesh index buffer format. Defines a place in light's rendering to attach Rendering.CommandBuffer objects to. After directional light screenspace shadow mask is computed. After shadowmap is rendered. After shadowmap pass is rendered. Before directional light screenspace shadow mask is computed. Before shadowmap is rendered. Before shadowmap pass is rendered. Light probe interpolation type. Simple light probe interpolation is used. The light probe shader uniform values are extracted from the material property block set on the renderer. Light Probes are not used. The scene's ambient probe is provided to the shader. Uses a 3D grid of interpolated light probes. Shadow resolution options for a Light. Use resolution from QualitySettings (default). High shadow map resolution. Low shadow map resolution. Medium shadow map resolution. Very high shadow map resolution. Opaque object sorting mode of a Camera. Default opaque sorting mode. Do rough front-to-back sorting of opaque objects. Do not sort opaque objects by distance. Shader pass type for Unity's lighting pipeline. Deferred Shading shader pass. Forward rendering additive pixel light pass. Forward rendering base pass. Legacy deferred lighting (light pre-pass) base pass. Legacy deferred lighting (light pre-pass) final pass. Shader pass used to generate the albedo and emissive values used as input to lightmapping. Motion vector render pass. Regular shader pass that does not interact with lighting. Custom scriptable pipeline. Custom scriptable pipeline when lightmode is set to default unlit or no light mode is set. Shadow caster & depth texure shader pass. Legacy vertex-lit shader pass. Legacy vertex-lit shader pass, with mobile lightmaps. Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps. A collection of Rendering.ShaderKeyword that represents a specific platform variant. Disable a specific shader keyword. Enable a specific shader keyword. Check whether a specific shader keyword is enabled. How much CPU usage to assign to the final lighting calculations at runtime. 75% of the allowed CPU threads are used as worker threads. 25% of the allowed CPU threads are used as worker threads. 50% of the allowed CPU threads are used as worker threads. 100% of the allowed CPU threads are used as worker threads. Determines how Unity will compress baked reflection cubemap. Baked Reflection cubemap will be compressed if compression format is suitable. Baked Reflection cubemap will be compressed. Baked Reflection cubemap will be left uncompressed. ReflectionProbeBlendInfo contains information required for blending probes. Reflection Probe used in blending. Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0. Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. Clear with the skybox. Clear with a background color. Reflection probe's update mode. Reflection probe is baked in the Editor. Reflection probe uses a custom texture specified by the user. Reflection probe is updating in realtime. An enum describing the way a realtime reflection probe refreshes in the Player. Causes Unity to update the probe's cubemap every frame. Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. See Also: ReflectionProbeTimeSlicingMode. Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe See Also: ReflectionProbe.RenderProbe. Sets the probe to never be automatically updated by Unity while your game is running. Use this to completely control the probe refresh behavior by script. See Also: ReflectionProbe.RenderProbe. When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. Updating a probe's cubemap is a costly operation. Unity needs to render the entire scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames. Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in scenes where lighting conditions change over these 14 frames. Unity will render the probe entirely in one frame. Reflection Probe usage. Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur. Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments. Reflection probes are disabled, skybox will be used for reflection. Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes. This enum describes what should be done on the render target when it is activated (loaded). Upon activating the render buffer, clear its contents. Currently only works together with the RenderPass API. When this RenderBuffer is activated, the GPU is instructed not to care about the existing contents of that RenderBuffer. On tile-based GPUs this means that the RenderBuffer contents do not need to be loaded into the tile memory, providing a performance boost. When this RenderBuffer is activated, preserve the existing contents of it. This setting is expensive on tile-based GPUs and should be avoided whenever possible. This enum describes what should be done on the render target when the GPU is done rendering into it. The contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost. Resolve the (MSAA'd) surface. Currently only used with the RenderPass API. The RenderBuffer contents need to be stored to RAM. If the surface has MSAA enabled, this stores the non-resolved surface. Resolve the (MSAA'd) surface, but also store the multisampled version. Currently only used with the RenderPass API. Determine in which order objects are renderered. Alpha tested geometry uses this queue. This render queue is rendered before any others. Opaque geometry uses this queue. Last render queue that is considered "opaque". This render queue is meant for overlay effects. This render queue is rendered after Geometry and AlphaTest, in back-to-front order. Describes a render target with one or more color buffers, a depthstencil buffer and the associated loadstore-actions that are applied when the render target is active. Load actions for color buffers. Color buffers to use as render targets. Store actions for color buffers. Load action for the depth/stencil buffer. Depth/stencil buffer to use as render target. Store action for the depth/stencil buffer. Constructs RenderTargetBinding. Color buffers to use as render targets. Depth buffer to use as render target. Load actions for color buffers. Store actions for color buffers. Load action for the depth/stencil buffer. Store action for the depth/stencil buffer. Constructs RenderTargetBinding. Color buffers to use as render targets. Depth buffer to use as render target. Load actions for color buffers. Store actions for color buffers. Load action for the depth/stencil buffer. Store action for the depth/stencil buffer. Constructs RenderTargetBinding. Color buffers to use as render targets. Depth buffer to use as render target. Load actions for color buffers. Store actions for color buffers. Load action for the depth/stencil buffer. Store action for the depth/stencil buffer. Identifies a RenderTexture for a Rendering.CommandBuffer. Creates a render target identifier. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see Shader.PropertyToID). RenderTexture or Texture object to use. MipLevel of the RenderTexture to use. Cubemap face of the Cubemap RenderTexture to use. Depth slice of the Array RenderTexture to use. An existing render target identifier. Creates a render target identifier. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see Shader.PropertyToID). RenderTexture or Texture object to use. MipLevel of the RenderTexture to use. Cubemap face of the Cubemap RenderTexture to use. Depth slice of the Array RenderTexture to use. An existing render target identifier. Creates a render target identifier. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see Shader.PropertyToID). RenderTexture or Texture object to use. MipLevel of the RenderTexture to use. Cubemap face of the Cubemap RenderTexture to use. Depth slice of the Array RenderTexture to use. An existing render target identifier. Creates a render target identifier. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see Shader.PropertyToID). RenderTexture or Texture object to use. MipLevel of the RenderTexture to use. Cubemap face of the Cubemap RenderTexture to use. Depth slice of the Array RenderTexture to use. An existing render target identifier. Creates a render target identifier. Built-in temporary render texture type. Temporary render texture name. Temporary render texture name (as integer, see Shader.PropertyToID). RenderTexture or Texture object to use. MipLevel of the RenderTexture to use. Cubemap face of the Cubemap RenderTexture to use. Depth slice of the Array RenderTexture to use. An existing render target identifier. Identifier of a specific code path in a shader. Initializes a new instance of the ShaderKeyword class from a shader keyword name. Returns the string name of the keyword. Returns true if the keyword has been imported by Unity. A collection of Rendering.ShaderKeyword that represents a specific shader variant. Disable a specific shader keyword. Enable a specific shader keyword. Return an array with all the enabled keywords in the ShaderKeywordSet. Check whether a specific shader keyword is enabled. How shadows are cast from this object. No shadows are cast from this object. Shadows are cast from this object. Object casts shadows, but is otherwise invisible in the scene. Shadows are cast from this object, treating it as two-sided. Allows precise control over which shadow map passes to execute Rendering.CommandBuffer objects attached using Light.AddCommandBuffer. All shadow map passes. All directional shadow map passes. First directional shadow map cascade. Second directional shadow map cascade. Third directional shadow map cascade. Fourth directional shadow map cascade. All point light shadow passes. -X point light shadow cubemap face. -Y point light shadow cubemap face. -Z point light shadow cubemap face. +X point light shadow cubemap face. +Y point light shadow cubemap face. +Z point light shadow cubemap face. Spotlight shadow pass. Used by CommandBuffer.SetShadowSamplingMode. Default shadow sampling mode: sampling with a comparison filter. In ShadowSamplingMode.None, depths are not compared. Use this value if a Texture is not a shadowmap. Shadow sampling mode for sampling the depth value. Adding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together. Unique ID of the Renderer's sorting layer. Name of the Renderer's sorting layer. Renderer's order within a sorting layer. Spherical harmonics up to the second order (3 bands, 9 coefficients). Add ambient lighting to probe data. Add directional light to probe data. Clears SH probe to zero. Evaluates the Spherical Harmonics for each of the given directions. The result from the first direction is written into the first element of results, the result from the second direction is written into the second element of results, and so on. The array size of directions and results must match and directions must be normalized. Normalized directions for which the spherical harmonics are to be evaluated. Output array for the evaluated values of the corresponding directions. Returns true if SH probes are equal. Scales SH by a given factor. Scales SH by a given factor. Returns true if SH probes are different. Adds two SH probes. Access individual SH coefficients. Provides an interface to the Unity splash screen. Returns true once the splash screen as finished. This is once all logos have been shown for their specified duration. Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing. Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this. Specifies the operation that's performed on the stencil buffer when rendering. Decrements the current stencil buffer value. Clamps to 0. Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero. Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value. Bitwise inverts the current stencil buffer value. Keeps the current stencil value. Replace the stencil buffer value with reference value (specified in the shader). Sets the stencil buffer value to zero. Broadly describes the stages of processing a draw call on the GPU. The process of creating and shading the fragments. All aspects of vertex processing. Texture "dimension" (type). Any texture type. Cubemap texture. Cubemap array texture (CubemapArray). No texture is assigned. 2D texture (Texture2D). 2D array texture (Texture2DArray). 3D volume texture (Texture3D). Texture type is not initialized or unknown. Rendering path of a Camera. Deferred Lighting (Legacy). Deferred Shading. Forward Rendering. Use Player Settings. Vertex Lit. The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light. Ambient lighting coming from the sides. Ambient lighting coming from below. How much the light from the Ambient Source affects the scene. Flat ambient lighting color. Ambient lighting mode. Custom or skybox ambient lighting data. Ambient lighting coming from above. Custom specular reflection cubemap. Default reflection mode. Cubemap resolution for default reflection. The fade speed of all flares in the scene. The intensity of all flares in the scene. Is fog enabled? The color of the fog. The density of the exponential fog. The ending distance of linear fog. Fog mode to use. The starting distance of linear fog. Size of the Light halos. The number of times a reflection includes other reflections. How much the skybox / custom cubemap reflection affects the scene. The global skybox to use. The color used for the sun shadows in the Subtractive lightmode. The light used by the procedural skybox. Fully describes setup of RenderTarget. Color Buffers to set. Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. Cubemap face to render to. Depth Buffer to set. Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself. Slice of a Texture3D or Texture2DArray to set as a render target. Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself. Mip Level to render to. Constructs RenderTargetSetup. Color Buffer(s) to set. Depth Buffer to set. Mip Level to render to. Cubemap face to render to. Constructs RenderTargetSetup. Color Buffer(s) to set. Depth Buffer to set. Mip Level to render to. Cubemap face to render to. Constructs RenderTargetSetup. Color Buffer(s) to set. Depth Buffer to set. Mip Level to render to. Cubemap face to render to. Constructs RenderTargetSetup. Color Buffer(s) to set. Depth Buffer to set. Mip Level to render to. Cubemap face to render to. Constructs RenderTargetSetup. Color Buffer(s) to set. Depth Buffer to set. Mip Level to render to. Cubemap face to render to. Constructs RenderTargetSetup. Color Buffer(s) to set. Depth Buffer to set. Mip Level to render to. Cubemap face to render to. Render textures are textures that can be rendered to. Currently active render texture. The antialiasing level for the RenderTexture. Mipmap levels are generated automatically when this flag is set. If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. Color buffer of the render texture (Read Only). The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). Depth/stencil buffer of the render texture (Read Only). This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. Dimensionality (type) of the render texture. Enable random access write into this render texture on Shader Model 5.0 level shaders. The color format of the render texture. The height of the render texture in pixels. If enabled, this Render Texture will be used as a Texture3D. The render texture memoryless mode property. Does this render texture use sRGB read/write conversions (Read Only). Is the render texture marked to be scaled by the Dynamic Resolution system. Render texture has mipmaps when this flag is set. Volume extent of a 3D render texture or number of slices of array texture. If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. The width of the render texture in pixels. Converts the render texture to equirectangular format (both stereoscopic or monoscopic equirect). The left eye will occupy the top half and the right eye will occupy the bottom. The monoscopic version will occupy the whole texture. Texture dimension must be of type TextureDimension.Cube. RenderTexture to render the equirect format to. A Camera eye corresponding to the left or right eye for stereoscopic rendering, or neither for monoscopic rendering. Actually creates the RenderTexture. True if the texture is created, else false. Creates a new RenderTexture object. Texture width in pixels. Texture height in pixels. Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. Texture color format. How or if color space conversions should be done on texture read/write. Create the RenderTexture with the settings in the RenderTextureDescriptor. Copy the settings from another RenderTexture. Creates a new RenderTexture object. Texture width in pixels. Texture height in pixels. Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. Texture color format. How or if color space conversions should be done on texture read/write. Create the RenderTexture with the settings in the RenderTextureDescriptor. Copy the settings from another RenderTexture. Creates a new RenderTexture object. Texture width in pixels. Texture height in pixels. Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. Texture color format. How or if color space conversions should be done on texture read/write. Create the RenderTexture with the settings in the RenderTextureDescriptor. Copy the settings from another RenderTexture. Hint the GPU driver that the contents of the RenderTexture will not be used. Should the colour buffer be discarded? Should the depth buffer be discarded? Hint the GPU driver that the contents of the RenderTexture will not be used. Should the colour buffer be discarded? Should the depth buffer be discarded? Generate mipmap levels of a render texture. Retrieve a native (underlying graphics API) pointer to the depth buffer resource. Pointer to an underlying graphics API depth buffer resource. Allocate a temporary render texture. Width in pixels. Height in pixels. Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. Render texture format. Color space conversion mode. Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. Render texture memoryless mode. Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. Allocate a temporary render texture. Width in pixels. Height in pixels. Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. Render texture format. Color space conversion mode. Number of antialiasing samples to store in the texture. Valid values are 1, 2, 4, and 8. Throws an exception if any other value is passed. Render texture memoryless mode. Use this RenderTextureDesc for the settings when creating the temporary RenderTexture. Is the render texture actually created? Indicate that there's a RenderTexture restore operation expected. Releases the RenderTexture. Release a temporary texture allocated with GetTemporary. Force an antialiased render texture to be resolved. The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. Force an antialiased render texture to be resolved. The render texture to resolve into. If set, the target render texture must have the same dimensions and format as the source. Assigns this RenderTexture as a global shader property named propertyName. Does a RenderTexture have stencil buffer? Render texture, or null for main screen. Set of flags that control the state of a newly-created RenderTexture. Clear this flag when a RenderTexture is a VR eye texture and the device does not automatically flip the texture when being displayed. This is platform specific and It is set by default. This flag is only cleared when part of a RenderTextureDesc that is returned from GetDefaultVREyeTextureDesc or other VR functions that return a RenderTextureDesc. Currently, only Hololens eye textures need to clear this flag. Determines whether or not mipmaps are automatically generated when the RenderTexture is modified. This flag is set by default, and has no effect if the RenderTextureCreationFlags.MipMap flag is not also set. See RenderTexture.autoGenerateMips for more details. Setting this flag causes the RenderTexture to be bound as a multisampled texture in a shader. The flag prevents the RenderTexture from being resolved by default when RenderTexture.antiAliasing is greater than 1. This flag is always set internally when a RenderTexture is created from script. It has no effect when set manually from script code. Set this flag to mark this RenderTexture for Dynamic Resolution should the target platform/graphics API support Dynamic Resolution. See ScalabeBufferManager for more details. Set this flag to enable random access writes to the RenderTexture from shaders. Normally, pixel shaders only operate on pixels they are given. Compute shaders cannot write to textures without this flag. Random write enables shaders to write to arbitrary locations on a RenderTexture. See RenderTexture.enableRandomWrite for more details, including supported platforms. Set this flag when the Texture is to be used as a VR eye texture. This flag is cleared by default. This flag is set on a RenderTextureDesc when it is returned from GetDefaultVREyeTextureDesc or other VR functions returning a RenderTextureDesc. Set this flag to allocate mipmaps in the RenderTexture. See RenderTexture.useMipMap for more details. When this flag is set, the engine will not automatically resolve the color surface. When this flag is set, reads and writes to this texture are converted to SRGB color space. See RenderTexture.sRGB for more details. This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. Mipmap levels are generated automatically when this flag is set. If true and msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. The color format for the RenderTexture. The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). See RenderTexture.depth. Dimensionality (type) of the render texture. See RenderTexture.dimension. Enable random access write into this render texture on Shader Model 5.0 level shaders. See RenderTexture.enableRandomWrite. A set of RenderTextureCreationFlags that control how the texture is created. The height of the render texture in pixels. The render texture memoryless mode property. The multisample antialiasing level for the RenderTexture. See RenderTexture.antiAliasing. Determines how the RenderTexture is sampled if it is used as a shadow map. See ShadowSamplingMode for more details. This flag causes the render texture uses sRGB read/write conversions. Render texture has mipmaps when this flag is set. See RenderTexture.useMipMap. Volume extent of a 3D render texture. If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. The width of the render texture in pixels. Create a RenderTextureDescriptor with default values, or a certain width, height, and format. Width of the RenderTexture in pixels. Height of the RenderTexture in pixels. The color format for the RenderTexture. The number of bits to use for the depth buffer. Create a RenderTextureDescriptor with default values, or a certain width, height, and format. Width of the RenderTexture in pixels. Height of the RenderTexture in pixels. The color format for the RenderTexture. The number of bits to use for the depth buffer. Create a RenderTextureDescriptor with default values, or a certain width, height, and format. Width of the RenderTexture in pixels. Height of the RenderTexture in pixels. The color format for the RenderTexture. The number of bits to use for the depth buffer. Format of a RenderTexture. Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels. Color render texture format. 10 bits for colors, 2 bits for alpha. Color render texture format, 8 bits per channel. Color render texture format, 4 bit per channel. Four color render texture format, 16 bits per channel, fixed point, unsigned normalized. Color render texture format, 32 bit floating point per channel. Color render texture format, 16 bit floating point per channel. Four channel (ARGB) render texture format, 32 bit signed integer per channel. Color render texture format, 10 bit per channel, extended range. Color render texture format, 10 bit per channel, extended range. Color render texture format, 8 bits per channel. Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform. Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform. A depth render texture format. Scalar (R) render texture format, 8 bit fixed point. Scalar (R) render texture format, 32 bit floating point. Two channel (RG) render texture format, 8 bits per channel. Two color (RG) render texture format, 16 bits per channel, fixed point, unsigned normalized. Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point. Color render texture format. Four channel (RGBA) render texture format, 16 bit unsigned integer per channel. Two color (RG) render texture format, 32 bit floating point per channel. Two color (RG) render texture format, 16 bit floating point per channel. Two channel (RG) render texture format, 32 bit signed integer per channel. Scalar (R) render texture format, 16 bit floating point. Scalar (R) render texture format, 32 bit signed integer. A native shadowmap render texture format. Flags enumeration of the render texture memoryless modes. Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 1. Render texture depth pixels are memoryless. Render texture color pixels are memoryless when RenderTexture.antiAliasing is set to 2, 4 or 8. The render texture is not memoryless. Color space conversion mode of a RenderTexture. Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it. Default color space conversion based on project settings. Render texture contains linear (non-color) data; don't perform color conversions on it. The RequireComponent attribute automatically adds required components as dependencies. Require a single component. Require two components. Require three components. Represents a display resolution. Resolution height in pixels. Resolution's vertical refresh rate in Hz. Resolution width in pixels. Returns a nicely formatted string of the resolution. A string with the format "width x height @ refreshRateHz". Asynchronous load request from the Resources bundle. Asset object being loaded (Read Only). The Resources class allows you to find and access Objects including assets. Returns a list of all objects of Type type. Type of the class to match while searching. An array of objects whose class is type or is derived from type. Returns a list of all objects of Type T. Loads an asset stored at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Loads an asset stored at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Type filter for objects returned. Loads an asset stored at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Type filter for objects returned. Loads all assets in a folder or file at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Type filter for objects returned. Loads all assets in a folder or file at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Type filter for objects returned. Loads all assets in a folder or file at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Asynchronously loads an asset stored at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Type filter for objects returned. Asynchronously loads an asset stored at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Type filter for objects returned. Asynchronously loads an asset stored at path in a Resources folder. Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. Unloads assetToUnload from memory. Unloads assets that are not used. Object on which you can yield to wait until the operation completes. Set RuntimeInitializeOnLoadMethod type. After scene is loaded. Before scene is loaded. Allow a runtime class method to be initialized when a game is loaded at runtime without action from the user. Set RuntimeInitializeOnLoadMethod type. Creation of the runtime class used when scenes are loaded. Determine whether methods are called before or after the scene is loaded. Creation of the runtime class used when scenes are loaded. Determine whether methods are called before or after the scene is loaded. The platform application is running. Returned by Application.platform. In the player on the Apple's tvOS. In the player on Android devices. In the player on the iPhone. In the Unity editor on Linux. In the player on Linux. In the Dashboard widget on macOS. In the Unity editor on macOS. In the player on macOS. In the web player on macOS. In the player on the Playstation 4. In the player on the PS Vita. In the player on Nintendo Switch. In the player on WebGL In the Unity editor on Windows. In the player on Windows. In the web player on Windows. In the player on Windows Store Apps when CPU architecture is ARM. In the player on Windows Store Apps when CPU architecture is X64. In the player on Windows Store Apps when CPU architecture is X86. In the player on Xbox One. Scales render textures to support dynamic resolution if the target platform/graphics API supports it. Height scale factor to control dynamic resolution. Width scale factor to control dynamic resolution. Function to resize all buffers marked as DynamicallyScalable. New scale factor for the width the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. New scale factor for the height the ScalableBufferManager will use to resize all render textures the user marked as DynamicallyScalable, has to be some value greater than 0.0 and less than or equal to 1.0. Used when loading a scene in a player. Adds the scene to the current loaded scenes. Closes all current loaded scenes and loads a scene. Run-time data structure for *.unity file. Returns the index of the scene in the Build Settings. Always returns -1 if the scene was loaded through an AssetBundle. Returns true if the scene is modifed. Returns true if the scene is loaded. Returns the name of the scene. Returns the relative path of the scene. Like: "AssetsMyScenesMyScene.unity". The number of root transforms of this scene. Returns all the root game objects in the scene. An array of game objects. Returns all the root game objects in the scene. A list which is used to return the root game objects. Whether this is a valid scene. A scene may be invalid if, for example, you tried to open a scene that does not exist. In this case, the scene returned from EditorSceneManager.OpenScene would return False for IsValid. Whether this is a valid scene. Returns true if the Scenes are equal. Returns true if the Scenes are different. Scene management at run-time. Subscribe to this event to get notified when the active Scene has changed. Previous active scene and the new active scene. The total number of currently loaded Scenes. Number of Scenes in Build Settings. Add a delegate to this to get notifications when a Scene has loaded. Add a delegate to this to get notifications when a Scene has unloaded Create an empty new Scene at runtime with the given name. The name of the new Scene. It cannot be empty or null, or same as the name of the existing Scenes. A reference to the new Scene that was created, or an invalid Scene if creation failed. Gets the currently active Scene. The active Scene. Returns an array of all the Scenes currently open in the hierarchy. Array of Scenes in the Hierarchy. Get the Scene at index in the SceneManager's list of loaded Scenes. Index of the Scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount. A reference to the Scene at the index specified. Get a Scene struct from a build index. Build index as shown in the Build Settings window. A reference to the Scene, if valid. If not, an invalid Scene is returned. Searches through the Scenes loaded for a Scene with the given name. Name of Scene to find. A reference to the Scene, if valid. If not, an invalid Scene is returned. Searches all Scenes loaded for a Scene that has the given asset path. Path of the Scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". A reference to the Scene, if valid. If not, an invalid Scene is returned. Loads the Scene by its name or index in Build Settings. Name or path of the Scene to load. Index of the Scene in the Build Settings to load. Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options. Loads the Scene by its name or index in Build Settings. Name or path of the Scene to load. Index of the Scene in the Build Settings to load. Allows you to specify whether or not to load the Scene additively. See SceneManagement.LoadSceneMode for more information about the options. Loads the Scene asynchronously in the background. Name or path of the Scene to load. Index of the Scene in the Build Settings to load. If LoadSceneMode.Single then all current Scenes will be unloaded before loading. Use the AsyncOperation to determine if the operation has completed. Loads the Scene asynchronously in the background. Name or path of the Scene to load. Index of the Scene in the Build Settings to load. If LoadSceneMode.Single then all current Scenes will be unloaded before loading. Use the AsyncOperation to determine if the operation has completed. This will merge the source Scene into the destinationScene. The Scene that will be merged into the destination Scene. Existing Scene to merge the source Scene into. Move a GameObject from its current Scene to a new Scene. GameObject to move. Scene to move into. Set the Scene to be active. The Scene to be set. Returns false if the Scene is not loaded yet. Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. Index of the Scene in the Build Settings to unload. Name or path of the Scene to unload. Scene to unload. Returns true if the Scene is unloaded. Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. Index of the Scene in the Build Settings to unload. Name or path of the Scene to unload. Scene to unload. Returns true if the Scene is unloaded. Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. Index of the Scene in the Build Settings to unload. Name or path of the Scene to unload. Scene to unload. Returns true if the Scene is unloaded. Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. Index of the Scene in BuildSettings. Name or path of the Scene to unload. Scene to unload. Use the AsyncOperation to determine if the operation has completed. Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. Index of the Scene in BuildSettings. Name or path of the Scene to unload. Scene to unload. Use the AsyncOperation to determine if the operation has completed. Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. Index of the Scene in BuildSettings. Name or path of the Scene to unload. Scene to unload. Use the AsyncOperation to determine if the operation has completed. Scene and Build Settings related utilities. Get the build index from a scene path. Scene path (e.g: "AssetsScenesScene1.unity"). Build index. Get the scene path from a build index. Scene path (e.g "AssetsScenesScene1.unity"). Access to display information. Allow auto-rotation to landscape left? Allow auto-rotation to landscape right? Allow auto-rotation to portrait? Allow auto-rotation to portrait, upside down? The current screen resolution (Read Only). The current DPI of the screen / device (Read Only). Is the game running fullscreen? Set this property to one of the values in FullScreenMode to change the display mode of your application. The current height of the screen window in pixels (Read Only). Should the cursor be locked? Specifies logical orientation of the screen. All fullscreen resolutions supported by the monitor (Read Only). Returns the safe area of the screen in pixels (Read Only). A power saving setting, allowing the screen to dim some time after the last active user interaction. The current width of the screen window in pixels (Read Only). Switches the screen resolution. Switches the screen resolution. Switches the screen resolution. Describes screen orientation. Auto-rotates the screen as necessary toward any of the enabled orientations. Landscape orientation, counter-clockwise from the portrait orientation. Landscape orientation, clockwise from the portrait orientation. Portrait orientation. Portrait orientation, upside down. A class you can derive from if you want to create objects that don't need to be attached to game objects. Creates an instance of a scriptable object. The type of the ScriptableObject to create, as the name of the type. The type of the ScriptableObject to create, as a System.Type instance. The created ScriptableObject. Creates an instance of a scriptable object. The type of the ScriptableObject to create, as the name of the type. The type of the ScriptableObject to create, as a System.Type instance. The created ScriptableObject. Creates an instance of a scriptable object. The created ScriptableObject. PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. Webplayer security related class. Not supported from 5.4.0 onwards. Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). Assembly to verify. Public key used to verify assembly. Loaded, verified, assembly, or null if the assembly cannot be verfied. Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). Assembly to verify. Public key used to verify assembly. Loaded, verified, assembly, or null if the assembly cannot be verfied. Prefetch the webplayer socket security policy from a non-default port number. IP address of server. Port from where socket policy is read. Time to wait for response. Prefetch the webplayer socket security policy from a non-default port number. IP address of server. Port from where socket policy is read. Time to wait for response. Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. Options for how to send a message. No receiver is required for SendMessage. A receiver is required for SendMessage. Use this attribute to rename a field without losing its serialized value. The name of the field before the rename. The name of the field before renaming. Force Unity to serialize a private field. Shader scripts used for all rendering. Shader LOD level for all shaders. Render pipeline currently in use. Shader hardware tier classification for current device. Can this shader run on the end-users graphics card? (Read Only) Shader LOD level for this shader. Render queue of this shader. (Read Only) Unset a global shader keyword. Set a global shader keyword. Finds a shader with the given name. Gets a global color property for all shaders previously set using SetGlobalColor. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global color property for all shaders previously set using SetGlobalColor. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global float property for all shaders previously set using SetGlobalFloat. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global float property for all shaders previously set using SetGlobalFloat. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global float array for all shaders previously set using SetGlobalFloatArray. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global float array for all shaders previously set using SetGlobalFloatArray. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetches a global float array into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetches a global float array into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global int property for all shaders previously set using SetGlobalInt. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global int property for all shaders previously set using SetGlobalInt. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global matrix property for all shaders previously set using SetGlobalMatrix. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global matrix property for all shaders previously set using SetGlobalMatrix. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetches a global matrix array into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetches a global matrix array into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global texture property for all shaders previously set using SetGlobalTexture. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global texture property for all shaders previously set using SetGlobalTexture. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global vector property for all shaders previously set using SetGlobalVector. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global vector property for all shaders previously set using SetGlobalVector. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global vector array for all shaders previously set using SetGlobalVectorArray. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Gets a global vector array for all shaders previously set using SetGlobalVectorArray. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetches a global vector array into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fetches a global vector array into a list. The list to hold the returned array. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Is global shader keyword enabled? Gets unique identifier for a shader property name. Shader property name. Unique integer for the name. Sets a global compute buffer property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global compute buffer property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global color property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global color property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global float property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global float property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global float array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global float array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global float array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global float array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global int property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global int property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global matrix property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global matrix property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global matrix array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global matrix array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global matrix array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global matrix array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global texture property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global texture property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global vector property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global vector property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global vector array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global vector array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global vector array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Sets a global vector array property for all shaders. The name ID of the property retrieved by Shader.PropertyToID. The name of the property. Fully load all shaders to prevent future performance hiccups. ShaderVariantCollection records which shader variants are actually used in each shader. Is this ShaderVariantCollection already warmed up? (Read Only) Number of shaders in this collection (Read Only). Number of total varians in this collection (Read Only). Adds a new shader variant to the collection. Shader variant to add. False if already in the collection. Remove all shader variants from the collection. Checks if a shader variant is in the collection. Shader variant to check. True if the variant is in the collection. Create a new empty shader variant collection. Adds shader variant from the collection. Shader variant to add. False if was not in the collection. Identifies a specific variant of a shader. Array of shader keywords to use in this variant. Pass type to use in this variant. Shader to use in this variant. Creates a ShaderVariant structure. Fully load shaders in ShaderVariantCollection. The rendering mode of Shadowmask. Static shadow casters will be rendered into realtime shadow maps. Shadowmasks and occlusion from Light Probes will only be used past the realtime shadow distance. Static shadow casters won't be rendered into realtime shadow maps. All shadows from static casters are handled via Shadowmasks and occlusion from Light Probes. Shadow projection type for. Close fit shadow maps with linear fadeout. Stable shadow maps with spherical fadeout. Determines which type of shadows should be used. Hard and Soft Shadows. Disable Shadows. Hard Shadows Only. Default shadow resolution. High shadow map resolution. Low shadow map resolution. Medium shadow map resolution. Very high shadow map resolution. The Skinned Mesh filter. The bones used to skin the mesh. AABB of this Skinned Mesh in its local space. The maximum number of bones affecting a single vertex. The mesh used for skinning. Specifies whether skinned motion vectors should be used for this renderer. If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. A static mesh that will receive the snapshot of the skinned mesh. Returns weight of BlendShape on this renderer. Sets the weight in percent of a BlendShape on this Renderer. The index of the BlendShape to modify. The weight in percent for this BlendShape. The maximum number of bones affecting a single vertex. Chooses the number of bones from the number current QualitySettings. (Default) Use only 1 bone to deform a single vertex. (The most important bone will be used). Use 2 bones to deform a single vertex. (The most important bones will be used). Use 4 bones to deform a single vertex. A script interface for the. The material used by the skybox. Constants for special values of Screen.sleepTimeout. Prevent screen dimming. Set the sleep timeout to whatever the user has specified in the system settings. SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order. Returns all the layers defined in this project. Returns the name of the layer as defined in the TagManager. This is the relative value that indicates the sort order of this layer relative to the other layers. Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order. The unique value of the sorting layer as returned by any renderer's sortingLayerID property. The final sorting value of the layer relative to other layers. Returns the final sorting layer value. See Also: GetLayerValueFromID. The unique value of the sorting layer as returned by any renderer's sortingLayerID property. The final sorting value of the layer relative to other layers. Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given. The unique id of the layer. The name of the layer with id or "<unknown layer>" for invalid id. Returns true if the id provided is a valid layer id. The unique id of a layer. True if the id provided is valid and assigned to a layer. Returns the id given the name. Will return 0 if an invalid name was given. The name of the layer. The unique id of the layer with name. The coordinate space in which to operate. Applies transformation relative to the local coordinate system. Applies transformation relative to the world coordinate system. Use this PropertyAttribute to add some spacing in the Inspector. The spacing in pixels. Use this DecoratorDrawer to add some spacing in the Inspector. The spacing in pixels. Class for handling Sparse Textures. Is the sparse texture actually created? (Read Only) Get sparse texture tile height (Read Only). Get sparse texture tile width (Read Only). Create a sparse texture. Texture width in pixels. Texture height in pixels. Texture format. Mipmap count. Pass -1 to create full mipmap chain. Whether texture data will be in linear or sRGB color space (default is sRGB). Create a sparse texture. Texture width in pixels. Texture height in pixels. Texture format. Mipmap count. Pass -1 to create full mipmap chain. Whether texture data will be in linear or sRGB color space (default is sRGB). Unload sparse texture tile. Tile X coordinate. Tile Y coordinate. Mipmap level of the texture. Update sparse texture tile with color values. Tile X coordinate. Tile Y coordinate. Mipmap level of the texture. Tile color data. Update sparse texture tile with raw pixel values. Tile X coordinate. Tile Y coordinate. Mipmap level of the texture. Tile raw pixel data. Represents a Sprite object for use in 2D gameplay. Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression. Returns the border sizes of the sprite. Bounds of the Sprite, specified by its center and extents in world space units. Returns true if this Sprite is packed in an atlas. If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. The number of pixels in the sprite that correspond to one unit in world space. (Read Only) Location of the Sprite on the original Texture, specified in pixels. Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero. Returns a copy of the array containing sprite mesh triangles. The base texture coordinates of the sprite mesh. Returns a copy of the array containing sprite mesh vertex positions. Create a new Sprite object. Texture from which to obtain the sprite graphic. Rectangular section of the texture to use for the sprite. Sprite's pivot point relative to its graphic rectangle. The number of pixels in the sprite that correspond to one unit in world space. Amount by which the sprite mesh should be expanded outwards. Controls the type of mesh generated for the sprite. The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). Generates a default physics shape for the sprite. Create a new Sprite object. Texture from which to obtain the sprite graphic. Rectangular section of the texture to use for the sprite. Sprite's pivot point relative to its graphic rectangle. The number of pixels in the sprite that correspond to one unit in world space. Amount by which the sprite mesh should be expanded outwards. Controls the type of mesh generated for the sprite. The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). Generates a default physics shape for the sprite. Create a new Sprite object. Texture from which to obtain the sprite graphic. Rectangular section of the texture to use for the sprite. Sprite's pivot point relative to its graphic rectangle. The number of pixels in the sprite that correspond to one unit in world space. Amount by which the sprite mesh should be expanded outwards. Controls the type of mesh generated for the sprite. The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). Generates a default physics shape for the sprite. Create a new Sprite object. Texture from which to obtain the sprite graphic. Rectangular section of the texture to use for the sprite. Sprite's pivot point relative to its graphic rectangle. The number of pixels in the sprite that correspond to one unit in world space. Amount by which the sprite mesh should be expanded outwards. Controls the type of mesh generated for the sprite. The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). Generates a default physics shape for the sprite. Create a new Sprite object. Texture from which to obtain the sprite graphic. Rectangular section of the texture to use for the sprite. Sprite's pivot point relative to its graphic rectangle. The number of pixels in the sprite that correspond to one unit in world space. Amount by which the sprite mesh should be expanded outwards. Controls the type of mesh generated for the sprite. The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). Generates a default physics shape for the sprite. Create a new Sprite object. Texture from which to obtain the sprite graphic. Rectangular section of the texture to use for the sprite. Sprite's pivot point relative to its graphic rectangle. The number of pixels in the sprite that correspond to one unit in world space. Amount by which the sprite mesh should be expanded outwards. Controls the type of mesh generated for the sprite. The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). Generates a default physics shape for the sprite. Gets a physics shape from the Sprite by its index. The index of the physics shape to retrieve. An ordered list of the points in the selected physics shape to store points in. The number of points stored in the given list. The number of physics shapes for the Sprite. The number of physics shapes for the Sprite. The number of points in the selected physics shape for the Sprite. The index of the physics shape to retrieve the number of points from. The number of points in the selected physics shape for the Sprite. Sets up new Sprite geometry. Array of vertex positions in Sprite Rect space. Array of sprite mesh triangle indices. Sets up a new Sprite physics shape. A multidimensional list of points in Sprite.rect space denoting the physics shape outlines. How a Sprite's graphic rectangle is aligned with its pivot point. Pivot is at the center of the bottom edge of the graphic rectangle. Pivot is at the bottom left corner of the graphic rectangle. Pivot is at the bottom right corner of the graphic rectangle. Pivot is at the center of the graphic rectangle. Pivot is at a custom position within the graphic rectangle. Pivot is at the center of the left edge of the graphic rectangle. Pivot is at the center of the right edge of the graphic rectangle. Pivot is at the center of the top edge of the graphic rectangle. Pivot is at the top left corner of the graphic rectangle. Pivot is at the top right corner of the graphic rectangle. SpriteRenderer draw mode. Displays the full sprite. The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will scale. The SpriteRenderer will render the sprite as a 9-slice image where the corners will remain constant and the other sections will tile. This enum controls the mode under which the sprite will interact with the masking system. The sprite will not interact with the masking system. The sprite will be visible only in areas where a mask is present. The sprite will be visible only in areas where no mask is present. Defines the type of mesh generated for a sprite. Rectangle mesh equal to the user specified sprite size. Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible. Sprite packing modes for the Sprite Packer. Alpha-cropped ractangle packing. Tight mesh based packing. Sprite rotation modes for the Sprite Packer. Any rotation. Sprite is flipped horizontally when packed. Sprite is flipped vertically when packed. No rotation. Sprite is rotated 180 degree when packed. Renders a Sprite for 2D graphics. The current threshold for Sprite Renderer tiling. Rendering color for the Sprite graphic. The current draw mode of the Sprite Renderer. Flips the sprite on the X axis. Flips the sprite on the Y axis. Specifies how the sprite interacts with the masks. Property to set/get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.NineSlice. The Sprite to render. Determines the position of the Sprite used for sorting the SpriteRenderer. The current tile mode of the Sprite Renderer. Helper utilities for accessing Sprite data. Inner UV's of the Sprite. Minimum width and height of the Sprite. Outer UV's of the Sprite. Return the padding on the sprite. Determines the position of the Sprite used for sorting the Renderer. The center of the Sprite is used as the point for sorting the Renderer. The pivot of the Sprite is used as the point for sorting the Renderer. Tiling mode for SpriteRenderer.tileMode. Sprite Renderer tiles the sprite once the Sprite Renderer size is above SpriteRenderer.adaptiveModeThreshold. Sprite Renderer tiles the sprite continuously when is set to SpriteRenderer.tileMode. Stack trace logging options. Native and managed stack trace will be logged. No stack trace will be outputed to log. Only managed stack trace will be outputed. StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. StaticBatchingUtility.Combine prepares all children of the staticBatchRoot for static batching. StaticBatchingUtility.Combine prepares all gos for static batching. staticBatchRoot is treated as their parent. Enum values for the Camera's targetEye property. Render both eyes to the HMD. Render only the Left eye to the HMD. Do not render either eye to the HMD. Render only the right eye to the HMD. Access system and hardware information. The current battery level (Read Only). Returns the current status of the device's battery (Read Only). Support for various Graphics.CopyTexture cases (Read Only). The model of the device (Read Only). The user defined name of the device (Read Only). Returns the kind of device the application is running on (Read Only). A unique device identifier. It is guaranteed to be unique for every device (Read Only). The identifier code of the graphics device (Read Only). The name of the graphics device (Read Only). The graphics API type used by the graphics device (Read Only). The vendor of the graphics device (Read Only). The identifier code of the graphics device vendor (Read Only). The graphics API type and driver version used by the graphics device (Read Only). Amount of video memory present (Read Only). Is graphics device using multi-threaded rendering (Read Only)? Graphics device shader capability level (Read Only). Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. Maximum Cubemap texture size (Read Only). Maximum texture size (Read Only). What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) Operating system name with version (Read Only). Returns the operating system family the game is running on (Read Only). Number of processors present (Read Only). Processor frequency in MHz (Read Only). Processor name (Read Only). How many simultaneous render targets (MRTs) are supported? (Read Only) Are 2D Array textures supported? (Read Only) Are 32-bit index buffers supported? (Read Only) Are 3D (volume) RenderTextures supported? (Read Only) Are 3D (volume) textures supported? (Read Only) Is an accelerometer available on the device? Returns true when the platform supports asynchronous compute queues and false if otherwise. Note that asynchronous compute queues are only supported on PS4. Returns true if asynchronous readback of GPU data is available for this device and false otherwise. Is there an Audio device available for playback? Are compute shaders supported? (Read Only) Are Cubemap Array textures supported? (Read Only) Returns true when the platform supports GPUFences and false if otherwise. Note that GPUFences are only supported on PS4. Is a gyroscope available on the device? Does the hardware support quad topology? (Read Only) Are image effects supported? (Read Only) Is GPU draw call instancing supported? (Read Only) Is the device capable of reporting its location? Is streaming of texture mip maps supported? (Read Only) Whether motion vectors are supported on this platform. Returns true if multisampled textures are resolved automatically Are multisampled textures supported? (Read Only) Is sampling raw depth from shadowmaps supported? (Read Only) Are render textures supported? (Read Only) Are cubemap render textures supported? (Read Only) Are built-in shadows supported? (Read Only) Are sparse textures supported? (Read Only) Is the stencil buffer supported? (Read Only) Returns true if the 'Mirror Once' texture wrap mode is supported. (Read Only) Is the device capable of providing the user haptic feedback by vibration? Amount of system memory present (Read Only). Value returned by SystemInfo string properties which are not supported on the current platform. This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only) Verifies that the specified graphics format is supported for the specified usage. The GraphicsFormat format to look up. The FormatUsage usage to look up. Returns true if the format is supported for the specific usage. Returns false otherwise. Is blending supported on render texture format? The format to look up. True if blending is supported on the given format. Is render texture format supported? The format to look up. True if the format is supported. Is texture format supported on this device? The TextureFormat format to look up. True if the format is supported. The language the user's operating system is running in. Returned by Application.systemLanguage. Afrikaans. Arabic. Basque. Belarusian. Bulgarian. Catalan. Chinese. ChineseSimplified. ChineseTraditional. Czech. Danish. Dutch. English. Estonian. Faroese. Finnish. French. German. Greek. Hebrew. Hungarian. Icelandic. Indonesian. Italian. Japanese. Korean. Latvian. Lithuanian. Norwegian. Polish. Portuguese. Romanian. Russian. Serbo-Croatian. Slovak. Slovenian. Spanish. Swedish. Thai. Turkish. Ukrainian. Unknown. Vietnamese. Attribute to make a string be edited with a height-flexible and scrollable text area. The maximum amount of lines the text area can show before it starts using a scrollbar. The minimum amount of lines the text area will use. Attribute to make a string be edited with a height-flexible and scrollable text area. The minimum amount of lines the text area will use. The maximum amount of lines the text area can show before it starts using a scrollbar. Attribute to make a string be edited with a height-flexible and scrollable text area. The minimum amount of lines the text area will use. The maximum amount of lines the text area can show before it starts using a scrollbar. Text file assets. The raw bytes of the text asset. (Read Only) The text contents of the .txt file as a string. (Read Only) Create a new TextAsset with the specified text contents. This constructor creates a TextAsset, which is not the same as a plain text file. When saved to disk using the AssetDatabase class, the TextAsset should be saved with the .asset extension. The text contents for the TextAsset. Returns the contents of the TextAsset. Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes. Anisotropic filtering level of the texture. The amount of memory currently being used by textures. This amount of texture memory would be used before the texture streaming budget is applied. Dimensionality (type) of the texture (Read Only). Filtering mode of the texture. Height of the texture in pixels. (Read Only) Mip map bias of the texture. Number of non-streaming textures. Total amount of memory being used by non-streaming textures. How many times has a texture been uploaded due to texture mipmap streaming. Number of renderers registered with the texture streaming system. Number of streaming textures. Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded. Force streaming textures to load all mipmap levels. Number of streaming textures with mipmaps currently loading. Number of streaming textures with outstanding mipmaps to be loaded. The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete. The total amount of memory that would be used by all textures at mipmap level 0. This counter is incremented when the texture is updated. Width of the texture in pixels. (Read Only) Texture coordinate wrapping mode. Texture U coordinate wrapping mode. Texture V coordinate wrapping mode. Texture W coordinate wrapping mode for Texture3D. Retrieve a native (underlying graphics API) pointer to the texture resource. Pointer to an underlying graphics API texture resource. Increment the update counter. Sets Anisotropic limits. Uploads additional debug information to materials using textures set to stream mip maps. Class for texture handling. Get a small texture with all black pixels. The mipmap level which would have been loaded by the streaming system before memory budgets are applied. The format of the pixel data in the texture (Read Only). Which mipmap level is currently loaded by the streaming system. Which mipmap level is in the process of being loaded by the mipmap streaming system. How many mipmap levels are in this texture (Read Only). The mipmap level to load. Has mipmap streaming been enabled for this texture. Relative priority for this texture when reducing memory size in order to hit the memory budget. Get a small texture with all white pixels. Actually apply all previous SetPixel and SetPixels changes. When set to true, mipmap levels are recalculated. When set to true, system memory copy of a texture is released. Resets the requestedMipmapLevel field. Compress texture into DXT format. Creates Unity Texture out of externally created native texture object. Native 2D texture object. Width of texture in pixels. Height of texture in pixels. Format of underlying texture object. Does the texture have mipmaps? Is texture using linear color space? Create a new empty texture. Create a new empty texture. Create a new empty texture. Flags used to control the encoding to an EXR file. This texture will use Wavelet compression. This is best used for grainy images. The texture will use RLE (Run Length Encoding) EXR compression format (similar to Targa RLE compression). The texture will use the EXR ZIP compression format. No flag. This will result in an uncompressed 16-bit float EXR file. The texture will be exported as a 32-bit float EXR file (default is 16-bit). Packs a set of rectangles into a square atlas, with optional padding between rectangles. An array of rectangle dimensions. Amount of padding to insert between adjacent rectangles in the atlas. The size of the atlas. If the function succeeds, this will contain the packed rectangles. Otherwise, the return value is null. Returns pixel color at coordinates (x, y). Returns filtered pixel color at normalized coordinates (u, v). Get the pixel colors from the texture. The mipmap level to fetch the pixels from. Defaults to zero. The array of all pixels in the mipmap level of the texture. Get a block of pixel colors. The x position of the pixel array to fetch. The y position of the pixel array to fetch. The width length of the pixel array to fetch. The height length of the pixel array to fetch. The mipmap level to fetch the pixels. Defaults to zero, and is optional. The array of pixels in the texture that have been selected. Get a block of pixel colors in Color32 format. Get raw data from a texture for reading or writing. Raw texture data view. Get raw data from a texture. Raw texture data as a byte array. Has the mipmap level requested by setting requestedMipmapLevel finished loading? True if the mipmap level requested by setting requestedMipmapLevel has finished loading. Fills texture pixels with raw preformatted data. Raw data array to initialize texture pixels with. Size of data in bytes. Fills texture pixels with raw preformatted data. Raw data array to initialize texture pixels with. Size of data in bytes. Fills texture pixels with raw preformatted data. Raw data array to initialize texture pixels with. Size of data in bytes. Packs multiple Textures into a texture atlas. Array of textures to pack into the atlas. Padding in pixels between the packed textures. Maximum size of the resulting texture. Should the texture be marked as no longer readable? An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. Read pixels from screen into the saved texture data. Rectangular region of the view to read from. Pixels are read from current render target. Horizontal pixel position in the texture to place the pixels that are read. Vertical pixel position in the texture to place the pixels that are read. Should the texture's mipmaps be recalculated after reading? Resizes the texture. Resizes the texture. Sets pixel color at coordinates (x,y). Set a block of pixel colors. The array of pixel colours to assign (a 2D image flattened to a 1D array). The mip level of the texture to write to. Set a block of pixel colors. Set a block of pixel colors. Set a block of pixel colors. Updates Unity texture to use different native texture object. Native 2D texture object. Class for handling 2D texture arrays. Number of elements in a texture array (Read Only). Texture format (Read Only). Actually apply all previous SetPixels changes. When set to true, mipmap levels are recalculated. When set to true, system memory copy of a texture is released. Create a new texture array. Width of texture array in pixels. Height of texture array in pixels. Number of elements in the texture array. Format of the texture. Should mipmaps be created? Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. Create a new texture array. Width of texture array in pixels. Height of texture array in pixels. Number of elements in the texture array. Format of the texture. Should mipmaps be created? Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. Returns pixel colors of a single array slice. Array slice to read pixels from. Mipmap level to read pixels from. Array of pixel colors. Returns pixel colors of a single array slice. Array slice to read pixels from. Mipmap level to read pixels from. Array of pixel colors in low precision (8 bits/channel) format. Set pixel colors for the whole mip level. An array of pixel colors. The texture array element index. The mip level. Set pixel colors for the whole mip level. An array of pixel colors. The texture array element index. The mip level. Class for handling 3D Textures, Use this to create. The depth of the texture (Read Only). The format of the pixel data in the texture (Read Only). Actually apply all previous SetPixels changes. When set to true, mipmap levels are recalculated. When set to true, system memory copy of a texture is released. Create a new empty 3D Texture. Width of texture in pixels. Height of texture in pixels. Depth of texture in pixels. Texture data format. Should the texture have mipmaps? Returns an array of pixel colors representing one mip level of the 3D texture. Returns an array of pixel colors representing one mip level of the 3D texture. Sets pixel colors of a 3D texture. The colors to set the pixels to. The mipmap level to be affected by the new colors. Sets pixel colors of a 3D texture. The colors to set the pixels to. The mipmap level to be affected by the new colors. Format used when creating textures from scripts. Alpha-only texture format. Color with alpha texture format, 8-bits per channel. A 16 bits/pixel texture format. Texture stores color with an alpha channel. ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. Compressed one channel (R) texture format. Compressed two-channel (RG) texture format. HDR compressed color texture format. High quality compressed color texture format. Color with alpha texture format, 8-bits per channel. Compressed color texture format. Compressed color texture format with Crunch compression for smaller storage sizes. Compressed color with alpha channel texture format. Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes. ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format. ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format. ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format. ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format. ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. ETC 4 bits/pixel compressed RGB texture format. Compressed color texture format with Crunch compression for smaller storage sizes. ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format. ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes. PowerVR (iOS) 2 bits/pixel compressed color texture format. PowerVR (iOS) 4 bits/pixel compressed color texture format. PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. A 16 bit color texture format that only has a red channel. Scalar (R) render texture format, 8 bit fixed point. Scalar (R) texture format, 32 bit floating point. Two color (RG) texture format, 8-bits per channel. Color texture format, 8-bits per channel. A 16 bit color texture format. RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent. Color with alpha texture format, 8-bits per channel. Color and alpha texture format, 4 bit per channel. RGB color and alpha texture format, 32-bit floats per channel. RGB color and alpha texture format, 16 bit floating point per channel. Two color (RG) texture format, 32 bit floating point per channel. Two color (RG) texture format, 16 bit floating point per channel. Scalar (R) texture format, 16 bit floating point. A format that uses the YUV color space and is often used for video encoding or playback. Wrap mode for textures. Clamps the texture to the last pixel at the edge. Tiles the texture, creating a repeating pattern by mirroring it at every integer boundary. Mirrors the texture once, then clamps to edge pixels. Tiles the texture, creating a repeating pattern. Priority of a thread. Below normal thread priority. Highest thread priority. Lowest thread priority. Normal thread priority. The interface to get time information from Unity. Slows game playback time to allow screenshots to be saved between frames. The time in seconds it took to complete the last frame (Read Only). The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed. The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. The timeScale-independent interval in seconds from the last fixed frame to the current one (Read Only). The TimeScale-independant time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. The total number of frames that have passed (Read Only). Returns true if called inside a fixed time step callback (like MonoBehaviour's MonoBehaviour.FixedUpdate), otherwise returns false. The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate). The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates. The real time in seconds since the game started (Read Only). A smoothed out Time.deltaTime (Read Only). The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. The scale at which the time is passing. This can be used for slow motion effects. The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded. The timeScale-independent interval in seconds from the last frame to the current one (Read Only). The timeScale-independant time for this frame (Read Only). This is the time in seconds since the start of the game. Specify a tooltip for a field in the Inspector window. The tooltip text. Specify a tooltip for a field. The tooltip text. Structure describing the status of a finger touching the screen. Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular. Value of 0 radians indicates that the stylus is pointed along the x-axis of the device. The position delta since last change. Amount of time that has passed since the last recorded change in Touch values. The unique index for the touch. The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. Describes the phase of the touch. The position of the touch in pixel coordinates. The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size. This value determines the accuracy of the touch radius. Add this value to the radius to get the maximum touch size, subtract it to get the minimum touch size. The raw position used for the touch. Number of taps. A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type. Describes phase of a finger touch. A finger touched the screen. The system cancelled tracking for the touch. A finger was lifted from the screen. This is the final phase of a touch. A finger moved on the screen. A finger is touching the screen but hasn't moved. Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. Is the keyboard visible or sliding into the position on the screen? Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) Specifies whether the TouchScreenKeyboard supports the selection property. (Read Only) How many characters the keyboard input field is limited to. 0 = infinite. Specifies if input process was finished. (Read Only) Will text input field above the keyboard be hidden when the keyboard is on screen? Is touch screen keyboard supported. Gets or sets the character range of the selected text within the string currently being edited. Returns the status of the on-screen keyboard. (Read Only) Returns the text displayed by the input field of the keyboard. Specifies if input process was canceled. (Read Only) Opens the native keyboard provided by OS on the screen. Text to edit. Type of keyboard (eg, any text, numbers only, etc). Is autocorrection applied? Can more than one line of text be entered? Is the text masked (for passwords, etc)? Is the keyboard opened in alert mode? Text to be used if no other text is present. How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) Opens the native keyboard provided by OS on the screen. Text to edit. Type of keyboard (eg, any text, numbers only, etc). Is autocorrection applied? Can more than one line of text be entered? Is the text masked (for passwords, etc)? Is the keyboard opened in alert mode? Text to be used if no other text is present. How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) Opens the native keyboard provided by OS on the screen. Text to edit. Type of keyboard (eg, any text, numbers only, etc). Is autocorrection applied? Can more than one line of text be entered? Is the text masked (for passwords, etc)? Is the keyboard opened in alert mode? Text to be used if no other text is present. How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) Opens the native keyboard provided by OS on the screen. Text to edit. Type of keyboard (eg, any text, numbers only, etc). Is autocorrection applied? Can more than one line of text be entered? Is the text masked (for passwords, etc)? Is the keyboard opened in alert mode? Text to be used if no other text is present. How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) Opens the native keyboard provided by OS on the screen. Text to edit. Type of keyboard (eg, any text, numbers only, etc). Is autocorrection applied? Can more than one line of text be entered? Is the text masked (for passwords, etc)? Is the keyboard opened in alert mode? Text to be used if no other text is present. How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) Opens the native keyboard provided by OS on the screen. Text to edit. Type of keyboard (eg, any text, numbers only, etc). Is autocorrection applied? Can more than one line of text be entered? Is the text masked (for passwords, etc)? Is the keyboard opened in alert mode? Text to be used if no other text is present. How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) Opens the native keyboard provided by OS on the screen. Text to edit. Type of keyboard (eg, any text, numbers only, etc). Is autocorrection applied? Can more than one line of text be entered? Is the text masked (for passwords, etc)? Is the keyboard opened in alert mode? Text to be used if no other text is present. How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) Opens the native keyboard provided by OS on the screen. Text to edit. Type of keyboard (eg, any text, numbers only, etc). Is autocorrection applied? Can more than one line of text be entered? Is the text masked (for passwords, etc)? Is the keyboard opened in alert mode? Text to be used if no other text is present. How many characters the keyboard input field is limited to. 0 = infinite. (Android and iOS only) The status of the on-screen keyboard. The on-screen keyboard was canceled. The user has finished providing input. The on-screen keyboard has lost focus. The on-screen keyboard is visible. Enumeration of the different types of supported touchscreen keyboards. Keyboard with standard ASCII keys. The default keyboard layout of the target platform. Keyboard with additional keys suitable for typing email addresses. Keyboard with alphanumeric keys. Keyboard for the Nintendo Network (Deprecated). Keyboard with standard numeric keys. Keyboard with numbers and punctuation mark keys. Keyboard with a layout suitable for typing telephone numbers. Keyboard with the "." key beside the space key, suitable for typing search terms. Keyboard with symbol keys often used on social media, such as Twitter. Keyboard with keys for URL entry. Describes whether a touch is direct, indirect (or remote), or from a stylus. A direct touch on a device. An Indirect, or remote, touch on a device. A touch from a stylus on a device. The trail renderer is used to make trails behind objects in the scene as they move about. Select whether the trail will face the camera, or the orientation of the Transform Component. Does the GameObject of this Trail Renderer auto destruct? Set the color gradient describing the color of the trail at various points along its length. Creates trails when the GameObject moves. Set the color at the end of the trail. The width of the trail at the end of the trail. Configures a trail to generate Normals and Tangents. With this data, Scene lighting can affect the trail via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders. Set the minimum distance the trail can travel before a new vertex is added to it. Set this to a value greater than 0, to get rounded corners on each end of the trail. Set this to a value greater than 0, to get rounded corners between each segment of the trail. Get the number of line segments in the trail. Get the number of line segments in the trail. Set the color at the start of the trail. The width of the trail at the spawning point. Choose whether the U coordinate of the trail texture is tiled or stretched. How long does the trail take to fade out. Set the curve describing the width of the trail at various points along its length. Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. Adds a position to the trail. The position to add to the trail. Add an array of positions to the trail. The positions to add to the trail. Creates a snapshot of TrailRenderer and stores it in mesh. A static mesh that will receive the snapshot of the trail. The camera used for determining which way view space trails will face. Include the rotation and scale of the Transform in the baked mesh. Creates a snapshot of TrailRenderer and stores it in mesh. A static mesh that will receive the snapshot of the trail. The camera used for determining which way view space trails will face. Include the rotation and scale of the Transform in the baked mesh. Creates a snapshot of TrailRenderer and stores it in mesh. A static mesh that will receive the snapshot of the trail. The camera used for determining which way view space trails will face. Include the rotation and scale of the Transform in the baked mesh. Creates a snapshot of TrailRenderer and stores it in mesh. A static mesh that will receive the snapshot of the trail. The camera used for determining which way view space trails will face. Include the rotation and scale of the Transform in the baked mesh. Removes all points from the TrailRenderer. Useful for restarting a trail from a new position. Get the position of a vertex in the trail. The index of the position to retrieve. The position at the specified index in the array. Get the positions of all vertices in the trail. The array of positions to retrieve. How many positions were actually stored in the output array. Set the position of a vertex in the trail. Which position to set. The new position. Sets the positions of all vertices in the trail. The array of positions to set. Position, rotation and scale of an object. The number of children the Transform has. The rotation as Euler angles in degrees. The blue axis of the transform in world space. Has the transform changed since the last time the flag was set to 'false'? The transform capacity of the transform's hierarchy data structure. The number of transforms in the transform's hierarchy data structure. The rotation as Euler angles in degrees relative to the parent transform's rotation. Position of the transform relative to the parent transform. The rotation of the transform relative to the parent transform's rotation. The scale of the transform relative to the parent. Matrix that transforms a point from local space into world space (Read Only). The global scale of the object (Read Only). The parent of the transform. The position of the transform in world space. The red axis of the transform in world space. Returns the topmost transform in the hierarchy. The rotation of the transform in world space stored as a Quaternion. The green axis of the transform in world space. Matrix that transforms a point from world space into local space (Read Only). Unparents all children. Finds a child by n and returns it. Name of child to be found. The returned child transform or null if no child is found. Returns a transform child by index. Index of the child transform to return. Must be smaller than Transform.childCount. Transform child by index. Gets the sibling index. Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection. Transforms position from world space to local space. Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint. Transforms a vector from world space to local space. The opposite of Transform.TransformVector. Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector. Is this transform a child of parent? Rotates the transform so the forward vector points at target's current position. Object to point towards. Vector specifying the upward direction. Rotates the transform so the forward vector points at target's current position. Object to point towards. Vector specifying the upward direction. Rotates the transform so the forward vector points at worldPosition. Point to look at. Vector specifying the upward direction. Rotates the transform so the forward vector points at worldPosition. Point to look at. Vector specifying the upward direction. Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order). Rotation is local to object or World. Rotation to apply. Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). Degrees to rotate around the X axis. Degrees to rotate around the Y axis. Degrees to rotate around the Z axis. Rotation is local to object or World. Rotates the object around axis by angle degrees. Axis to apply rotation to. Degrees to rotation to apply. Rotation is local to object or World. Rotates the transform about axis passing through point in world coordinates by angle degrees. Move the transform to the start of the local transform list. Move the transform to the end of the local transform list. Set the parent of the transform. The parent Transform to use. If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before. Set the parent of the transform. The parent Transform to use. If true, the parent-relative position, scale and rotation are modified such that the object keeps the same world space position, rotation and scale as before. Sets the world space position and rotation of the Transform component. Sets the sibling index. Index to set. Transforms direction from local space to world space. Transforms direction x, y, z from local space to world space. Transforms position from local space to world space. Transforms the position x, y, z from local space to world space. Transforms vector from local space to world space. Transforms vector x, y, z from local space to world space. Moves the transform in the direction and distance of translation. Moves the transform in the direction and distance of translation. Moves the transform by x along the x axis, y along the y axis, and z along the z axis. Moves the transform by x along the x axis, y along the y axis, and z along the z axis. Moves the transform in the direction and distance of translation. Moves the transform by x along the x axis, y along the y axis, and z along the z axis. Transparent object sorting mode of a Camera. Sort objects based on distance along a custom axis. Default transparency sorting mode. Orthographic transparency sorting mode. Perspective transparency sorting mode. Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution. Return true if this SpriteAtlas is a variant. Get the total number of Sprite packed into this atlas. Get the tag of this SpriteAtlas. Return true if Sprite is packed into this SpriteAtlas. Clone the first Sprite in this atlas that matches the name packed in this atlas and return it. The name of the Sprite. Clone all the Sprite in this atlas and fill them into the supplied array. Array of Sprite that will be filled. The size of the returned array. Clone all the Sprite matching the name in this atlas and fill them into the supplied array. Array of Sprite that will be filled. The name of the Sprite. Manages SpriteAtlas during runtime. Trigger when a SpriteAtlas is registered via invoking the callback in U2D.SpriteAtlasManager.atlasRequested. Trigger when any Sprite was bound to SpriteAtlas but couldn't locate the atlas asset during runtime. Delegate type for atlas request callback. Tag of SpriteAtlas that needs to be provided by user. An Action that takes user loaded SpriteAtlas. The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. The BurstDiscard attribute lets you remove a method or property from being compiled to native code by the burst compiler. Used to specify allocation type for NativeArray. Invalid allocation. No allocation. Persistent allocation. Temporary allocation. Temporary job allocation. DeallocateOnJobCompletionAttribute. NativeArray Unsafe Utility. ConvertExistingDataToNativeArray. Memory pointer. Length. Allocator. Native Array. Get NativeArray memory buffer pointer without performing checks. NativeArray. NativeArray memory buffer pointer. Get NativeArray memory buffer. Checks whether the native array can be written to. NativeArray. NativeArray memory buffer pointer. Get NativeArray memory buffer pointer. Checks whether the native array can be read from. NativeArray. NativeArray memory buffer pointer. Allows you to create your own custom native container. NativeContainerIsAtomicWriteOnlyAttribute. NativeContainerIsReadOnlyAttribute. NativeContainerSupportsDeallocateOnJobCompletionAttribute. NativeContainerSupportsDeferredConvertListToArray. NativeContainerSupportsMinMaxWriteRestrictionAttribute. By default native containers are tracked by the safety system to avoid race conditions. The safety system encapsulates the best practices and catches many race condition bugs from the start. By default unsafe Pointers are not allowed to be used in a job since it is not possible for the Job Debugger to gurantee race condition free behaviour. This attribute lets you explicitly disable the restriction on a job. When this attribute is applied to a field in a job struct, the managed reference to the class will be set to null on the copy of the job struct that is passed to the job. This attribute can inject a worker thread index into an int on the job struct. This is usually used in the implementation of atomic containers. The index is guaranteed to be unique to any other job that might be running in parallel. NativeSlice unsafe utility class. ConvertExistingDataToNativeSlice. Memory pointer. Number of elements. Get NativeSlice memory buffer pointer. Checks whether the native array can be written to. NativeSlice. Memory pointer. Get NativeSlice memory buffer pointer. Checks whether the native array can be read from. NativeSlice. Memory pointer. Unsafe utility class. The memory address of the struct. Struct. Memory pointer. Minimum alignment of a struct. Memory pointer. Assigns an Object reference to a struct or pinned class. See Also: UnsafeUtility.PinGCObjectAndGetAddress. Copies sizeof(T) bytes from ptr to output. Memory pointer. Struct. Copies sizeof(T) bytes from input to ptr. Memory pointer. Struct. Free memory. Memory pointer. Allocator. Returns the offset of the field relative struct or class it is contained in. Returns whether the struct is blittable. The System.Type of a struct. True if struct is blittable, otherwise false. Returns whether the struct is blittable. The System.Type of a struct. True if struct is blittable, otherwise false. Returns true if the allocator label is valid and can be used to allocate or deallocate memory. Allocate memory. Size. Alignment. Allocator. Memory pointer. Clear memory. Memory pointer. Size. Checks to see whether two memory regions are identical or not by comparing a specified memory region in the first given memory buffer with the same region in the second given memory buffer. Pointer to the first memory buffer. Pointer to the second memory buffer to compare the first one to. Number of bytes to compare. 0 if the contents are identical, non-zero otherwise. Copy memory. Destination memory pointer. Source memory pointer. Size. Copy memory and replicate. Destination memory pointer. Source memory pointer. Size. Count. Similar to UnsafeUtility.MemCpy but can skip bytes via desinationStride and sourceStride. Move memory. Destination memory pointer. Source memory pointer. Size. Keeps a strong GC reference to the object and pins it. The object is guranteed to not move its memory location in a moving GC. Returns the address of the memory location of the object. See Also: UnsafeUtility.ReleaseGCObject. Read array element. Memory pointer. Array index. Array Element. Read array element with stride. Memory pointer. Array index. Stride. Array element. Releases a GC Object Handle, previously aquired by UnsafeUtility.PinGCObjectAndGetAddress. Size of struct. Size of struct. Write array element. Memory pointer. Array index. Value to write. Write array element with stride. Memory pointer. Array index. Stride. Value to write. Used in conjunction with the ReadOnlyAttribute, WriteAccessRequiredAttribute lets you specify which struct method and property require write access to be invoked. A NativeArray exposes a buffer of native memory to managed code, making it possible to share data between managed and native. Copy all the elements from another NativeArray or managed array of the same length. Source array. Copy all the elements from another NativeArray or managed array of the same length. Source array. Copy all elements to another NativeArray or managed array of the same length. Destination array. Copy all elements to another NativeArray or managed array of the same length. Destination array. Create NativeArray. Array length. Allocator. Should clear memory? Source array to copy elements from. Create NativeArray. Array length. Allocator. Should clear memory? Source array to copy elements from. Create NativeArray. Array length. Allocator. Should clear memory? Source array to copy elements from. Dispose array. Get enumerator. Enumerator. Indicates that the NativeArray has an allocated memory buffer. Number of elements in the NativeArray. Access NativeArray elements by index. Notice that structs are returned by value and not by reference. Convert NativeArray to array. Array. NativeArrayOptions lets you control if memory should be cleared on allocation or left uninitialized. Clear NativeArray memory on allocation. Uninitialized memory can improve performance, but results in the contents of the array elements being undefined. In performance sensitive code it can make sense to use NativeArrayOptions.Uninitialized, if you are writing to the entire array right after creating it without reading any of the elements first. NativeDisableParallelForRestrictionAttribute. The container has from start a size that will never change. The specified number of elements will never change. The fixed number of elements in the container. The fixed number of elements in the container. Static class for native leak detection settings. Set whether native memory leak detection should be enabled or disabled. Native leak memory leak detection mode enum. Indicates that native memory leak detection is disabled. Indicates that native memory leak detection is enabled. Native Slice. Copy all the elements from a NativeSlice or managed array of the same length. NativeSlice. Array. Copy all the elements from a NativeSlice or managed array of the same length. NativeSlice. Array. Copy all the elements of the slice to a NativeArray or managed array of the same length. Array. Copy all the elements of the slice to a NativeArray or managed array of the same length. Array. Constructor. NativeArray. Start index. Memory pointer. Length. Constructor. NativeArray. Start index. Memory pointer. Length. Constructor. NativeArray. Start index. Memory pointer. Length. Constructor. NativeArray. Start index. Memory pointer. Length. GetEnumerator. Enumerator. Number of elements in the slice. SliceConvert. NativeSlice. SliceWithStride. Stride offset. Field name whos offset should be used as stride. NativeSlice. SliceWithStride. Stride offset. Field name whos offset should be used as stride. NativeSlice. SliceWithStride. Stride offset. Field name whos offset should be used as stride. NativeSlice. Returns stride set for Slice. Access NativeSlice elements by index. Notice that structs are returned by value and not by reference. Convert NativeSlice to array. Array. The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. The ReadOnly attribute lets you mark a member of a struct used in a job as read-only. The WriteOnly attribute lets you mark a member of a struct used in a job as write-only. IJob allows you to schedule a single job that runs in parallel to other jobs and the main thread. Implement this method to perform work on a worker thread. Extension methods for Jobs using the IJob interface. Perform the job's Execute method immediately on the same thread. The job and data to Run. Schedule the job for execution on a worker thread. The job and data to schedule. Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. Parallel-for jobs allow you to perform the same independent operation for each element of a native container or for a fixed number of iterations. Implement this method to perform work against a specific iteration index. The index of the Parallel for loop at which to perform work. Extension methods for Jobs using the IJobParallelFor. Perform the job's Execute method immediately on the same thread. The job and data to Run. The number of iterations the for loop will execute. Schedule the job for execution on a worker thread. The job and data to Schedule. The number of iterations the for loop will execute. Granularity in which workstealing is performed. A value of 32, means the job queue will steal 32 iterations and then perform them in an efficient inner loop. Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel. The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. JobHandle. CheckFenceIsDependencyOrDidSyncFence. Job handle. Job handle dependency. Return value. Combines multiple dependencies into a single one. Combines multiple dependencies into a single one. Combines multiple dependencies into a single one. Ensures that the job has completed. Ensures that all jobs have completed. Ensures that all jobs have completed. Ensures that all jobs have completed. Returns false if the task is currently running. Returns true if the task has completed. By default jobs are only put on a local queue when using Job Schedule functions, this actually makes them available to the worker threads to execute them. Struct used to implement batch query jobs. Create BatchQueryJob. NativeArray containing the commands to execute during a batch. The job executing the query will only read from the array, not write to it. NativeArray which can contain the results from the commands. The job executing the query will write to the array. Struct used to schedule batch query jobs. Initializes a BatchQueryJobStruct and returns a pointer to an internal structure (System.IntPtr) which should be passed to JobsUtility.JobScheduleParameters. JobHandle Unsafe Utilities. Combines multiple dependencies into a single one using an unsafe array of job handles. See Also: JobHandle.CombineDependencies. All job interface types must be marked with the JobProducerType. This is used to compile the Execute method by the Burst ASM inspector. The type containing a static method named "Execute" method which is the method invokes by the job system. ProducerType is the type containing a static method named "Execute" method which is the method invokes by the job system. Struct containing information about a range the job is allowed to work on. The size of the batch. Number of indices per phase. Number of jobs. Number of phases. Phase Data. The start and end index of the job range. Total iteration count. Static class containing functionality to create, run and debug jobs. Size of a cache line. Creates job reflection data. Returns pointer to internal JobReflectionData. Creates job reflection data. Returns pointer to internal JobReflectionData. Returns the begin index and end index of the range. Returns the work stealing range. Returns true if successful. When disabled, forces jobs that have already been compiled with burst to run in mono instead. For example if you want to debug the C# jobs or just want to compare behaviour or performance. Enables and disables the job debugger at runtime. Note that currently the job debugger is only supported in the Editor. Thus this only has effect in the editor. Struct containing job parameters for scheduling. Constructor. A JobHandle to any dependency this job would have. Pointer to the job data. Pointer to the reflection data. ScheduleMode option. Maximum job thread count. Injects debug checks for min and max ranges of native array. Schedule a single IJob. Returns a JobHandle to the newly created Job. Schedule a IJobParallelFor job. Returns a JobHandle to the newly created Job. Schedule a IJobParallelFor job. Returns a JobHandle to the newly created Job. Schedule a IJobParallelForTransform job. Returns a JobHandle to the newly created Job. Determines what the job is used for (ParallelFor or a single job). A parallel for job. A single job. ScheduleMode options for scheduling a manage job. Schedule job as batched. Schedule job as independent. Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API. Version of Unity API. Initializes a new instance of UnityAPICompatibilityVersionAttribute. Unity version that this assembly with compatible with. The Core module implements basic classes required for Unity to function. Constants to pass to Application.RequestUserAuthorization. Request permission to use any audio input sources attached to the computer. Request permission to use any video input sources attached to the computer. Representation of 2D vectors and points. Shorthand for writing Vector2(0, -1). Shorthand for writing Vector2(-1, 0). Returns the length of this vector (Read Only). Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity). Returns this vector with a magnitude of 1 (Read Only). Shorthand for writing Vector2(1, 1). Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity). Shorthand for writing Vector2(1, 0). Returns the squared length of this vector (Read Only). Shorthand for writing Vector2(0, 1). X component of the vector. Y component of the vector. Shorthand for writing Vector2(0, 0). Returns the unsigned angle in degrees between from and to. The vector from which the angular difference is measured. The vector to which the angular difference is measured. Returns a copy of vector with its magnitude clamped to maxLength. Constructs a new vector with given x, y components. Returns the distance between a and b. Dot Product of two vectors. Returns true if the given vector is exactly equal to this vector. Converts a Vector3 to a Vector2. Converts a Vector2 to a Vector3. Linearly interpolates between vectors a and b by t. Linearly interpolates between vectors a and b by t. Returns a vector that is made from the largest components of two vectors. Returns a vector that is made from the smallest components of two vectors. Moves a point current towards target. Makes this vector have a magnitude of 1. Divides a vector by a number. Divides a vector by another vector. Returns true if two vectors are approximately equal. Subtracts one vector from another. Negates a vector. Multiplies a vector by a number. Multiplies a vector by a number. Multiplies a vector by another vector. Adds two vectors. Returns the 2D vector perpendicular to this 2D vector. The result is always rotated 90-degrees in a counter-clockwise direction for a 2D coordinate system where the positive Y axis goes up. The input direction. The perpendicular direction. Reflects a vector off the vector defined by a normal. Multiplies two vectors component-wise. Multiplies every component of this vector by the same component of scale. Set x and y components of an existing Vector2. Returns the signed angle in degrees between from and to. The vector from which the angular difference is measured. The vector to which the angular difference is measured. Gradually changes a vector towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes a vector towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes a vector towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Access the x or y component using [0] or [1] respectively. Returns a nicely formatted string for this vector. Returns a nicely formatted string for this vector. Representation of 2D vectors and points using integers. Shorthand for writing Vector2Int (0, -1). Shorthand for writing Vector2Int (-1, 0). Returns the length of this vector (Read Only). Shorthand for writing Vector2Int (1, 1). Shorthand for writing Vector2Int (1, 0). Returns the squared length of this vector (Read Only). Shorthand for writing Vector2Int (0, 1). X component of the vector. Y component of the vector. Shorthand for writing Vector2Int (0, 0). Converts a Vector2 to a Vector2Int by doing a Ceiling to each value. Clamps the Vector2Int to the bounds given by min and max. Returns the distance between a and b. Returns true if the objects are equal. Converts a Vector2 to a Vector2Int by doing a Floor to each value. Gets the hash code for the Vector2Int. The hash code of the Vector2Int. Converts a Vector2Int to a Vector2. Returns a vector that is made from the largest components of two vectors. Returns a vector that is made from the smallest components of two vectors. Returns true if the vectors are equal. Subtracts one vector from another. Multiplies a vector by a number. Multiplies a vector by a number. Returns true if vectors different. Adds two vectors. Converts a Vector2 to a Vector2Int by doing a Round to each value. Multiplies two vectors component-wise. Multiplies every component of this vector by the same component of scale. Set x and y components of an existing Vector2Int. Access the x or y component using [0] or [1] respectively. Returns a nicely formatted string for this vector. Representation of 3D vectors and points. Shorthand for writing Vector3(0, 0, -1). Shorthand for writing Vector3(0, -1, 0). Shorthand for writing Vector3(0, 0, 1). Shorthand for writing Vector3(-1, 0, 0). Returns the length of this vector (Read Only). Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). Returns this vector with a magnitude of 1 (Read Only). Shorthand for writing Vector3(1, 1, 1). Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). Shorthand for writing Vector3(1, 0, 0). Returns the squared length of this vector (Read Only). Shorthand for writing Vector3(0, 1, 0). X component of the vector. Y component of the vector. Z component of the vector. Shorthand for writing Vector3(0, 0, 0). Returns the angle in degrees between from and to. The vector from which the angular difference is measured. The vector to which the angular difference is measured. The angle in degrees between the two vectors. Returns a copy of vector with its magnitude clamped to maxLength. Cross Product of two vectors. Creates a new vector with given x, y, z components. Creates a new vector with given x, y components and sets z to zero. Returns the distance between a and b. Dot Product of two vectors. Returns true if the given vector is exactly equal to this vector. Linearly interpolates between two vectors. Linearly interpolates between two vectors. Returns a vector that is made from the largest components of two vectors. Returns a vector that is made from the smallest components of two vectors. Moves a point current in a straight line towards a target point. Makes this vector have a magnitude of 1. Divides a vector by a number. Returns true if two vectors are approximately equal. Subtracts one vector from another. Negates a vector. Multiplies a vector by a number. Multiplies a vector by a number. Returns true if vectors different. Adds two vectors. Makes vectors normalized and orthogonal to each other. Makes vectors normalized and orthogonal to each other. Projects a vector onto another vector. Projects a vector onto a plane defined by a normal orthogonal to the plane. Reflects a vector off the plane defined by a normal. Rotates a vector current towards target. The vector being managed. The vector. The distance between the two vectors in radians. The length of the radian. The location that RotateTowards generates. Multiplies two vectors component-wise. Multiplies every component of this vector by the same component of scale. Set x, y and z components of an existing Vector3. Returns the signed angle in degrees between from and to. The vector from which the angular difference is measured. The vector to which the angular difference is measured. A vector around which the other vectors are rotated. Spherically interpolates between two vectors. Spherically interpolates between two vectors. Gradually changes a vector towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes a vector towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Gradually changes a vector towards a desired goal over time. The current position. The position we are trying to reach. The current velocity, this value is modified by the function every time you call it. Approximately the time it will take to reach the target. A smaller value will reach the target faster. Optionally allows you to clamp the maximum speed. The time since the last call to this function. By default Time.deltaTime. Access the x, y, z components using [0], [1], [2] respectively. Returns a nicely formatted string for this vector. Returns a nicely formatted string for this vector. Representation of 3D vectors and points using integers. Shorthand for writing Vector3Int (0, -1, 0). Shorthand for writing Vector3Int (-1, 0, 0). Returns the length of this vector (Read Only). Shorthand for writing Vector3Int (1, 1, 1). Shorthand for writing Vector3Int (1, 0, 0). Returns the squared length of this vector (Read Only). Shorthand for writing Vector3Int (0, 1, 0). X component of the vector. Y component of the vector. Z component of the vector. Shorthand for writing Vector3Int (0, 0, 0). Converts a Vector3 to a Vector3Int by doing a Ceiling to each value. Clamps the Vector3Int to the bounds given by min and max. Returns the distance between a and b. Returns true if the objects are equal. Converts a Vector3 to a Vector3Int by doing a Floor to each value. Gets the hash code for the Vector3Int. The hash code of the Vector3Int. Converts a Vector3Int to a Vector3. Returns a vector that is made from the largest components of two vectors. Returns a vector that is made from the smallest components of two vectors. Returns true if the vectors are equal. Subtracts one vector from another. Multiplies a vector by a number. Multiplies a vector by a number. Returns true if vectors different. Adds two vectors. Converts a Vector3 to a Vector3Int by doing a Round to each value. Multiplies two vectors component-wise. Multiplies every component of this vector by the same component of scale. Set x, y and z components of an existing Vector3Int. Access the x, y or z component using [0], [1] or [2] respectively. Returns a nicely formatted string for this vector. Returns a nicely formatted string for this vector. Representation of four-dimensional vectors. Returns the length of this vector (Read Only). Shorthand for writing Vector4(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). Returns this vector with a magnitude of 1 (Read Only). Shorthand for writing Vector4(1,1,1,1). Shorthand for writing Vector4(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). Returns the squared length of this vector (Read Only). W component of the vector. X component of the vector. Y component of the vector. Z component of the vector. Shorthand for writing Vector4(0,0,0,0). Creates a new vector with given x, y, z, w components. Creates a new vector with given x, y, z components and sets w to zero. Creates a new vector with given x, y components and sets z and w to zero. Returns the distance between a and b. Dot Product of two vectors. Returns true if the given vector is exactly equal to this vector. Converts a Vector4 to a Vector2. Converts a Vector4 to a Vector3. Converts a Vector2 to a Vector4. Converts a Vector3 to a Vector4. Linearly interpolates between two vectors. Linearly interpolates between two vectors. Returns a vector that is made from the largest components of two vectors. Returns a vector that is made from the smallest components of two vectors. Moves a point current towards target. Makes this vector have a magnitude of 1. Divides a vector by a number. Returns true if two vectors are approximately equal. Subtracts one vector from another. Negates a vector. Multiplies a vector by a number. Multiplies a vector by a number. Adds two vectors. Projects a vector onto another vector. Multiplies two vectors component-wise. Multiplies every component of this vector by the same component of scale. Set x, y, z and w components of an existing Vector4. Access the x, y, z, w components using [0], [1], [2], [3] respectively. Returns a nicely formatted string for this vector. Returns a nicely formatted string for this vector. This enum describes how the RenderTexture is used as a VR eye texture. Instead of using the values of this enum manually, use the value returned by XR.XRSettings.eyeTextureDesc|eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. The RenderTexture is not a VR eye texture. No special rendering behavior will occur. This texture corresponds to a single eye on a stereoscopic display. This texture corresponds to two eyes on a stereoscopic display. This will be taken into account when using Graphics.Blit and other rendering functions. Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen. Waits until next fixed frame rate update function. See Also: MonoBehaviour.FixedUpdate. Suspends the coroutine execution for the given amount of seconds using scaled time. Creates a yield instruction to wait for a given number of seconds using scaled time. Suspends the coroutine execution for the given amount of seconds using unscaled time. Creates a yield instruction to wait for a given number of seconds using unscaled time. Suspends the coroutine execution until the supplied delegate evaluates to true. Initializes a yield instruction with a given delegate to be evaluated. Supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns true. Suspends the coroutine execution until the supplied delegate evaluates to false. Initializes a yield instruction with a given delegate to be evaluated. The supplied delegate will be evaluated each frame after MonoBehaviour.Update and before MonoBehaviour.LateUpdate until delegate returns false. Sets which weights to use when calculating curve segments. Include inWeight and outWeight when calculating curve segments. Include inWeight when calculating the previous curve segment. Exclude both inWeight or outWeight when calculating curve segments. Include outWeight when calculating the next curve segment. Exposes useful information related to crash reporting on Windows platforms. Returns the path to the crash report folder on Windows. Used by KeywordRecognizer, GrammarRecognizer, DictationRecognizer. Phrases under the specified minimum level will be ignored. High confidence level. Low confidence level. Medium confidence level. Everything is rejected. Represents the reason why dictation session has completed. Dictation session completion was caused by bad audio quality. Dictation session was either cancelled, or the application was paused while dictation session was in progress. Dictation session has completed successfully. Dictation session has finished because a microphone was not available. Dictation session has finished because network connection was not available. Dictation session has reached its timeout. Dictation session has completed due to an unknown error. DictationRecognizer listens to speech input and attempts to determine what phrase was uttered. The time length in seconds before dictation recognizer session ends due to lack of audio input. Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. The confidence level at which the recognizer will begin accepting phrases. The dictation topic that this dictation recognizer should optimize its recognition for. Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. The confidence level at which the recognizer will begin accepting phrases. The dictation topic that this dictation recognizer should optimize its recognition for. Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. The confidence level at which the recognizer will begin accepting phrases. The dictation topic that this dictation recognizer should optimize its recognition for. Create a DictationRecognizer with the specified minimum confidence and dictation topic constraint. Phrases under the specified minimum level will be ignored. The confidence level at which the recognizer will begin accepting phrases. The dictation topic that this dictation recognizer should optimize its recognition for. Event that is triggered when the recognizer session completes. Delegate that is to be invoked on DictationComplete event. Delegate for DictationComplete event. The cause of dictation session completion. Event that is triggered when the recognizer session encouters an error. Delegate that is to be invoked on DictationError event. Delegate for DictationError event. The error mesage. HRESULT code that corresponds to the error. Event that is triggered when the recognizer changes its hypothesis for the current fragment. Delegate to be triggered in the event of a hypothesis changed event. Callback indicating a hypothesis change event. You should register with DictationHypothesis event. The text that the recognizer believes may have been recognized. Event indicating a phrase has been recognized with the specified confidence level. The delegate to be triggered when this event is triggered. Callback indicating a phrase has been recognized with the specified confidence level. You should register with DictationResult event. The recognized text. The confidence level at which the text was recognized. Disposes the resources this dictation recognizer uses. The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session. Starts the dictation recognization session. Dictation recognizer can only be started if PhraseRecognitionSystem is not running. Indicates the status of dictation recognizer. Stops the dictation recognization session. DictationTopicConstraint enum specifies the scenario for which a specific dictation recognizer should optimize. Dictation recognizer will optimize for dictation scenario. Dictation recognizer will optimize for form-filling scenario. Dictation recognizer will optimize for web search scenario. The GrammarRecognizer is a complement to the KeywordRecognizer. In many cases developers will find the KeywordRecognizer fills all their development needs. However, in some cases, more complex grammars will be better expressed in the form of an xml file on disk. The GrammarRecognizer uses Extensible Markup Language (XML) elements and attributes, as specified in the World Wide Web Consortium (W3C) Speech Recognition Grammar Specification (SRGS) Version 1.0. These XML elements and attributes represent the rule structures that define the words or phrases (commands) recognized by speech recognition engines. Creates a grammar recognizer using specified file path and minimum confidence. Path of the grammar file. The confidence level at which the recognizer will begin accepting phrases. Creates a grammar recognizer using specified file path and minimum confidence. Path of the grammar file. The confidence level at which the recognizer will begin accepting phrases. Returns the grammar file path which was supplied when the grammar recognizer was created. KeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords. Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. The keywords that the recognizer will listen to. The minimum confidence level of speech recognition that the recognizer will accept. Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. The keywords that the recognizer will listen to. The minimum confidence level of speech recognition that the recognizer will accept. Returns the list of keywords which was supplied when the keyword recognizer was created. Phrase recognition system is responsible for managing phrase recognizers and dispatching recognition events to them. Returns whether speech recognition is supported on the machine that the application is running on. Delegate for OnError event. Error code for the error that occurred. Event that gets invoked when phrase recognition system encounters an error. Delegate that will be invoked when the event occurs. Event which occurs when the status of the phrase recognition system changes. Delegate that will be invoked when the event occurs. Attempts to restart the phrase recognition system. Shuts phrase recognition system down. Returns the current status of the phrase recognition system. Delegate for OnStatusChanged event. The new status of the phrase recognition system. Provides information about a phrase recognized event. A measure of correct recognition certainty. The time it took for the phrase to be uttered. The moment in time when uttering of the phrase began. A semantic meaning of recognized phrase. The text that was recognized. A common base class for both keyword recognizer and grammar recognizer. Disposes the resources used by phrase recognizer. Tells whether the phrase recognizer is listening for phrases. Event that gets fired when the phrase recognizer recognizes a phrase. Delegate that will be invoked when the event occurs. Delegate for OnPhraseRecognized event. Information about a phrase recognized event. Makes the phrase recognizer start listening to phrases. Stops the phrase recognizer from listening to phrases. Semantic meaning is a collection of semantic properties of a recognized phrase. These semantic properties can be specified in SRGS grammar files. A key of semaning meaning. Values of semantic property that the correspond to the semantic meaning key. Represents an error in a speech recognition system. Speech recognition engine failed because the audio quality was too low. Speech recognition engine failed to compiled specified grammar. Speech error occurred because a microphone was not available. Speech error occurred due to a network failure. No error occurred. A speech recognition system has timed out. Supplied grammar file language is not supported. A speech recognition system has encountered an unknown error. Represents the current status of the speech recognition system or a dictation recognizer. Speech recognition system has encountered an error and is in an indeterminate state. Speech recognition system is running. Speech recognition system is stopped. Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve. Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing. Reads the default repeat mode set higher up. When time reaches the end of the animation clip, time will continue at the beginning. When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip. When time reaches the end of the animation clip, time will ping pong back between beginning and end. Base class for all yield instructions.